JDAM radius increase.

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pwn3ge106
Posts: 145
Joined: 2008-01-26 00:58

JDAM radius increase.

Post by pwn3ge106 »

I searched jdam radius and jdam power and nothing came up.
Currently, the jdam can put bunkers to their knees at 50m. Any more then that, and its like blowing on the bunker. I think the radius should be 100m to kill bunkers, and 150m to take out infantry. For its 1 hour recharge rate, the jdam just gives you a large smoke bomb to run into cover with. Its fairly easy to escape a jdam, i've had one land around 25m away from me and leave me unscathed. (I was standing looking the other way, when black smoke just encompasses my face followed by a large explosion - It was awesome.) But i was standing there, i thought how stupid it was that the infantry killing radius is tiny. It needs a hard increase.
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pwn3ge106
Posts: 145
Joined: 2008-01-26 00:58

Re: JDAM radius increase.

Post by pwn3ge106 »

Is the JDAM in game 500 or 2000 lb?
If its 500 keep it the way it is, if its 2000 increase.
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Sabre_tooth_tigger
Posts: 1922
Joined: 2007-06-01 20:14

Re: JDAM radius increase.

Post by Sabre_tooth_tigger »

I think the type of damage it does is more important and the way it does it.

The smaller lgb dropped by the jets is lethal because it goes right through buildings and usually hits the target more accurately.

If we gave the jdam a bunker buster effect it would probably work out better.
The damage spreads up and outwards I think so when the jdam is selected for a point and dropped it should actually implement the damage 50m below that point to simulate a bomb smashing through and into a building before exploding
sharpshooter
Posts: 24
Joined: 2008-07-17 01:44

Re: JDAM radius increase.

Post by sharpshooter »

I think jdam should just have a shorter spawn time, like 20mins instead of an hour
pwn3ge106
Posts: 145
Joined: 2008-01-26 00:58

Re: JDAM radius increase.

Post by pwn3ge106 »

Either of the following would be good:
-Shorter spawn time (30 mins)
-Random spawn time after 30 mins to an hour? It could become available at any time, such as a reinforcement
-sabre's suggestion
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vilhelm123
Posts: 417
Joined: 2007-09-23 20:11

Re: JDAM radius increase.

Post by vilhelm123 »

Dropping the time to 30mins would be good. Although it would take away from the moment when your squad gets to call one in and you all line up on the hills to watch shouting things you’d never repeat in front of your granny, being part of that situation is more fun and means more to me than the actual effect of the Jdam ever will!
Lots of love
Vilhelm xx
Conman51
Posts: 2628
Joined: 2008-05-03 00:27

Re: JDAM radius increase.

Post by Conman51 »

Sabre_tooth_tigger wrote:I think the type of damage it does is more important and the way it does it.

The smaller lgb dropped by the jets is lethal because it goes right through buildings and usually hits the target more accurately.

If we gave the jdam a bunker buster effect it would probably work out better.
The damage spreads up and outwards I think so when the jdam is selected for a point and dropped it should actually implement the damage 50m below that point to simulate a bomb smashing through and into a building before exploding
i like this idea...needs to be more of a surgical deadly weapon
"It's not the size of the dog in the fight, it's the size of the fight in the dog."
-Mark Twain



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pwn3ge106
Posts: 145
Joined: 2008-01-26 00:58

Re: JDAM radius increase.

Post by pwn3ge106 »

Or a new deploable asset : Jdam sheild
:P
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Cassius
Posts: 3958
Joined: 2008-04-14 17:37

Re: JDAM radius increase.

Post by Cassius »

I would be vary about decreasing the JDAM spawntime. In maps like qwai river no armor will dare enter a flag with a 20 min spawntime. I suggest a compromise, make the spawntime significantly shorter for maps that typically do not last as long, say BI MING, which is the majority of the maps thus far really and leave the spawntimes as it is for maps which take a lot of time, like Kashan Desert. On a side note there should be more maps that have it all Size armor airplanes. I want to challenge the notion that for a good session you must have played like 3 maps. I would rather play one map that has it all.
|TG|cap_Kilgore
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[uBp]Irish
Posts: 1794
Joined: 2007-01-17 23:47

Re: JDAM radius increase.

Post by [uBp]Irish »

Size of explosion needs to match its visual effect. thats all i'm gonna say.

Its got so much bark, but I've survived JDAM's as insurgent one building over on Archer... No bite
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Vlade.the_medic
Posts: 70
Joined: 2007-05-22 17:38

Re: JDAM radius increase.

Post by Vlade.the_medic »

I agree its needs to be as powerful as it looks......Too many times I've survived a explosian that is supposed to devastate a are....
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BloodyGabe
Posts: 18
Joined: 2008-06-03 12:47

Re: JDAM radius increase.

Post by BloodyGabe »

charliegrs wrote:is there anyway to make it so that when a jdam is dropped, for a split second it makes a "dead zone", the same as the dead zones on a map, that destroys everything in a given radius. but instead of a slow drain to your health like in the current deadzones, the deadzone that jdam makes is like instant kill. it would effect everything in a certain radius, and it wouldnt matter whether its infantry, vehicles, buildings, wouldnt matter if you were on the top floor of a building, it would destroy everything. like this professionally drawn visual aid shows:
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like i said, the "death zone" would only last a split second. think of it like when you go out of bounds on a bf2 map, and instead of you having time to run out it damages you so heavily that you die instantly.
IMO best JDAM suggestion
Skodz
Posts: 791
Joined: 2007-05-26 06:31

Re: JDAM radius increase.

Post by Skodz »

Yeah nice one, but add a "badly injured" zone around the "deadzone" and that'll be great.
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