[0.957] Qinling chopper rearm

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TheComedian
Posts: 677
Joined: 2011-01-08 13:46

[0.957] Qinling chopper rearm

Post by TheComedian »

I just played a round of Qinling as the British Forces and I was flying both the Chinook and the Apache at different points in the game. I noticed that when I land on the helipad the rearming happens alarmingly fast. With 3 seconds all the 60 flares of the chinook were rearmed.

I don't know if this is the case with the Chinese side helipads but it seems like a very big and unavoidable exploit.

I asked friends and they too had this bug so its not local.

Reproducing: Load Battle for Quinling and take the British Chinook. Fly away and drop all flares>land.

Greets.
Last edited by TheComedian on 2011-01-16 22:21, edited 1 time in total.
Wispit
Posts: 60
Joined: 2009-04-07 06:48

Re: [0.957] Qinling chopper rearm

Post by Wispit »

My assumption has always been that its intended. Qinling has always had fast rearm capabilities for both sides (less time waiting on the pads for crates and what not when you have a half hour* transport run)


*It isnt actually half and hour but sure does feel like it.
PLODDITHANLEY
Posts: 3608
Joined: 2009-05-02 19:44

Re: [0.957] Qinling chopper rearm

Post by PLODDITHANLEY »

To reproduce the awesome efficiency of Brit ground crew heli rearming/reloading?
TheComedian
Posts: 677
Joined: 2011-01-08 13:46

Re: [0.957] Qinling chopper rearm

Post by TheComedian »

Update.

Tested the map and it also happens on the chinese side helipads. It could be intentional but for me its odd and unrealistic.
puckett
Posts: 204
Joined: 2010-02-08 00:50

Re: [0.957] Qinling chopper rearm

Post by puckett »

I noticed this. It was incredibly useful as you have to travel such long distances in the slow chinese turdbox helicopter. It saves time and I like it. It also makes sense because it should not take forever to throw a crate into the back of a open-backed helicopter.
EW_SK
Posts: 88
Joined: 2010-01-11 12:35

Re: [0.957] Qinling chopper rearm

Post by EW_SK »

if you think it is to fast drop flares and crates while they are reload untill you think the time is realistic.
I think if the DEVs put it this way it is because they had a good reason to do so
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [0.957] Qinling chopper rearm

Post by Rudd »

I think its because the airbase static is doing the rearming rather than the helipad as usual, I'll look in to it for you.

strange

Code: Select all

ObjectTemplate.healSpeed 8
ObjectTemplate.refillAmmoSpeed 12
they all have the same as this, I can only assume that we have to turn the radius down as multiple radii may be affecting eachother.
Last edited by Rudd on 2011-01-19 12:01, edited 1 time in total.
Image
TheComedian
Posts: 677
Joined: 2011-01-08 13:46

Re: [0.957] Qinling chopper rearm

Post by TheComedian »

Its just not realistic for my taste with the 5 sec rearm. It is useful but I just dont see how you can strap 60 or so rockets on the Z-10 and all the chaingun ammo in 5 seconds? Or the 8 hellfires, 38 hydras and 1000 chaingun rounds in the apache?
puckett
Posts: 204
Joined: 2010-02-08 00:50

Re: [0.957] Qinling chopper rearm

Post by puckett »

TheComedian wrote:Its just not realistic for my taste with the 5 sec rearm. It is useful but I just dont see how you can strap 60 or so rockets on the Z-10 and all the chaingun ammo in 5 seconds? Or the 8 hellfires, 38 hydras and 1000 chaingun rounds in the apache?
Maybe you have a lot of people shoving rockets in at the same time?
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