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| PR Highlights Highlights of what work the Devs are currently working on |
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#31 |
![]() Join Date: May 2009
Location: Nice, France
Posts: 1,481
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Imagining Inf waiting outside Blast radius in Helis, APCs, trucks etc ... JDAM goes in ... quick lets go!
Excellent once more the PR team forcing teamwork on us! Good work, any info on protection offered by buidings, and I wonder if an MBT/APC/IFV was in the blast radius how would it be? |
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#32 | ||
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Deputy Lead Tester (EU)
![]() Join Date: Nov 2007
Location: Quang Tri Province
Posts: 5,661
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Quote:
Quote:
If you've parked your MBT within the blast radius, say goodbye to it. | ||
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. [R-Div]Robbi "There's nothing more skanky than eating out of a tub of hummus with a screwdriver."
[R-DEV]Matrox "CHINAAAAAAA!!!" |
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#33 |
![]() Join Date: Dec 2009
Location: Helsinki
Posts: 122
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The JDAM change is obviously huge, but i'm curious about the others. It would be nice to have a comparative list on them. Good job, commanding is more tempting with big toys :P
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#34 | |
![]() Join Date: Apr 2008
Location: Helsinki
Posts: 1,017
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Quote:
I guess those numbers are effects against players only, not deployable assets or vehicles? So if a Jaymz Direct Attack Munition is dropped on a fortified firebase, a lucky guy hiding in a builiding 76 meters away can still shovel it back up, including the deployed TOW, .50 cal and AA? | |
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#35 |
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PR Coder Team
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If your curious as to why the JDAM works now (and want to see it in action) watch this video...
We applied a type of code to the JDAM Projectile called a "supply area". This is the same type of code that causes damage on the Molotov cocktail and map statics that are on fire. Infantry who are killed behind cover area killed by the weapon as its falling although to those who died it will seem as if they are killed by the explosion :P. The two reasons why this code is so useful are 1: It does this damage regardless of your cover; and 2: You can put many different layers of this code on a projectile where with the primary explosion you can only put on one damage variable. In addition to being used on the JDAM this type of code can also be used to create highly configurable scaled explosions as you can put many layers of this customizable code at varying damage rates so that people within certain regions sustain a certain amount of damage as the munition is falling. (IE only being wounded a certain amount as opposed to killed) Props to Alex6714 for thinking to use this code RIP FailDAM |
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. I will never forget that I am an American, fighting for freedom, responsible for my actions, and dedicated to the principles which made my country free. |
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Last edited by [R-DEV]Sniperdog; 01-05-2010 at 06:22 AM..
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#36 |
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PR:BF2 Beta Test Team
![]() Join Date: Feb 2007
Posts: 1,176
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So now JDAM do damage below the horizontal point of impact?
Or? |
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#37 |
![]() Join Date: Jun 2007
Posts: 3,941
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"And in the PR world ALL nations signed the treaty, now there " "Today's forecast calls for 30mm HE rain with a slight chance of hellfires" To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. oh, they're fire and forget all right...they're fired then they forget where the target is
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#38 |
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[R-DEV]OkitaMakoto:"Cheers, you're the man, Okita"
[R-DEV]Rhino:"I in fact got kicked from a server for tking." Hitperson:"well done, treasure it forever." [R-DEV]Rudd:"if a pidgeon lands on the phone line I lose internet for 3 days" [R-DEV]Chuc:"Pro man, pro." (yes, it was about me) [R-MOD]BloodBane611:"Romagnolo, you definitely deserve a LOL award for that." |
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Last edited by =Romagnolo=; 01-05-2010 at 07:33 AM..
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#39 |
![]() Join Date: Feb 2008
Location: Espoo
Posts: 74
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Finally!
No more duck and cover 2 meters away from the direct impact point of FAILdam to avoid it Now.. only thing left is to make those bunkers collapse after such brute force |
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#40 |
![]() Join Date: Jun 2009
Location: Copenhagen
Posts: 270
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Sounds like the new JDAM will indeed be epic
But im actually more excited about getting more than 1 area attack per map! It would be really great if you could have mortars on (almost) all maps, with a faster reload time than now. (15-30 mins) Then on some maps we could have arty and/or JDAM on top of the mortars (with 60mins reload time or more) That would make it alot more fun and helpfull to be commander. |
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Armadillo - damn good Afganistan movie. Watch it here!
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| Tags |
| area, attacks, improved, v09, weapon |
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