project reality header
Go Back   Project Reality Forums > News / Announcements > PR Highlights
PR Time:
Register Forum RulesDeveloper Blogs Project Reality Members List Search Today's Posts Mark Forums Read
PR Highlights Highlights of what work the Devs are currently working on

Contact Support Team Frequently Asked Questions Register today!

Closed Thread
 
LinkBack Thread Tools Display Modes
Old 01-05-2010, 04:58 AM   #31
PLODDITHANLEY
Supporting Member
Default Re: [Weapon] 0.9 Improved Area Attacks

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?
PLODDITHANLEY is offline
Old 01-05-2010, 05:06 AM   #32
Smegburt_funkledink
Deputy Lead Tester (EU)
Project Reality Beta Tester

Smegburt_funkledink's Avatar
Default Re: [Weapon] 0.9 Improved Area Attacks

Quote:
Originally Posted by [R-DEV]Jaymz View Post
Ok,

You just volunteered to be the guy inside the Kashan Bunker we'll be dropping the JDAM on.
Thank god. My head was starting to hurt...

Quote:
Originally Posted by PLODDITHANLEY View Post
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?
Quote:
Originally Posted by [R-DEV]Jaymz View Post
  • Kill Radius (regardless of cover) : 75m
As Jaymz has said, regardless of cover, if you're within 75m of the blast, you're toast.

If you've parked your MBT within the blast radius, say goodbye to it.


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!!!"
Smegburt_funkledink is offline
Old 01-05-2010, 05:26 AM   #33
Arquin

Arquin's Avatar
Default Re: [Weapon] 0.9 Improved Area Attacks

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
Arquin is offline
Old 01-05-2010, 05:26 AM   #34
clueless_noob

clueless_noob's Avatar
Default Re: [Weapon] 0.9 Improved Area Attacks

Quote:
Originally Posted by [R-DEV]Jaymz View Post
Laser Guided Bomb (JDAM)

This will be used for conventional factions on select medium/large maps.
  • Weapon : 1000 pound General Purpose Bomb (equivalent to a MK-83 or KAB-500L)
  • Kill Radius (regardless of cover) : 75m
  • Kill Radius (open terrain) : 175m
  • Wound Radius (open terrain) : 350m
This is very velcome change indeed.

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?
clueless_noob is offline
Old 01-05-2010, 05:42 AM   #35
[R-DEV]Sniperdog
PR Coder Team
Supporting Member

[R-DEV]Sniperdog's Avatar
Default Re: [Weapon] 0.9 Improved Area Attacks

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


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.

[R-DEV]Sniperdog is offline
Last edited by [R-DEV]Sniperdog; 01-05-2010 at 06:22 AM..
Old 01-05-2010, 06:51 AM   #36
hx.bjoffe
PR:BF2 Beta Test Team
Project Reality Beta Tester
Supporting Member

hx.bjoffe's Avatar
Default Re: [Weapon] 0.9 Improved Area Attacks

So now JDAM do damage below the horizontal point of impact?
Or?
hx.bjoffe is offline
Old 01-05-2010, 06:53 AM   #37
Alex6714

Alex6714's Avatar
Default Re: [Weapon] 0.9 Improved Area Attacks

Quote:
Originally Posted by hx.bjoffe View Post
So now JDAM do damage below the horizontal point of impact?
Or?
They do, Yes.

"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
Alex6714 is offline
Old 01-05-2010, 07:25 AM   #38
=Romagnolo=

=Romagnolo='s Avatar
Send a message via MSN to =Romagnolo=
Default Re: [Weapon] 0.9 Improved Area Attacks




hell yeah !



Edit:


I found the video

YouTube Video

[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."
=Romagnolo= is offline
Last edited by =Romagnolo=; 01-05-2010 at 07:33 AM..
Old 01-05-2010, 08:03 AM   #39
McCree
PR Server License Moderator

McCree's Avatar
Default Re: [Weapon] 0.9 Improved Area Attacks

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


To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.
McCree is offline
Old 01-05-2010, 08:24 AM   #40
Gosu-Rizzle

Gosu-Rizzle's Avatar
Default Re: [Weapon] 0.9 Improved Area Attacks

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.

Armadillo - damn good Afganistan movie. Watch it here!

To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.
Gosu-Rizzle is offline
Closed Thread


Tags
area, attacks, improved, v09, weapon
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On



All times are GMT -4. The time now is 07:54 PM.


Powered by: vBulletin. ©2000 - 2012, Jelsoft Enterprises Ltd.
Search Engine Optimization by vBSEO.
All Content Copyright ©2004 - 2012, Project Reality.