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Old 02-22-2010, 08:03 AM   #11
[R-DEV]Ninja2dan
PR Military Adviser

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Default Re: IED feedback

Quote:
Originally Posted by dtacs View Post
I'd like to see anti-personnel IED's introduced, ones with ball bearings and shrapnel and whatnot wrapped around explosives.
To my knowledge, all of the explosives (to include IED) have two different damage ranges. The first is their kill radius, the second is their max wound radius. As it was explained to me, the amount of damage done between the numbers is going to be a percentage rate, with the damage gradually decreasing to the max wound range.

In other words, there is an "invisible" frag radius of all explosives, but no visual fragmentation in game. The data I provided and which I think was used to help modify the IED values was based on such wounding capability.

Quote:
I heard somewhere about a Humvee driving in Iraq, when they stopped for a moment they noticed an IED full of steel balls mounted on the back of a stop sign, designed to go off when they drove past it, imagine that in PR eh?
Chances are that such a device against an up-armored HMMWV would have minimal effect, except maybe against a gunner using the older exposed "turret". Also, using a stop sign as a base is a poor choice, for reasons which I will not discuss here.

Quote:
At the moment the ArtyIED has some awesome damage, great when you can set them off after a cache has been taken out in a revenge tactic, but the pipe bombs just feel useless.
The smaller IED can still prove quite effective, especially when used tactically.


A common use of such devices is to find a good choke point, such as narrow road/alley way or in between obstacles such as vehicle hulks or walls, and place the IED on one side of the road with an AT mine on the other. This works best if the IED is concealed, such as under a rock, garbage, or other debris in the road.

How it works is quite simple. The driver is likely to see the mine early, and will swerve to the other side of the road to avoid the mine. At that point, he has taken the "bait" and is very likely to drive directly over the IED.

Players can also use the IED in combination with grenade traps, using the traps as visible "arrows" trying to make the enemy follow a route that takes them directly into/through another kill zone.

Another tactic might be to conceal the smaller IED inside of a structure along an ambush route. When you engage the enemy, those that try to take cover inside the structure will get baked.

I could go on and on with various tactics, and similar can be used with BLUEFOR and their M18's.


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Old 02-22-2010, 09:42 AM   #12
boilerrat

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Default Re: IED feedback

I see what you are saying Ninja, but for these sort of tactics to be more effective, I believe we could carry at least two pipebombs.

If someone is going to go through the effort to create a bomb and try to kill the enemy, they are going to make sure they go down....

Why try to blow someone up, but not finish them off? I blew up a pipebomb at the Fallujah arches when a humvee stopped next to it, and the humvee smoked a little and they shot at me.

None of them died.... they didn't even RTB


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Old 02-22-2010, 11:40 AM   #13
Lucke189
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Default Re: IED feedback

As the insurgents now got their ammo trucks I think that one pipebomb IED is quite enough. Just request a pile of ammo boxes and you should be fine.


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Old 02-22-2010, 12:18 PM   #14
boilerrat

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Default Re: IED feedback

Most of the time those trucks get wasted, or abandoned on the other side of the map.


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Old 02-22-2010, 02:02 PM   #15
Celestial1
Default Re: IED feedback

Quote:
Originally Posted by [R-DEV]Ninja2dan View Post
As for carrying multiple IED's on a single person, that's not usually realistic. Planting an IED is usually done by teams, and one at a time. This limits the chances that the team will be killed trying to deploy the device. Basically, each device is planted by a single team and that team doesn't plant another until the first was either detonated, removed, or the team killed/compromised.

With regards to remote IED's (self-actuated), yes it's possible that teams will deploy multiple devices. But those being used in PR are player-detonated. And in those circumstances, one at a time is the best (most realistic) option.
Change it so that only 1 IED can be in the gameworld at a time (per player, of course), but give them a few to carry?
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Old 02-22-2010, 02:37 PM   #16
The_Blitzcraig

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Default Re: IED feedback

Ive posted this is an older thread but it was locked because feedback was not open at the time so I will post it here.

Ive done quite a bit of testing with the IEDs and I can say that the pipebomb IEDs can destroy anything less armored then an APC. Ive set up 5 pipebomb IEDs directly under a M113 and detonated it which sent the APC flying 30 meters in the air and it flipped on its back, the explosion itself didnt seem to damage the APC at all since there was no smoke afterwards but the vehicle being flipped over soon caught fire and destroyed itself like all vehicles do when they flip. So theoretically it is possible to destroy armor using only pipebombs if you can manage to flip the vehicle with the blast force of 5 pipebomb IEDs. A single pipebomb IED will moderately damage light vehicles like humvees and log/transport trucks making them smoke if the IED was detonated fairly close to the vehicle (within about 5 meters) This blast will only slight injure the people inside but not enough to cause them to start bleeding. I recommend using at least 2 pipebomb IEDs if you are trying to hunt light vehicles. Summed up the pipebomb IED is best used for infantry and light vehicles and dont forget that these can be placed on nearly any surface like a wall or sign pole, just be creative. If they are placed high enough off the ground they can kill gunners in M113s, claymores are also useful for situations like this.

The artillery shell IED is now a beast however, Its explosion radius is much bigger then it was in previous versions, A single arty shell can moderately damage an M1 Abrams and 2 arty shells will destroy it. Just make sure the shell is within 10 meters of the tank if you want to do the most damage to it. Against the Bradley I placed a single arty shell underneath it and detonated. The Bradley was badly damaged with a good amount of smoke coming from it, It was soon immobilized from the blast, caught fire and blew up on its own from being so badly damaged by the single shell. The anti personnel radius of the arty IED is also rather large, I first tried detonating a arty shell from 45 meters away when it was placed under a tank. Turns out I was killed from being too close to the blast. Make sure you are least 85 meters away from a arty shell before you detonate it because they can injure people up to 70 meters away. Be sure to place these far enough away from caches as well so you dont accidentally blow the cache up with the large blast radius of the arty shell.

I hope this helps clarify the updated IEDs for anyone that wants to better understand them.
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Old 02-22-2010, 02:44 PM   #17
The_Blitzcraig

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Default Re: IED feedback

Quote:
Originally Posted by [R-DEV]Jaymz View Post
The artillery IED does need to be made more available. We kind of made them all realistic to appearance without redoing the kit loadouts (Artillery IED will be far more common in the future).
Will Taliban and Hamas receive the Artillery IED kit?
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Old 02-25-2010, 06:27 PM   #18
DevilDog812
Banned
Default Re: IED feedback

sorry if this is off topic, but i didnt want to start a whole new topic and couldnt find a better spot.

is there a way to get an IED on singleplayer? what about an artillary IED? i looked around and found hidden kits (basrah btw) but i couldnt find an IED one
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Old 02-25-2010, 08:08 PM   #19
boilerrat

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Default Re: IED feedback

Wrong section....


Anyways, you can get the artillery IED on fallujah if the gamemode is insurgency... obviously you have to be insurgents.


You can spawn with IEDs as insurgent also... pick the "sapper kit"


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Old 02-26-2010, 09:46 AM   #20
Proceed

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Default Re: IED feedback

Hey,

I was disappointed about the Pipebomb IED, the first INS map I played was Fallujah, I already read about the nerv of the IED before 0.9 was playable, so I just threw an IED on the groud ran a little farther and dialed my phone, watching the explosion made me nearly cry . I left the server to create a local with Fallujah to test the IEDs. For the tests I moved every vehicle out of the US main, with enough space between each other - the results:
2x IEDs for a HMMWV
2x IEDs for a truck
6x IEDs did not make the Bradley smoke, then I just stopped, not trying to destroy the tank.
I also realized that you can not destroy supply crates with the Pipebombs, and later I realized the same for FOBs. So the pipebomb became something like a remote boobie trap with the possibilty to destroy light armored vehicles.
I think when using IEDs like that, we should give the sapper at least 2 of em, and make them strong enough to destoy FOBs and crates, also I think the combat engineer of the militia fraction and talibans should get C4 or an arty IED, because atm the kit is useless, you cant do anything exept laying mines ...

The arty IED is great, but we need some more of these kits, at least 3 on each map at once - but this number varies depending on the teamwork and overall skill of the players.
Also we need pickup trucks with ammo boxes on every map, here I'm speaking of Fallujah.


My questions are:
How long does the arty IED kit take to spawn after it despawned ?
How many IED kits are there on Karbala ? (Fallujah 2 kits , Basrah 1kit ?)
Also:
"Updated maximum deployable proximity IED to 30 (increase from 10)" *source*
Does this include the arty IED ?

Cheers Proceed


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Last edited by Proceed; 02-26-2010 at 11:19 AM.. Reason: changed "that" to "this" :)
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