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Old 2022-11-08, 10:01   #61
PBAsydney
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Default Re: PR:BF2 v1.7.2.0 Changelog

Quote:
Originally Posted by Mats391 View Post


WEAPONS:
  • Updated gun launched ATGM to deal less damage compared to other ATGM.
why?...




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Old 2022-11-08, 10:15   #62
[R-DEV]Mats391
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Default Re: PR:BF2 v1.7.2.0 Changelog

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Originally Posted by PBAsydney View Post
why?...
Cause their warheads are smaller than other ATGM as they have to fit in 100mm or 125mm barrel. Also have no seek delay and pretty much are at max speed from the start. The damage of AT-11 vs front armor in this patch is comparable to damage of 1.7.2.3. Other ATGM just stronger in comparison. The AT-10 is worse off, since it is even smaller.

Mineral: TIL that Wire-guided missiles actually use wire
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Old 2022-11-08, 10:50   #63
PBAsydney
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Default Re: PR:BF2 v1.7.2.0 Changelog

If the BMP3 can no longer take out tanks with a side shot I will cry.




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Last edited by PBAsydney; 2022-11-08 at 11:03..
Old 2022-11-08, 11:57   #64
Petar97

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Default Re: PR:BF2 v1.7.2.0 Changelog

"Fixed Russian missing zipties on insurgency maps." - Nice but did you fix other Taliban maps like Kokan where other teams dosent hape zipties and civilians are ruining a game?
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Old 2022-11-08, 19:39   #65
zloyrash
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Default Re: PR:BF2 v1.7.2.0 Changelog

NICE! THX


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Old 2022-11-08, 23:29   #66
Coalz101

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Default Re: PR:BF2 v1.7.2.0 Changelog

Quote:
Originally Posted by Mats391 View Post
WEAPONS:
  • Updated kinetic projectiles to have higher damage drop-off over distance.
  • Updated gun launched ATGM to deal less damage compared to other ATGM.
Can we have some numbers please?
How much less? What would be the front armor damage for gun fired ATGMs is it less than the old 0.45 number or is it still more?

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Old 2022-11-09, 07:21   #67
[R-DEV]Mats391
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Default Re: PR:BF2 v1.7.2.0 Changelog

Quote:
Originally Posted by Coalz101 View Post
Can we have some numbers please?
How much less? What would be the front armor damage for gun fired ATGMs is it less than the old 0.45 number or is it still more?
Minimum damage of kinetic projectiles dropped to 30% down from 40%. The distances to reach minimum damage did not change.
The raw damage of AT-10 dropped from 1100 to 900 and for AT-11 from 1050 to 1000. The modifiers are the same as on other ATGM. For comparison the TOW still has 1100. Splash damage on AT-10 and AT-11 were already lower than on other ATGM before this patch.

Mineral: TIL that Wire-guided missiles actually use wire
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Old 2022-11-09, 13:44   #68
xpugur

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Default Re: PR:BF2 v1.7.2.0 Changelog

SHADERS:
Updated leaves, bushes, etc. to interact with dynamic lights.
Update fog and fading to calculate per-pixel.
Update 2D water to look better on lower settings.
Updated shadows to use slope-scaled depth bias instead of constant bias.
Updated mesh and terrain lighting.
Fixed deployable emplacement dirt being too shiny.
Fixed incorrect bundlemesh lighting.
Fixed inconsistent dynamic lights.
Fixed missing fog from certain objects.


are those effect performance ? i want to play at high settings like full hd + graphic settings at high but even tho i lower the texture quality/filtering to medium and lighting quality+dynamic shadows/lights to low i got around 25 fps or even lower sometimes(depending on map and where i look at the map) but sometimes it goes to orver 60fps
((nvidia 840m+8gbram+i5-4210m cpu+win10))
should i keep staticmesh and vgetation LOD at lowest? (as it is) and select the "fade vegetation LOD" ? for higher fps?

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Old 2022-11-09, 15:03   #69
[R-DEV]Mats391
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Default Re: PR:BF2 v1.7.2.0 Changelog

These changes should have no negative impact on performance and might even improve it in some places. PR is very CPU heavy and rendering is not really a bottleneck for most.
As for most performance orientated settings:
  1. Dynamic shadows and light off
  2. Everything else on low
  3. No increased LOD
  4. Disable fade vegetation

Mineral: TIL that Wire-guided missiles actually use wire
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Old 2022-11-09, 18:00   #70
xpugur

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Default Re: PR:BF2 v1.7.2.0 Changelog

thanks

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