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15 Nov 2018, 00:00:00 (PRT)
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Old 2018-08-23, 17:10   #21
Frontliner
Project Reality Beta Tester
Default Re: Vehicle damage system

The issue with that is that doing that would make it impossible for NATO autocannons to track opposing APCs. I've asked to make it a more dynamic thing along the lines of APC can take 11% and be fine, IFVs 20% and lastly tanks get 34%, or to simply make the Russian tin cans finally tin cans in order for NATO ACs to be able to track but Mats doesn't think that should be the case so it's not.

VTRaptor: but i only stopped for less than 10 secs and that fucking awesome dude put 2 of them
]CIA[ SwampFox: well my definition of glitching is using an enemy kit to kill the enemy
Just_Dave: i have a list about PR players, and they r categorized by their skill
Para: You sir are an arse and not what the game or our community needs.
AlonTavor: Is that a German trying to make me concentrate?
Heavy Death: join PRTA instead - Teamwork is a must there.
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Old 2018-09-10, 17:37   #22
Heavy Death
Default Re: Vehicle damage system

Omg Mats is again absolutely wrong with damage changes!get the pitchforks!

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Old 2018-09-26, 14:13   #23
Danesh_italiano
Supporting Member
PR Server License Administrator
Default Re: Vehicle damage system

Got "LAT'ed" on the side (T90) and got tracked. Health was full and after hit, dropped around ONLY 20% and got tracked.

Proof:
3:12:30
https://eu3.prta.co/servers/prbf2/tr...%20back.PRdemo

#Revert_PR_to_v1.3.9

So sei que nada sei.
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Old 2018-09-26, 17:23   #24
DogACTUAL
Default Re: Vehicle damage system

The system is actually pretty fair overall safe for some outliers like your incident.
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