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PR Highlights Highlights of what work the Devs are currently working on |
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#21 |
PR:BF2 Lead Designer
![]() ![]() Join Date: Jan 2012
Posts: 8,348
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#22 | |
Forum Moderator
![]() ![]() Join Date: Mar 2014
Posts: 1,405
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Location: Auckland
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#23 |
Join Date: May 2016
Posts: 879
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Oh, so the chance was always 80% then. Thanks for clearing up my misunderstanding. Looking forward to seeing how the new disabling sysem will play out, but i think it is safe to say it will play much better and be more nuanced!
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Not only did the DEVs totally throw off the CAS/AA balance and make TOWs useless against tanks, no that was not enough. They also had to introduce their most controversial change yet, a 16 character limit on player names.
------------------ ''Mats literally does not give a single fuck what you, me or everybody else thinks the game should be like. He doesn't care if you, me or everybody else plays the game even.'' - Frontliner |
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#25 |
Join Date: Mar 2016
Posts: 332
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Maybe we could have repair station as deployable whit FOB and two creats. Vehicle would repair(but not get ammo) as long as it doesnt move or fire any onboard weapons.
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#26 |
Join Date: Jan 2016
Posts: 152
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Logi trucks have deployable repair stations.
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#27 |
Join Date: Jun 2018
Posts: 32
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#28 |
Join Date: Oct 2007
Posts: 939
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Location: Holland, Utrecht.
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Hue Go Mats
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#29 |
![]() Join Date: Oct 2010
Posts: 4,115
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#30 |
Join Date: Nov 2015
Posts: 566
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If a hit on the tank's hull and turret can be detected, as it can have different materials
![]() (https://www.realitymod.com/forum/sho...d.php?t=140942) then, could a code be written that when a hit on the track material is deteced, there's a probability that the tank is detracked and likewise when a hit on turret material is detected, there's a probability that the tank's turret is jammed or gun is jammed or coax is jammed or any combination there of? |
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