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PR Highlights Highlights of what work the Devs are currently working on

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Old 2018-08-04, 08:57   #21
[R-DEV]Mineral
PR:BF2 Lead Designer
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Default Re: Vehicle damage system update

Quote:
Originally Posted by Menuen View Post
Good change . Let's hope that your turret will not be down after 1 AP shot from the tank all the time. And also if you have time you could fix big weakspots on Abrams, Chinese and French tanks
Feel free to report those

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Old 2018-08-04, 09:07   #22
FFG
Project Reality Beta Tester
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Default Re: Vehicle damage system update

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Originally Posted by DogACTUAL View Post
Wasn't that because DEVs literally set the chance of that happening to 80% with full intention?
Seems like lately quite a few fully inentioned behaviours ingame are called a 'bugs' lol.

In any case, the new system looks really cool and i guess everyone including myself is thankful that someone took the time to improve this mechanic in the game.
Not really, The old system wasn't reliable. Had alot of really bad bugs, in an effort to fix some of the bugs it became a more reliable system and thus acted felt more like the chances had changed. when in all reality was just less broken.

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Old 2018-08-04, 09:41   #23
DogACTUAL

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Default Re: Vehicle damage system update

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!

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.
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''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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Old 2018-08-04, 15:04   #24
WeeGeez
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Default Re: Vehicle damage system update

Nice changes


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Old 2018-08-04, 16:35   #25
InfantryGamer42
Default Re: Vehicle damage system update

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Originally Posted by VTRaptor View Post
IMO there should be some sort of field repair system where the crew could partially fix the vehicle and get it back on its tracks/wheels. A bit time taking, but still quicker than begging anyone for a logi.

Disabled vehicle is as good as dead.
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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Old 2018-08-04, 21:50   #26
robert357

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Default Re: Vehicle damage system update

Logi trucks have deployable repair stations.

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Old 2018-08-05, 10:10   #27
Carti

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Default Re: Vehicle damage system update

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Originally Posted by robert357 View Post
Logi trucks have deployable repair stations.
Yeah but it takes 5-10 minutes or more to get a logi to your tracked vehicle and sometimes it's pain in the ass.
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Old 2018-08-06, 12:50   #28
MikeDude

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Default Re: Vehicle damage system update

Hue Go Mats



[3dAC] MikeDude
Loving PR since 0.2.
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Old 2018-08-10, 14:44   #29
saXoni
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Default Re: Vehicle damage system update

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Originally Posted by Carti View Post
Yeah but it takes 5-10 minutes or more to get a logi to your tracked vehicle and sometimes it's pain in the ass.
If you can't wait 5-10 minutes for repairs you should find yourself a new game.
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Old 2018-08-12, 11:09   #30
anantdeathhawk

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Default Re: Vehicle damage system update

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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