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17 Jul 2019, 00:00:00 (PRT)
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Old 2018-08-23, 16:10   #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, 16:37   #22
Heavy Death

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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, 13:13   #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, 16:23   #24
DogACTUAL

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Default Re: Vehicle damage system

The system is actually pretty fair overall safe for some outliers like your incident.
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Old 2019-01-24, 20:14   #25
LimitJK
Default Re: Vehicle damage system

tracking chance and gun disabling chance should be exchanged in their probabilities.

currently the higher gun disabling chance enhances RNG outcomes in (mainly APC) armor on armor engagements. just being suddenly unable to shoot for no reason is no fun.

also the lower tracking chance makes lat gameplay unsatisfying by letting enemy APCs escape way too often.
this makes gamey APC rushing tactics more attractive and successful. used those myself already to great success.

as i experienced it, the history of tracking went from one extreme to another.

first APCs almost always got away.
then every hit tracked vehicles (which was shite).
then it got reversed.

then we got the new damage system with some of its flaws recognized immediatly.
those were toned down in a subsequent update but the underlying gameplay flaw is still not fixed.

tracking should allow to convert a "tactical victory into a strategic victory" for the INF. on the other hand a tracked vehicle with its turret still up can be successfully defended by its crew and getting it repaired adds another layer of gameplay.

gun disabling should basically not exist (in its RNG implementation) from a gameplay standpoint (but i guess has its place to a certain degree in this game).

besides that i like how the other functions got detached from the main guns status.


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Old 2019-01-25, 06:39   #26
Heavy Death

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Default Re: Vehicle damage system

Should be about 50-50 imo. Once you run away, other time you are bogged down and defend. From a gameplay perspective.

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Old 2019-01-26, 16:52   #27
qs-racer
Supporting Member

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Default Re: Vehicle damage system

Quote:
Originally Posted by LimitJK View Post
tracking chance and gun disabling chance should be exchanged in their probabilities.

currently the higher gun disabling chance enhances RNG outcomes in (mainly APC) armor on armor engagements. just being suddenly unable to shoot for no reason is no fun.

Also the lower tracking chance makes lat gameplay unsatisfying by letting enemy APCs escape way too often.
Yes, i totally agree.

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