[Weapon] v0.9 Improved Area Attacks

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Spartan0189
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Re: [Weapon] 0.9 Improved Area Attacks

Post by Spartan0189 »

Silly_Savage wrote:Exactly, video or gtfo. :thumbsup:
No worries, you testers can get them for the public :P

Seems pretty epic, Can't wait for this stuff :D
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galeknight1
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Re: [Weapon] 0.9 Improved Area Attacks

Post by galeknight1 »

I've never heard the term fartillary before :lol: Great updates though, the JDAM sounds incredible now.
richyrich55
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Re: [Weapon] 0.9 Improved Area Attacks

Post by richyrich55 »

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I jizzed... OUT OF MY PANTS!

Edit: User was warned for "Useless/unhelpful" posting. Please add to the discussion at hand rather then simply posting images of such poor taste. Thank you.
Last edited by Saobh on 2010-01-05 17:40, edited 1 time in total.
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Portable.Cougar
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Re: [Weapon] 0.9 Improved Area Attacks

Post by Portable.Cougar »

Death to the Faildam long live the Epicdam
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alberto_di_gio
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Re: [Weapon] 0.9 Improved Area Attacks

Post by alberto_di_gio »

Wow...this sounded nasty. I guess we'll be seeing much more commanders in game :)
Z-trooper
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Re: [Weapon] 0.9 Improved Area Attacks

Post by Z-trooper »

dam you all :D

Props to Jaymz, Ninja and db for the work they have put into the area attacks for 0.9 :)
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AfterDune
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Re: [Weapon] 0.9 Improved Area Attacks

Post by AfterDune »

The J in JDAM stands for Jaymz from now on ;) .
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Z-trooper
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Re: [Weapon] 0.9 Improved Area Attacks

Post by Z-trooper »

[R-DEV]AfterDune wrote:The J in JDAM stands for Jaymz from now on ;) .
"Jaymz Direct Attack Munition" - rofl
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Spec
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Re: [Weapon] 0.9 Improved Area Attacks

Post by Spec »

!jdam

Finally^^ Good job!
PLODDITHANLEY
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Re: [Weapon] 0.9 Improved Area Attacks

Post by PLODDITHANLEY »

Imagining Inf waiting outside Blast radius in Helis, APCs, trucks etc ... JDAM goes in ... quick lets go!

Excellent once more the PR team forcing teamwork on us!

Good work, any info on protection offered by buidings, and I wonder if an MBT/APC/IFV was in the blast radius how would it be?
Smegburt_funkledink
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Re: [Weapon] 0.9 Improved Area Attacks

Post by Smegburt_funkledink »

[quote=""'[R-DEV"]Jaymz;1225318']Ok,

You just volunteered to be the guy inside the Kashan Bunker we'll be dropping the JDAM on.[/quote]

Thank god. My head was starting to hurt... :cry:

[quote="PLODDITHANLEY""]
Good work, any info on protection offered by buidings, and I wonder if an MBT/APC/IFV was in the blast radius how would it be?[/quote]
'[R-DEV wrote:Jaymz;1225293']
  • Kill Radius (regardless of cover) : 75m
As Jaymz has said, regardless of cover, if you're within 75m of the blast, you're toast.

If you've parked your MBT within the blast radius, say goodbye to it.
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Arquin
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Re: [Weapon] 0.9 Improved Area Attacks

Post by Arquin »

The JDAM change is obviously huge, but i'm curious about the others. It would be nice to have a comparative list on them. Good job, commanding is more tempting with big toys :P
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bad_nade
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Re: [Weapon] 0.9 Improved Area Attacks

Post by bad_nade »

'[R-DEV wrote:Jaymz;1225293']Laser Guided Bomb (JDAM)

This will be used for conventional factions on select medium/large maps.
  • Weapon : 1000 pound General Purpose Bomb (equivalent to a MK-83 or KAB-500L)
  • Kill Radius (regardless of cover) : 75m
  • Kill Radius (open terrain) : 175m
  • Wound Radius (open terrain) : 350m
This is very velcome change indeed.

I guess those numbers are effects against players only, not deployable assets or vehicles? So if a Jaymz Direct Attack Munition is dropped on a fortified firebase, a lucky guy hiding in a builiding 76 meters away can still shovel it back up, including the deployed TOW, .50 cal and AA?
Sniperdog
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Re: [Weapon] 0.9 Improved Area Attacks

Post by Sniperdog »

If your curious as to why the JDAM works now (and want to see it in action) watch this video...




We applied a type of code to the JDAM Projectile called a "supply area". This is the same type of code that causes damage on the Molotov cocktail and map statics that are on fire. Infantry who are killed behind cover area killed by the weapon as its falling although to those who died it will seem as if they are killed by the explosion :P . The two reasons why this code is so useful are 1: It does this damage regardless of your cover; and 2: You can put many different layers of this code on a projectile where with the primary explosion you can only put on one damage variable.

In addition to being used on the JDAM this type of code can also be used to create highly configurable scaled explosions as you can put many layers of this customizable code at varying damage rates so that people within certain regions sustain a certain amount of damage as the munition is falling. (IE only being wounded a certain amount as opposed to killed)

Props to Alex6714 for thinking to use this code :)


RIP FailDAM
Last edited by Sniperdog on 2010-01-05 10:22, edited 2 times in total.
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hx.bjoffe
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Re: [Weapon] 0.9 Improved Area Attacks

Post by hx.bjoffe »

So now JDAM do damage below the horizontal point of impact?
Or?
Alex6714
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Re: [Weapon] 0.9 Improved Area Attacks

Post by Alex6714 »

hx.bjoffe wrote:So now JDAM do damage below the horizontal point of impact?
Or?
They do, Yes. ;)
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=Romagnolo=
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Re: [Weapon] 0.9 Improved Area Attacks

Post by =Romagnolo= »

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hell yeah !



Edit:


I found the video

Last edited by =Romagnolo= on 2010-01-05 11:33, edited 1 time in total.
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McCree
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Re: [Weapon] 0.9 Improved Area Attacks

Post by McCree »

Finally!

No more duck and cover 2 meters away from the direct impact point of FAILdam to avoid it :mrgreen:

Now.. only thing left is to make those bunkers collapse after such brute force :shock:
Gosu-Rizzle
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Re: [Weapon] 0.9 Improved Area Attacks

Post by Gosu-Rizzle »

Sounds like the new JDAM will indeed be epic :p
But im actually more excited about getting more than 1 area attack per map! It would be really great if you could have mortars on (almost) all maps, with a faster reload time than now. (15-30 mins) Then on some maps we could have arty and/or JDAM on top of the mortars (with 60mins reload time or more)
That would make it alot more fun and helpfull to be commander. :smile:
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