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Re: [Weapon] 0.9 Improved Area Attacks

Posted: 2010-01-05 12:33
by McCree
Gosu-Rizzle wrote: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:
Agreed.

Basic artillery rounds should be available with the interval of 20mins and the JDAM in one hour.

PR needs more shellshock!

Re: [Weapon] 0.9 Improved Area Attacks

Posted: 2010-01-05 12:58
by BloodyDeed
wow, indeed epicdam ;)
will be great to assault the "jdamed" bunkers in kashan etc...

Re: [Weapon] v0.9 Improved Area Attacks

Posted: 2010-01-05 14:34
by Amok@ndy
sounds great :)

Re: [Weapon] v0.9 Improved Area Attacks

Posted: 2010-01-05 14:36
by rampo
How'bout destrucrable Bunkers? :D maby just make a little hole on it and the roof abit disturbed.

Re: [Weapon] v0.9 Improved Area Attacks

Posted: 2010-01-05 15:00
by Redamare
HAHAH AWSOME LOVE IT!!! :D lolol the video explaining why it works now is an awsome addition :)

Re: [Weapon] v0.9 Improved Area Attacks

Posted: 2010-01-05 15:29
by Antonyo
this is gonna be realy nice :)

Re: [Weapon] v0.9 Improved Area Attacks

Posted: 2010-01-05 15:30
by CanuckCommander
I think if you watch closely, the damage actually spreads over time instead of being instant. It makes sense according to Sniper's explanation of how it works.

For example, when the bomb exploded, the player didn't die until about .3 seconds later. lol Which is super cool. I guess the farther away you are, the slightly longer you might survive.

Re: [Weapon] v0.9 Improved Area Attacks

Posted: 2010-01-05 15:45
by LithiumFox
o.o so pretty much.... Nukes are now possible? Epic. xD *kidding*

=) So.. IF usmc had a jdam on Op Baracuda.... how would the tunnels work? They're pretty deep.. .> >

Re: [Weapon] v0.9 Improved Area Attacks

Posted: 2010-01-05 16:02
by CanuckCommander
LithiumFox wrote:o.o so pretty much.... Nukes are now possible? Epic. xD *kidding*

=) So.. IF usmc had a jdam on Op Baracuda.... how would the tunnels work? They're pretty deep.. .> >
You die due to the collapse of the tunnels. lol.

Re: [Weapon] v0.9 Improved Area Attacks

Posted: 2010-01-05 16:25
by bad_nade
That thing needs condensation cloud and shockwave effects too =)
http://www.youtube.com/watch?v=VX4anYt1U0I

Re: [Weapon] v0.9 Improved Area Attacks

Posted: 2010-01-05 17:01
by Phantom2
Awesome can't wait for it.

Re: [Weapon] v0.9 Improved Area Attacks

Posted: 2010-01-05 17:11
by K4on
'[R-DEV wrote:Jaymz;1225293']
  • Weapon : 1000 pound General Purpose Bomb (equivalent to a MK-83 or KAB-500L)
  • Kill Radius (regardless of cover) : 75m


let s blow the "****" out of the hiding infantry in kashan bunkers :D

Re: [Weapon] v0.9 Improved Area Attacks

Posted: 2010-01-05 17:41
by Jedimushroom
There was always Wintillery, now we must think of a positive name for the big bomb...

How about F**kin-A-DAM?

Re: [Weapon] v0.9 Improved Area Attacks

Posted: 2010-01-05 18:39
by ma21212
are the wait times the same for the mortar and arty the same?

Re: [Weapon] 0.9 Improved Area Attacks

Posted: 2010-01-05 19:13
by JohnnOmar
Rezza wrote:Trying to imagine north village after explosion now :)
Don't try to imagine, do it now with Jaymz Direct Attack Munition, destruction is always in an arms reach :-P

Re: [Weapon] 0.9 Improved Area Attacks

Posted: 2010-01-05 19:32
by Sniperdog
hx.bjoffe wrote:So now JDAM do damage below the horizontal point of impact?
Or?
Yes but bear in mind at the time of impact the JDAM will be traveling at 450m/s. Considering it takes a split second for it to actually kill you and that you will not see it coming it will appear to be instant...

If you are wondering why in the video I was actually able to see the yellow flash of the bomb it is because with the setup in that video (a no-cover kill radius of 55) I was standing sufficiantly far away from the bomb that the supply area did not kill me before the bomb hit but rather in between the split second of time that the bullet was still there after exploding. Apparently the damage caused by the supply area survives slightly after the explosion occurs because the projectile stays alive for a little bit after the explosion. Thus the farther away from the epicenter you are, the less damage you sustained during the drop and the later you die (bear in mind this only applies IF you are behind cover...)

Another neat thing to mention is that damage to vehicles can be turned off in this component(as it is); if this weren't true then the bomb would kill any jets or helicopters in the airspace above the impact point as it were dropping :P

Re: [Weapon] v0.9 Improved Area Attacks

Posted: 2010-01-05 20:57
by chrisweb89
Hehe that would suck to be randomly flying around and boom you're dead. I've once seen an F-16 flown by Ragchan get caught in a J-Dam on NV which didn't end so good for him. Nice work and now I'm actually going to look forward to the J-Dam.

Re: [Weapon] v0.9 Improved Area Attacks

Posted: 2010-01-05 21:11
by Peeta
ma21212 wrote:are the wait times the same for the mortar and arty the same?
Good question, I'd also like to know if the wait times for the munitions will be affected from their current times.

Re: [Weapon] v0.9 Improved Area Attacks

Posted: 2010-01-05 22:04
by 503
No instant death for the J-dam? Cool. Those .3 seconds will really help me get away :)

There gonna illumination in PR too for the bomb?

Re: [Weapon] v0.9 Improved Area Attacks

Posted: 2010-01-05 22:24
by Sniper77shot
Sweet, Can't wait.