[Weapon] v0.9 Improved Area Attacks

Project Reality announcements and development highlights.
Jaymz
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Re: [Weapon] v0.9 Improved Area Attacks

Post by Jaymz »

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

PR needs more shellshock!
ma21212 wrote:are the wait times the same for the mortar and arty the same?
Fighter wrote:Good question, I'd also like to know if the wait times for the munitions will be affected from their current times.
We're considering having artillery/mortars every 30mins and JDAM every hour. Still undecided, we'll have to see in stress testing.
"Clear the battlefield and let me see, All the profit from our victory." - Greg Lake
DankE_SPB
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Re: [Weapon] v0.9 Improved Area Attacks

Post by DankE_SPB »

how those kill/wound radius apply to vehicles? are they same or lower?
regardless, gj on it
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Sniperdog
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Re: [Weapon] v0.9 Improved Area Attacks

Post by Sniperdog »

503 wrote: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?
Indeed :)

Alex made a new effect for the JDAM...
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Will Stahl aka "Merlin" in the Squad community
WelshManDan
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Re: [Weapon] v0.9 Improved Area Attacks

Post by WelshManDan »

What about Terrain cover as said before? e.g im behind a large hill on kashan, a JDAM hits the otehr side of the large hill. Will i be dead or just wounded from the shellshock?
Jaymz
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Re: [Weapon] v0.9 Improved Area Attacks

Post by Jaymz »

WelshManDan wrote:What about Terrain cover as said before? e.g im behind a large hill on kashan, a JDAM hits the otehr side of the large hill. Will i be dead or just wounded from the shellshock?
If you're within 75m of the point of impact, you're dead. It won't matter if you're behind Marlon Brando.
"Clear the battlefield and let me see, All the profit from our victory." - Greg Lake
CanuckCommander
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Re: [Weapon] v0.9 Improved Area Attacks

Post by CanuckCommander »

'[R-DEV wrote:Jaymz;1226190']If you're within 75m of the point of impact, you're dead. It won't matter if you're behind Marlon Brando.
Will this change be done to MOST if not ALL large ordinances or explosives? For example, bomb cars, 500lb bombs, tank shells, etc.
Ninja2dan
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Re: [Weapon] v0.9 Improved Area Attacks

Post by Ninja2dan »

CanuckCommander wrote:Will this change be done to MOST if not ALL large ordinances or explosives? For example, bomb cars, 500lb bombs, tank shells, etc.
Certain munitions cause injury/death only by means of shrapnel, while others are designed to actually kill/injure by means of the blast wave.

For example, a 155mm HE shell is going to have a smaller blast/shock wave than a 500lb JDAM, but the max shrapnel range of the 155mm HE round is going to be much greater. This means that the 155mm HE would have a larger kill radius against open targets, and minimal effect against heavy armor or protected grunts. The JDAM on the other hand would probably have more destructive damage against armor and protected soldiers within the blast radius, but almost no damage outside that immediate range.

This means that specific types of munitions will have varied types of damage limits. Artillery (howitzer/mortar), MBT main gun rounds, and other similar munitions will function differently than JDAM warheads or most IED/VBIED's.
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DeltaFart
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Re: [Weapon] v0.9 Improved Area Attacks

Post by DeltaFart »

But say a shell lands on the tanks would that still put it out? Id think it would at least disable it
Ninja2dan
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Re: [Weapon] v0.9 Improved Area Attacks

Post by Ninja2dan »

DeltaFart wrote:But say a shell lands on the tanks would that still put it out? Id think it would at least disable it
When at close range, the larger shells like a 155mm would surely take out an MBT. But beyond maybe 15-20m, not likely. In real life, at that range the only real damage to an MBT from an HE round would be damaged external unarmored components and loss of externally-mounted equipment. Nothing that would need to be simulated in PR.

But with blast-based munitions such as the JDAM, even the smallest 500lb warhead is likely to jack up a tank at 30-50m. If the tank itself isn't wiped out, the crew inside would still be in a world of hurt.


As for longer ranges though, the 155mm HE is probably going to still cause casualties beyond 40-50m, due to shrapnel and projected debris. But armored vehicles and soldiers behind cover would remain relatively safe. The JDAM and similar munitions would likely not have any serious effect at extended range though, due to their minimal shrapnel projection.

That's the main difference between the two types of attacks. You have either "Blast" or "Fragment", rarely both.
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L4gi
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Re: [Weapon] v0.9 Improved Area Attacks

Post by L4gi »

Lol @ insurgency with these new updates. Nonetheless, conventional maps will be nice with this. :)
X1 Spriggan
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Re: [Weapon] v0.9 Improved Area Attacks

Post by X1 Spriggan »

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OMG guys it worked. Everyone should start telling all the devs to GTFO from now on.
master of the templars
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Re: [Weapon] v0.9 Improved Area Attacks

Post by master of the templars »

only 1000 lbs?

I'm disapointed.


Still nice changes :D
Make nukes, Not war
Jaymz
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Re: [Weapon] v0.9 Improved Area Attacks

Post by Jaymz »

L4gi wrote:Lol @ insurgency with these new updates. Nonetheless, conventional maps will be nice with this. :)
lol indeed if you're expecting area attacks to blow up caches like they do in 0.87 ;)
master of the templars wrote:only 1000 lbs?
Since we took the route of directly injecting statistics in-game, 1000 pounders made much more sense. 2000 pounders like a GBU-31 have an immediate casualty radius of almost 400 meters irl.
"Clear the battlefield and let me see, All the profit from our victory." - Greg Lake
Ninja2dan
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Re: [Weapon] v0.9 Improved Area Attacks

Post by Ninja2dan »

Next thing they'll be wanting is "realistic" artillery strikes... :shock:

Note that Jaymz stated the "immediate casualty radius", which he currently has at 75m/175m. We don't want a weapon that can wipe out half the map in one shot.

Basically, as Jaymz pointed out, the realistic values of the area attacks were substantially lower in game than in real life. If we added true-to-life data, everyone would be crying or wetting their panties.
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bad_nade
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Re: [Weapon] v0.9 Improved Area Attacks

Post by bad_nade »

'[R-DEV wrote:Jaymz;1226345'] 2000 pounders like a GBU-31 have an immediate casualty radius of almost 400 meters irl.
Just the like the weapon we need for Fallujah and Korengal.
=]H[= JakCurse
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Re: [Weapon] v0.9 Improved Area Attacks

Post by =]H[= JakCurse »

Imagine... Rapid fire artillery on the hilltops on Korengal. Oh my days!
NyteMyre
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Re: [Weapon] v0.9 Improved Area Attacks

Post by NyteMyre »

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Yay...hope that the reload times get updated as well.
1 arty every hour is quite lame.
Tim270
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Re: [Weapon] v0.9 Improved Area Attacks

Post by Tim270 »

NyteMyre wrote:1 arty every hour is quite lame.
Not really. Most of the time it acts as a pinacle in the battle, the initiation of a push etc. I cant say I would want to play if that was dropped on the bunkers in Kashan every 30ish mins..
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Feriluce
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Re: [Weapon] 0.9 Improved Area Attacks

Post by Feriluce »

Feriluce wrote:What was the exact numbers for the old area attacks, and are area attacks getting fixed so they dont kill caches through 4m solid cave roof?
No answer for these questions? The new area attacks looks quite deadly, but it would be nice to have some numbers to compare them to the old ones. It would also be nice to know if the bug where they destroys caches deep within caves and large houses.
Arquin
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Re: [Weapon] v0.9 Improved Area Attacks

Post by Arquin »

Someone lasing for that JDAM better be good distance away.

Edit: Like everybody else.
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