2017-07-07, 15:53 | #511 |
Retired PR Developer
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Re: Infantry weapon damage changes
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2017-07-07, 17:25 | #512 |
Join Date: May 2016
Posts: 876
Germany
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Re: Infantry weapon damage changes
If everything you said is true (bc there are always at least 2 sides to a story), someone needs to tell management to get their priorities straight.
Also could you please clarify what happened to the thermobaric warhead? And how would the thermobaric warhead work ingame, meaning what would the mechanics be to differentiate it from the fragmentation warhead for example? Would it actually be more effective in enclosed environments like cavitations and rooms? Hard to believe that the refractor engine would allow to do something like that. |
2017-07-07, 18:10 | #513 | |
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Re: Infantry weapon damage changes
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https://www.realitymod.com/forum/f10...esthetics.html | |
2017-07-07, 18:38 | #514 | ||
Retired PR Developer
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Re: Infantry weapon damage changes
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Quote:
Worst case scenario is it will just have an explosion that kills infantry instantly in a 7m or so radius but doesn't do much damage outside of that. | ||
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2017-07-07, 20:26 | #515 | |
Join Date: Jan 2016
Posts: 40
United States of America
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Re: Infantry weapon damage changes
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I am of the opinion that I want features/weapons even if the models aren't perfect. Give me a frag RPG even if the in game model shows it as an HE, or an Eryx or whatever. I don't care if the in game model shows it as a banana. | |
Last edited by Bonecrusher76; 2017-07-07 at 20:36..
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2017-07-07, 21:10 | #516 | |
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Re: Infantry weapon damage changes
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Tags |
damage, infantry, weapon |
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