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22 Oct 2024, 00:00:00 (PRT)
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View Poll Results: How Much Splash Damage should AtG AT Missiles Have vs Armoured Vehicles?
Little to None, as per the v1.0 Open Beta 32 21.05%
~25% so it takes 4 near misses to kill a Tank (less vs APCs) 39 25.66%
~50% so that it 2 near misses to kill a Tank (less vs APCs) 39 25.66%
~75% so it takes 1.5 near misses to kill a Tank (~1 near miss to kill an APC) 21 13.82%
100% so a near miss will kill any vehicle within a 5m (possibly smaller) radius 14 9.21%
A Near Miss should kill any Vehicle within a 10m radius like in v0.98 7 4.61%
Voters: 152. You may not vote on this poll

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Old 2013-12-01, 13:16   #51
Mongolian_dude
Retired Moderator

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Default Re: AtG AT Missile Splash Damage

Still experiencing a poor success rate with the SU-22's ATGMs on both heavily and lightly armoured targets.

...mongol...

Military lawyers engaged in fierce legal action.
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Old 2013-12-11, 12:44   #52
viirusiiseli
Banned
Default Re: AtG AT Missile Splash Damage

*looking back at 0.98 with a longing gaze*
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Old 2013-12-22, 19:05   #53
dysin
Default Re: AtG AT Missile Splash Damage

maybe a little less effective overall with a "good" laze on heavier armor, but the real problem is with lighter skinned, smaller vehicles. if the laze sticks off the side, ground spotter often has no real way to identify the issue, so sending even two atgm will get it smoking at best. i'm referring specifically to maverick agm-65 type, such as issued on the su-22.

good example would be trying a diving run on an avenger. "good" laze can be several meters off target, uncontrollable from the pilot's perspective, leaving the crewman happily safe inside with a clear shot directly into the belly of the outbound, or the tail and a stack of flares in the worst case. same scenario from ww2 era strafing runs, and the disconnect run out with every AAA in range staring at the underside. that of course defeats the intention of agm's altogether...

with commander lazes apparently being removed in the future, i think that it's necessary to increase the damaging radius if the devs decide not to (or cannot) implement a good solution. at least do this for fast movers, as heli gunners have the far more effective manual option. larger classes of heavier armor do tend to cook off in 2 shots on a crooked laze, obviously due to their larger hitboxes, but they are still marginally safer from agm runs contrasted with .98
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Old 2013-12-28, 20:52   #54
sirfstar
Default Re: AtG AT Missile Splash Damage

off-topic: have anyone had the issue with cobra when 1 actual click releases 4-8 missiles at the same time? really helps to kill anything with one run but quite annoying to reload every time.
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Old 2014-01-26, 01:44   #55
Truism
Default Re: AtG AT Missile Splash Damage

I did some gunning yesterday, and we found the LT mode useless even with properly stuck lazes.

A moving vehicle was impervious to the missiles, with all of them near misses, and on a number of occasions, stationary vehicles with good lazes weren't destroyed. We were piloting the havoc, so I was dropping about 5 missiles per LT run in the hope of having an effect, but that wasn't creating the desired effect either.

I also discovered that far less of the PR community knows how to laze than used to. 9/10 of our "good lase, cas come" targets had some muppet sitting there holding left mouse on his GLTDs, with me and the pilot forced to watch the lases fly back and forth.

I'm just going to give LT a miss from now on. People can laze if they like, I'll just use it as a target indication.
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Old 2014-01-26, 01:46   #56
Truism
Default Re: AtG AT Missile Splash Damage

Le double post.
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