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2018-08-01, 18:26 | #1 |
PR:BF2 Lead Developer
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Vehicle damage system update
One of the featured changes in the upcoming v1.5.5 update is a complete overhaul of the vehicle damage system. In the past, this was very unforgiving for armor crews as it often left your vehicle unable to move after a single hit. This is due to how the current system decides the chance of disabling and what gets disabled. Right now it checks whether to disable parts of the vehicle at two values vehicle health point (HP) values: 50% and 25%. For example the chances for disabling an APC are:
With those problems in mind we set out to rewrite the entire damage system and change the way disabling gets checked. Now checking for disabling happens on every significant damage taken and is based on the previous HP and the damage taken. The base chance to disable is based on this formula: In addition to that we also added a modifier to the chance of disabling the tracks/wheels. These now have a 75% lower chance of getting disabled than the turret. With that an ATGM to the front of a tank already add a real risk of disabling turret, tracks or both as well as increasing the chance to get disabled when taking further damage. We also changed how the turret disabling works. In the past we disabled the entire turret making no weapon usable and disabling movement of the turret. This also had a side effect of the players still seeing themselves shoot locally, while the server did not register any shot. The new way is based on [R-DEV]Alon's work of modifying weapon overheat values from the server side. With that we now selectively disable weapons for the gunner. In the current implementation the coax and smoke launcher will stay active while every other weapons gets disabled. We also upgraded the HUD to display when your weapon is disabled. The name of the disabled weapons will then turn red. At last there have been some other changes and fixes to the code. Most notably the disabling of ATGM on Bradley has been removed as it would have required significant work to update for only one or two vehicles using it. This feature may come back at some point. Another change is to the upside-down check done on choppers. This is now more forgiving as it will no longer instantly disable the main rotor (main rotor can't get disabled anymore on choppers), but instead damage the chopper while it is upside-down until it dies or the damage disabling kicks in. We hope these changes will make the usage of these assets more enjoyable. Please provide us with feedback when v1.5.5 comes out and let us know how you like the new system. Support Project Reality! The Project Reality Team develops this modification completely free of charge for its community to download and play. If you would like to show your support, please consider donating to our team. These funds go directly towards website expenses, including bandwidth, hosting, domain registration, and maintenance. We never use donation funds to directly pay team members. For more information, please feel free to join us on our public forums to discuss this and other news. Also, be sure to connect to Project Reality through social media to stay informed and receive up to the minute updates, the occasional leaked bit of information, and more! See you on the battlefield! - The Project Reality Team |
Last edited by Outlawz7; 2018-08-03 at 14:16..
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2018-08-02, 19:02 | #2 |
PR:BF2 Contributor
Join Date: Jan 2016
Posts: 902
Europe
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Re: Vehicle damage system update
This actually sounds like a very good change.
So Bradley got a buff, what about the Puma? |
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2018-08-02, 19:08 | #3 |
PR:BF2 Contributor
Join Date: Oct 2012
Posts: 1,874
Germany
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Re: Vehicle damage system update
Both vehicles use(d) the same system. It's removed on both for now.
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2018-08-02, 20:01 | #4 | |
Join Date: Jan 2008
Posts: 4,372
Ireland
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Re: Vehicle damage system update
Quote:
May I ask, does this dmg change only apply to ATGM or does it also apply to being hit with rounds from other projectiles? | |
2018-08-02, 20:08 | #5 |
PR:BF2 Developer
Join Date: Aug 2009
Posts: 2,988
Israel
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Re: Vehicle damage system update
this applies to any kind of damage
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2018-08-02, 20:14 | #6 |
Join Date: Jun 2008
Posts: 966
Canada
Location: Nova Scotia
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Re: Vehicle damage system update
Looks pretty good. Always asking for more I was wondering if its possible to have different disabled states for the turret. Basically having 3 possible levels of turret health. 1 being good to go completely, all weapons good, 2 being turret can still move and function but main weapon is down and finally the 3rd disabled state of turret is unable to move, and all weapons are down. Thinking about the IRL hits some would maybe disable a weapon or crewmember and others could completely disable the mechanism and leave the turret useless.
Its also going to be quite strange now dealing with tanks especially, not really knowing if their main gun is down or just not being used. |
2018-08-02, 20:39 | #7 |
Join Date: Jun 2015
Posts: 72
United States of America
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Re: Vehicle damage system update
So you did this instead of fixing aa thanks.
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2018-08-02, 21:39 | #8 |
Join Date: May 2009
Posts: 1,013
Norway
Location: Hordaland
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Re: Vehicle damage system update
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2018-08-02, 22:53 | #9 |
Join Date: Jun 2015
Posts: 317
Poland
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Re: Vehicle damage system update
IMO there should be some sort of field repair system where the crew could partially fix the vehicle and get it back on its tracks/wheels. A bit time taking, but still quicker than begging anyone for a logi.
Disabled vehicle is as good as dead. |
2018-08-03, 03:13 | #10 |
Forum Moderator
Join Date: Mar 2014
Posts: 1,453
New Zealand
Location: Auckland
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Re: Vehicle damage system update
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