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Discussion: Battlefield 2 Tactical Mod / Battlefield 2 Tactical Mod - Feedback & Suggestions - TV missle in tac mod - Well after playing on the Chopper squad in Tac Mod yesterday I noticed that the
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06-05-2006, 04:04 PM #1
TV missle in tac mod
Well after playing on the Chopper squad in Tac Mod yesterday I noticed that the TV missles were really dumbed down. I think its pretty unrealistic (an annoying) that you can score a direct hit on a tank, apc, and even helos without them exploding, or even getting extremely hurt. The pilot for that map (forget who it was) said it would be better if they made the damage the same as in vanilla, but made the missle move faster to make it more difficulta to aim and more realistic.
Any thoughts?
lTG-6thl NardDawg
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06-05-2006, 04:28 PM #2Re: TV missle in tac mod
Originally Posted by thegreatnardini
I really like this idea..
|TG-12th|WhiskeySix
06-05-2006, 04:32 PM #3Re: TV missle in tac mod
I'd like faster missiles as well, but only if there was a longer range and a way to increase the vehicle render range for the TV missile gunner. That way they could use it for long-range anti-vehicle support which is probably what it's used for in real life.
I've always wanted to see really fast missiles in the game.
I wish the anti-air missiles looked like this:
http://www.youtube.com/watch?v=WJBGV...search=aviatic
They pop out of the tube and then ignite and WEEEEEEEEeeeeeeeeee
. So much cooler looking.
06-05-2006, 04:34 PM #4Re: TV missle in tac mod
turns out missle range is measured in time, not distance... 3 seconds for example. So increasing velocity would automatically increase range

|TG-12th|WhiskeySix
06-05-2006, 05:15 PM #5
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Re: TV missle in tac mod
Undamaged armor or attack helos will be set on fire (and blow up if not quickly repaired) when hit by a TV missile. Does that qualify as "extremely hurt"?
Originally Posted by thegreatnardini
If they've taken almost any damage previously (or are hit by almost anything after (few cannon rounds)) then they will be destroyed immediately. The idea is to disable the vehicle, but allow the occupant(s) to get out and continue on foot. With the fairly long respawn time, we want to limit the amount that players are unexpectedly and instantly killed without the possibility of revive.
06-05-2006, 05:59 PM #6Re: TV missle in tac mod
Then lower the amount of seconds.
Originally Posted by WhiskeySix
I have also had this during Tacmod, a chopper vs chopper fight. I fired a TV missile at a chopper, it hit, but didnt destroy it. If you guys dont want a direct kill, then set the damage to get them burning.






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06-05-2006, 06:15 PM #7Re: TV missle in tac mod
You sure (although your probably right since you made the thing
Originally Posted by SgtDuke
)? Because I definately remember hitting vehicles, more memorably last night a transport helo in the air, and it just started smoking, wasn't even that black smoke when you know its really damaged, just flew away and didn't blow
I do agree if it really does set them on fire though
lTG-6thl NardDawg
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OK, runner ups get 3 months free SM and the winner gets a custom 2012 Dodge Charger with TG decals, built in dashboard laptop with TG as the homepage and an aquarium built into the steering wheel that's filled with japanese fighting fish. - Axis

06-05-2006, 10:20 PM #8
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Re: TV missle in tac mod
Yes, I'm sure about armor and attack helos. It's different for transport helos, though.
Originally Posted by thegreatnardini
Transport helos are made of the same "material" as attack helos but have more hit points. I'd like to set transport helos on fire from a TVGM as well, but we can't do that without screwing with materials and/or hit points, which would cause some balance problems by either making transport helos too fragile or attack helos too robust. Regardless, a TVGM hit to a transport helo does plenty of damage that I'd sure be abandoning it ASAP because it's probably not going to last much longer.
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