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Weapons changes
Valiance
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Picking up on people's comments (and adding my own:

1) I think Mounted Rams and Spikes should be damaged by weapons fire, just less so than now

2) Consensus seems to be that spikes should take little damage from any weapon that doesn't have splash, because bullets would miss the spikes and hit the front armou

3) My personal opinion is the same for rams. They are already weak in that they are destroyed in the first successful ram, so should also ignore damage from smaller weapons.

4) I don't think that this is particularly big cheat (to address viKKing's point, because even if the rams *were* invulnerable to damage, I would envisage this meaning all damage went to the front armour without destroying the ram. In practice, I am in mainly just in favour of scaling down its weakness.

Finally, and not on rams, how about making MMLs extra effective against peds in cars with breached sides - that might make them a sort of long-range flechette. (Just to be clear, I'm just proposing a slight upping of "blue" damage from MMLs against unarmoured peds, not a complete redesign.)
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vet combat1 wv ped1

Posted Jun 30, 2008, 9:41 pm
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So I took the RGM out for spin in a one-trick pony (Phoenix, gunner, RGM, 3 reloads).

And, you know, it's much better. I still only hit 1 in 3 with a 21 large gunner, but at least that's once per reload. I need moderate or heavy damage every time, and i wasn't able to hit multiple enemies at once cos of the terrain.

It's still expensive at $555 for each round. I still think that there is an argument for it to have a 4 or 5 round clip, but this improvement definitely makes it usable.
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vet combat1 wv ped1

Posted Jul 1, 2008, 12:56 am
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These new changes should result in quite a few new car variants :) won't be seeing all the same weps all the time with the reduced bulkiness of these "less popular" items ^^

Maybe rams and spikes could be damaged as a percentage of armor on the side it's mounted on on...i.e u lose 1/2 yer armor the ram is at 50% HP and only is 50% as effective, lose another 25% and it drops to 25% effectiveness.....
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marshal vet race1 elmsautumn wv

Posted Jul 1, 2008, 3:56 am
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I'm a big fan of the HCR and this reduction of bulk should make it usable in vehicles other than the BPU. The CR may have just become my favorite 'gunner' weapon with good range accuracy and high damage.
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marshal vet gateautumn wv e2g0,1,0

Posted Jul 1, 2008, 4:58 am
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perhaps create a reinforced version for spikes .
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vet paintball wv1,0,1

Posted Jul 1, 2008, 8:17 am
*Longo*
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Yea maybe change em a little bit, but nothing drastic. After all, they are cheap and only 5 bulk...
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vet combatL1 ped1 paintladder semiprocombat ped2 wv pvp4 pvp1 gwped paintball pvp3 pvp5 slay2013 marshal circuit2 combat1 e2g raceL1 gwextrav gateautumn pvp2 triangle1

Posted Jul 1, 2008, 12:36 pm
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*Toecutter* said:
Maybe rams and spikes could be damaged as a percentage of armor on the side it's mounted on on...i.e u lose 1/2 yer armor the ram is at 50% HP and only is 50% as effective, lose another 25% and it drops to 25% effectiveness.....


i was thinking about this just today, actually. after looking at all the stuff pertaining to rams and spikes, i think my position is:

1) rams damaged "with" armor, as above (in fact this is how i thought they actually did work until i used one!)

2) spikes take no damage from normal weapons, only "splash" weapons

3) not mentioned here but less or no shop time for replacing "one shot" weapons. with the new changes to spikes and rams, they could be counted as "normal" weapons and take the standard 30 mins.

as for the 4 weapons changed in the update, i'm in favor. might even try a MML today. :oD
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vet combatL1 wv1,0,0

Posted Jul 2, 2008, 12:23 am
*jimmylogan*
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4saken said:

3) not mentioned here but less or no shop time for replacing "one shot" weapons.


Replacing, sure, but what about being fitted for that Heavy Rocket? Is it worth noting the difference?

Or, would just having the weapons mount count?

4saken said:
as for the 4 weapons changed in the update, i'm in favor. might even try a MML today. :oD


I've been using them as small, auxiliary weapons already. I like them. :-)

JL


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vet marshal deathrceL1 wv community combatL1

Posted Jul 2, 2008, 1:08 am
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My two penneth,

I agree with weapon changes that have been made, even started using CRs myself.

Mounted spikes only getting damaged by splash or ram damage is a good idea too tho' not so sure about rams as they cover the whole front of the vehicle.

The box van issue is not reolved tho'. The other day i drove into a hill at 20 mph, the box van flipped, took front armour damage (a liitle) and it's front ATG was smashed to unrepairable in this one hit. The van then bounced around on its side for a bit then suddenly righted itself and drove off like nothing had happened. It should never have flipped at that speed and certainly should not have lost an ATG while front armour was reasonably solid. I'm not posting this as a bug report cos it was bad driving that made me hit the hill but what happened after proves that terrain collision isssues with this vehicle are not fully resolved.

ATB

Cat
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vet marshal

Posted Jul 3, 2008, 3:44 pm Last edited Jul 3, 2008, 3:45 pm by *Whoacat*
*jimmylogan*
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The page for the Vehicles lists the Antagonist as having rockets, but they're not there, but the spaces are apparently taken. I just took one out on a solo scout with some other cars. Had to ram the last car to get it to demo because I ran out of ammo, but that's another story... :-)

I wonder if this is a bug?

JL


EDIT - the spaces are NOT apparently taken - sorry for the typo...
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vet marshal deathrceL1 wv community combatL1

Posted Jul 12, 2008, 11:23 pm Last edited Jul 12, 2008, 11:36 pm by jimmylogan
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Yeah, it's a bug that keeps occurring. Something to do with corruption in the database. Report it in the bug forum. I reported it last time.
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vet deathrceL1 wv cont

Posted Jul 13, 2008, 12:00 am
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*sam* said:
I will also be re-rigging the boxvan's collision mesh, ASAP, to see if that improves its problems. As you probably noticed, I have made it more common with various NPC configs being added, in order to take advantage of its awesome new textures.


Nope i ram one with an nat yesterday i just went half way into it.
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vet wv raceL1 pvp2 combatL1

Posted Jul 13, 2008, 8:14 am
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