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FB Bug?


ezrelay
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S! All,

Lechesne/Lanois FB. It took NINE bags to drop the Infantry spawn. This is not the first FB that needed NINE bags to drop the Infantry spawn. I was not present for the others, but was so for the said named FB. Dont know if it could be repeated or not. But it was the case for two seperate FB's two nights in a row. I will ask those who reported it to name the other FB's that experienced the same NINE bag placement.

Just thought I would bring this to your attention.

Thx for the hard work and it feels great to be back in game. Keep up the great work!!

S!

Ez

Edit: The FB was under attack and the tents were not rebuilding themselves.

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Update........the Fb was sapped back..........tried to sap it again and the same result . The infantry spawn would not drop with an eight bag placement. Again we are inbound to place one more bag. Please look into this matter. It was .reported by a few of my squad mates.

thnx again,

Ex

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I am fairly certian that you guys (CRS) already know about this and are working hard to figure it out but it is still quite aggrivating.

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There is no set satchel limit on FB's though they should routinely take 8. The destruction state is based on the joules of damage delivered. This should almost always equal 8 but there may be issues depending on where they are placed though there probably shouldn't be.

Was there anyplace in particular that you were placing these or was it random? Did you do 4 and 4?

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There were 8 individual bags placed on the infantry spawn.....at different locations. When the fb had been blown back, we went to take it back and the same scenario played out. The VS in both cases went right down. It was the infantry spawn that did not. This was two seprate occassions. After the 8 bag placement on the infantry spawn, the FB did not go down and showed the infantry spawn at 87%. (one bag short).

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As Gophur stated sometimes you can place a satchel (or several) such that you do not do the maximum potential damage ... thus you may need "an extra one" and no, we cannot adjust this other than changing the threshold to need less (or more) satchels, we cannot control placement only what damage is done when placement is "perfect".

The modeling parameters are such that there is a threshold on the object and there is a joules delivered by the ordnance elelment, but while the damage threshold is fixed the joules delivered is variable (not fixed, and cannot be fixed) because placement can vary that delivery of joules, from a potential maximum downwards to a lower figure.

Think of it like an AT round, at it's maximum it can deliver XXXXX joules to what it hits. Vary the impact angle or velocity away from it's ideal maximum, and it delivers less. We cannot ensure that you always deliver the maximum available since your placement of the ordnance causes the variation.

Don't treat the "number of satchels required" as a fixed automatic things, deal with it as it occurs and understand that variation of ordnance damage at delivery is a feature of the simulation, all ammunition simulators will if they are simulating variables ... not always do the same thing as what they are simulating is not always the same.

A "hit point game" can do what you expect (always the same) but a simulator cannot, as it is the variables that are being simulated that cause the differances to occur.

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