zukov 490 Posted August 18, 2013 I thought that the buildings in general are too weaks, after two shots they become a ruins. in MP the scenario will become a "ruin's scenario" after 10 min that you play, maybe set a more stronger hitpoints and leave only the powerful satchel charge.. but maybe is only my taste Share this post Link to post Share on other sites
Xacbert 10 Posted August 19, 2013 I think the same, its too easy to destroy the buildings. And the destruction area when you fire a RPG to them its really big. Maybe if the buildings have more parts and if they can absorb the exploxions the destruction area will be shorter. Share this post Link to post Share on other sites
marcai 1 Posted August 20, 2013 Really? I was only yesterday wondering the opposite: Why could I unload 24 missiles from the little bird into a house from Agia Marina and for it to still be intact? I tried this numerous times and sometimes it collapses, but for the most part I find it takes in excess of 15 missiles to ever have major structural effect. Similarly, unloading 3k or so minigun rounds into one of the houses before I cause a hole in the side of a building seems a bit off, seems as though miniguns are pretty specialised for taking out heavy targets/ heavy cover such as buildings- unless I am mistaken, at which point I'll happily concede this point. Share this post Link to post Share on other sites
zedderzulu 7 Posted August 22, 2013 Personally I think the level of destructibility is a bit too inconsistent at the moment. For instance, the Control Tower seems to be built out of plasterboard - fire a few grenades at it and the entire top section disappears (also the destruction effects don't really accommodate such a large section of the building disappearing). Conversely, buildings such as the Military Offices and, from what I can tell from the latest dev build, what is called Diesel Power Plant building - or something - they appear a lot in the airbase and the radar station - are seemingly indestructible. I hope BIS can tinker with some of this - maybe not as far as what I'd really like to see which is dynamic building destruction - but even if it's tinkering with the rate in which the original model sinks into the ground. Looks okay when its a tall structure leaving a very short ruin model, but when a lot of the A3 buildings have ruin models that are nearly as tall as the original models (eg tent hangar, radar building, camp structures etc) it looks pretty bad. Share this post Link to post Share on other sites
zukov 490 Posted August 22, 2013 for the release date, maybe they could get, just the buildings values, in homogeneous manner Share this post Link to post Share on other sites
T6_Gtr 10 Posted August 24, 2013 I wish that the building damage system from Battlefield 3 (or even 4) could be integrated into A3. 50 cal will take down a wall of a building with ease, so will an RPG but not an entire building. It seems like it is either a JDAM on a building or NO damage (well minus broken windows). lol Share this post Link to post Share on other sites
maturin 12 Posted August 24, 2013 No damage except for large caliber explosives is actually the realistic course to take. No land-fired AT weapon will destroy a whole room. The proper simulation for an RPG or tank HEAT round strike on a masonry house is simply a damage decal, and a small blast shrapnel effect on the far side of the wall. The game's tough masonry buildings should ignore damage from bullets, grenades and AT weapons. Over the course of many hits, it would be great if they could start being penetrated, but we're talking quick and dirty solutions here. There is never going to be BF3-level destruction. Share this post Link to post Share on other sites