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Old December 23rd, 2009, 01:22 PM
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Suhiir Suhiir is offline
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Default Re: Current game effects of thermobaric ammo

Quote:
Originally Posted by DRG View Post
Quote:
Originally Posted by Suhiir View Post
I'm just a bit annoyed by the residual burning hex effects from the way FAE's are currently modeled in the game. It's not that big a deal, I was just thinking since they're really more of an explosion then a "real" flame attack they might possibly be modeled differently.
As I said, just brainstorming.
OK, lets start with the weapons. Which ones specifically ? Give me a couple of examples. There are at least three ways a flame weapon could be modeled in the game so I need specifics not generalities

Don
OOB 13 USMC (of course!)

Weapon #30 - 40mm TB Grenade (Wpn Cls 8 - Inf Flame)
Seems a bit odd that a 40mm round sets a 50m hex on fire.

Weapon #162 - SMAW-NE (Wpn Cls 18 - Napalm)
I can see the larger SMAW round starting a fire in a hex - but...

Weapon #185 - CBU Incendiary (Wpn Cls 18 - Napalm)
Thinking this might be "better" (better being of course subjective and relative) modeled more like Weapon #203 - 1000lb Airburst.
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