Skip to content
View in the app

A better way to browse. Learn more.

The Armory

A full-screen app on your home screen with push notifications, badges and more.

To install this app on iOS and iPadOS
  1. Tap the Share icon in Safari
  2. Scroll the menu and tap Add to Home Screen.
  3. Tap Add in the top-right corner.
To install this app on Android
  1. Tap the 3-dot menu (⋮) in the top-right corner of the browser.
  2. Tap Add to Home screen or Install app.
  3. Confirm by tapping Install.

I am making a BFV mod

Featured Replies

OK, I have finished work on my Master of Orion 3 mods, and am finishing up remaining mod work for Total Annihilation. That will leave me with free time to do a BFV mini-mod.

 

Basically, I think BFV could be 20 times better with some adjustments. Some of the things in this list could be implemented rather quickly as they are simply data changes. Others will take a bit longer since they require model work or massive behavior changes (eg: Implementation of Mi8E or Actual Wire Guided MUTT shots)

 

I am posting this because I would like some feedback or ideas to consider as I work on this mod.

 

Kit Changes

 

US

 

1)Move m60 to infantry kit, no additional weapons

 

2)Move Mosberg to M79 kit: Kit is avilable on maps without helicopters

 

3)Give Law Kit M16 with 2 reloads (US) or Car 15 (SVA)

 

4)Add M41 "Redeye" SAM kit, which replaces M79 kit on helicopter maps: 1 Redeye SAM w/ 3 rounds + M16 with 1 reload

 

NVA

 

1)SA7 kit gets Nat 49 with 1 reload

 

2)On non-helo maps, remove SA7/Nat49 and replace with AKMS

 

3)Add dyamite to boobytrap kits (since booby traps do nothing a mine cant do)

 

Weapon Changes

 

US

 

1)M79- More velocity

 

2)M60:

 

-Alt-fire mode on m60 works like mortar: Setup stand, and use as a vehicle (enter button to use/exit)

 

-Reduce kick while standing

 

-improve reticle when crouching

 

-when using m60 in alt-fire deployed mode, improve reticle effects when turning aim

 

3)Law/M79- Increase reticle size when standing, reduce effect when crouching, minimize effect when prone

 

4)increase blast radius of C4 50%

 

5)Sniper smoke grenade counts as camera for indirect fire

 

6)Remove Grenade hopping exploit

 

NVA

 

1)Time bombs- Add sticky ability, increase explosion radius 33%

 

2)RPG/SA7 Increase reticle size when standing, reduce effect when crouching, minimize effect when prone

 

3)Bouncing Betty: Improve dammage 66%, inceease blast 33%, alt-fire camoflages betty with grass before dropping (3x time)

 

4)RPD:

 

-Alt-fire mode on RPD works like mortar: Setup stand, and use as a vehicle (enter button to use/exit)

 

-Reduce kick while standing

 

-improve reticle when crouching

 

-when using RPD in deployed mode reduce effects of reticle when turning aim

 

5)SA7- Decrease lockon aspect to slightly around reticle

 

6)Remove Grenade hopping exploit

 

Vehicle Changes

 

US

 

1)Helos:

 

-Dammage from RPG/LAW = 75%

 

-Dammage from MGs increases 200%

 

-Change missile seek point from tail rotor to engine port

 

-Add tail rotor as sweet spot for dammage amplification

 

-Allow 5% dammage from small arms to penetrate cockpit glass

 

-Allow 10% dammage from MGs to penetrate cockpit glass

 

-Allow 75% dammage from sniper rifles to penetrate cockpit glass

 

-Rocket pods contain 7 rockets each, can fire one after another immediately, but there is no reload

 

-Increase velocity of grenade launcher

 

-Increase blast radius of grenade launcher 66%

 

2)Tanks:

 

-Increase shot velocity

 

-Increase frontal/side armor

 

-Allow lower aim point of main barrel

 

-Increase accuracy of topside MG

 

-Tanks barely affected by frontal/side helo rocket hits, marginally affected by rear helo rocket hits

 

3)Mutt:

 

-Turn into wire guided missile (works like SA3 in DC)

 

-Mutt round does 90% dammage to tank with direct rear hit

 

4)F4

 

-Decrease lock-on aspect of missile to slightly around reticle

 

-Increase missile manuverability (to simulate "all aspect*" heat seeking on US AAMs)

 

-Increase Napalm trail Width by 25%

 

-Nose cone/cockpit hit by missile is instant death

 

5)Corsair- Increase bomb explosion radius by 100%

 

-Nose Cone/Cockpit hit by missile is instant death

 

6)Cobra Weapons: Use the 2 variations as seen in Vietnam

 

Anti-tank Cobra (1 on flaming dart, use on Khe Sahn)

 

-Turn the 8 gunner guided missile into wire guided (home in on reticle position)

 

-Gunner missiles do not get reloads, fire 8 and you're out

 

-Gunner missile kills tank in one shot from rear/side, does 90% dammage from frontal hit

 

-Gunner gets twin MG in cannon socket for light vehicle work

 

-Pilot Rocket pod contains 7 rockets each, can fire one after another immediately, but there is no reload

 

Anti-Infantry Cobra (1 on flaming dart, use on fall of lang vei)

 

-Remove gunner missiles

 

-Pilot gets 2 rocket pods: pods contain 19 rockets each, and 2 fixed XM18 7.62mm gunpods on wing racks

 

-Gunner gets dual Grenade launcher in cannon socket

 

-Increase grenade launcher velocity

 

-Increase blast radius of grenade launcher 66%

 

NVA

 

1)Tanks:

 

-Increase shot velocity

 

-Increase frontal/side armor

 

-Allow lower aim point of main barrel

 

-Increase accuracy of topside MG

 

-Tanks barely affected by frontal/side helo rocket hits, marginally affected by rear helo rocket hits

 

2)Jeep: -Decrease kick of MG

 

3)Mig 21

 

-Missiles become heat seekers

 

-Very tight reticle threshold to lock(to simulate the fact that the NVA did not have all aspect heat seeking)

 

-Low guidance manuverability to make head on hits hard (to simulate the fact that the NVA did not have all aspect heat seeking)

 

-Heat Seekers do appropriate dammage to air targets and low dammage to the ground

 

4)Helos

 

-Dammage from RPG/LAW = 75%

 

-Dammage from MGs increases 200%

 

-Change missile seek point from tail rotor to engine port

 

-Add tail rotor as sweet spot for dammage amplification

 

-Allow 5% dammage from small arms to penetrate cockpit glass

 

-Allow 10% dammage from MGs to penetrate cockpit glass

 

-Allow 75% dammage from sniper rifles to penetrate cockpit glass

 

-MI8C transport helos have radar

 

-Reduce MI8C max altitude so it can be JUST visible to high flying Hueys

 

-Implement proper MI8 "E" gunships used by the NVA (basically 3 hard points per wing instead of 2 + nose cannon)

 

Assault MI8E (use 1 on hastings, on Khe Sahn and 1 on flaming dart)

 

Pilot weapons: fixed Nose 12.7mm MachineGun (750 rounds) + 4 250 lb bombs

 

Gunner Weapons: 4 AT2 missiles (work like cobra guided missiles)

 

Anti-Infantry MI8E (use 1 on hastings, on Game Warden and 1 on flaming dart)

 

Pilot Weapons: fixed Nose 12.7mm machinegun gun, 4 16 shot rocket pods, 2 dual chain guns

 

Gunner Weapons: 2 AT2 missiles (work like cobra guided missiles)

 

Other

 

1)Reduce repair speed of helo pads by 200%

 

* "All Aspect" heat seeking missiles could achieve a lock on a vehicle from any angle. An improvement over original heat seekers which could only achieve a lock by pointing at the exhaust port of the target aircraft.

dude this mod seems awesome....the best of luck to u man. i like it how u can shoot through the cockpit. please develop this quick :D
I would like to add before I put in specific comments that all mounted MG's should be fixed. Especially those Slick side guns. They are utterly useless the way they are now.
  • Author

Yeah roach, the mounted MGs added to the helos are fixed weapons that are controlled by the pilot and fire at his reticle, with the exception of the dual machine gun pod for the Anti-Armor Cobra. (odd, but the single cobra machine gun is not historically accurate, in vietnam the AH-1G cobra had the M28 dual turret pod.

 

The m28A1 turret pod could house either two M134 7.62mm "miniguns", with 4,000 rounds of ammunition each, or two M75 or M129 40mm grenade launchers with 400 rounds each. Or it could mix and match with one minigun and 1 grenade launcher. (which poses a problem in BFV since you can only control 2 weapons :D ) Uhh, and yes, you read that right.... 400 grenade rounds!!!!!!

 

http://www.vhpamuseum.org/weapons/images/Cobra%20turretsm.jpg

 

The cobra gun pods (err oops, called them m60s because I was thinking 7.62 rounds) are basically gatling cannons fixed on the wing racks in place of the missile racks. http://tri.army.mil/LC/CS/csa/kpm134.jpg

 

The MI8 E Anti-Infantry version has the machine guns fixed and mounted side by side in place of one of the AT2s

 

http://www.globalsecurity.org/military/world/russia/images/at-2-swatter_dfst9209228-s.jpg

 

edit: Uhh...hehe, you meant fixed as in they are broken, not fixed as in fire in a straight line from a fixed point :oops: I am dumb sometimes :)

  • Author
Heh, I promise the guided MUTT will not work like a redeemer in UT2004.More like a very fast, wild discharge, and then you alt-fire to look into the warhead's camera and guide the inertia heavy rocket to the target.It will require at least some skill to shoot down a helo with it :D
Man..I wish I had a faster computer for these games... a good video card...good games WITH the fast computer...and a nice joystick...I wish I had alot of things :D
  • Author
OK, some balance questions, I'll share my balance thoughts, and you give me feedback.1)Redeye.... it's a bit lighter than the SA7 (which was freakin humongous)Should it have 4 rounds, kill a Hip in 4 hits, but still kill a huey or cobra in 3?My reasoning: The hip is bigger (tougher?), slower, and cant dodge or run away like the Huey or Cobra can. So if it can take 4 hits from the redeye, the pilot probably has the same chance as a Huey at escaping a hot spot when it is time to repair. 2)Helo hits by Law/RPGShould the 75% dammage to the helo I wanted only be taken if it is hit in the sweet spot? And instead it takes 45% dammage if hit in a non critical area. If it is 75% to a normal spot, a hit on the engine port will kill it in one shot, and dont forget MG dammage will be increased against helos.Reasoning: I don't want to make flag capping with helos impossible. Was thinking a LAW/RPG that hits a helo in a normal area should do maybe 45% dammage, so 2 hits to the belly or somthing set it on fire, which I think would be quite frequent when spawn capping a hostile point. 75% dammage if hit in the engine port, which is pretty easy when the helo is hovering around a flag to cap it. Thanks
How about making the weapons all selectable like in FA and give a point system based on that principal.Add some armor like FA.Then you would have Jungle Mist.Mac
  • Author
Probably because that it too complicated for me to do ;)The game is hardcoded to provided kits. Changing the configuration of the kits is easy, but removing the kit system inplace of a new system is beyond my abilities, as that stuff is not accessible though the mod tools.
  • Author
Not easily without UI changes (new scripts to enable and control the additional windows plus there will be problems at 640X480 since the menus JUST fit). Might be possible, but for now I am going to concentrate on making the Redeye kit and making a proper Vietnam AH-1G cobra, in addition to the data changes which are simple to do.Know what's funny? When you're loading the Khe Sahn map, the graphic of the Cobra is actually an AH-1G, look at the turret in the picture and compare it to the gatling the cobra ingame has ;) In case you're wondering what that odd pod is on the wing of that graphic, it is the fixed gatling inside of its protective casing.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

Account

Navigation

Search

Search

Configure browser push notifications

Chrome (Android)
  1. Tap the lock icon next to the address bar.
  2. Tap Permissions → Notifications.
  3. Adjust your preference.
Chrome (Desktop)
  1. Click the padlock icon in the address bar.
  2. Select Site settings.
  3. Find Notifications and adjust your preference.