Tow to effective against Air Assets

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stealth420
Posts: 256
Joined: 2009-09-29 19:59

Tow to effective against Air Assets

Post by stealth420 »

Its been in many threads , just thought id point it out again.

Reason: There taking down choppers to easily, More Effective than AA.

1. Landed a sniper in the mountains on Muttrah, Got towed as i was leaving the area. ( In a moving Huey)

2.) Landed Troops North city. Got Towed Flying Full speed above the buildings in the city.

3. Strafing Run in littlebird on Kashan desert. Going Full speed from 300 Altitude, and I get towed Straight into the cockpit. ( Because i wasnt concerned about Tow, i put all my hydras into the AA emplacement)

These Tow emplacements have made gameplay for Choppers very difficult, I can see that its a good counter for the APC but what about the choppers . They shouldnt be able to take out choppers that are moving full speed.

Fix: Make tows Only angle at 60% so they cant aim at air units.

Or this : Waring Siren That Tow has been fired at you, In vanilla BF2 Theres sirens for all AT missiles, It would be pretty easy to add it the the choppers in PR.
Last edited by stealth420 on 2010-04-07 16:27, edited 1 time in total.
Rudd
Retired PR Developer
Posts: 21225
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Re: Tow to effective against Air Assets

Post by Rudd »

ObjectTemplate.armingDelay 0.2
afaik this is a setting put on the combined arms hellfire missles because of the limitations on laser speeds

I would propose that this setting be added to tows in PR, to limit them slightly.

what this does is make you hold down click for 0.2seconds before the missle actually fires, decreasing effectiveness against targets that are not in your field of view very long, but shouldn't change the TOWs effectiveness against ground targets much at all.
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dtacs
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Re: Tow to effective against Air Assets

Post by dtacs »

Perhaps decreasing the angle at which it can look up? At the moment its pretty huge.
Smiddey723
Posts: 901
Joined: 2010-03-27 18:59

Re: Tow to effective against Air Assets

Post by Smiddey723 »

I think it is fine as it is, if they can hit you at 300m up and your traveling fast then i think that would be skill/luck more than the TOWs being OP
TheOldBreed
Posts: 637
Joined: 2009-05-08 23:03

Re: Tow to effective against Air Assets

Post by TheOldBreed »

to be fair lad, having a TOW missile up your jacksy in a helicopter will ruin anyones day. i can't imagine why TOWs would be used against air assets, but they sure as shit will take you out.
Rhino
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Re: Tow to effective against Air Assets

Post by Rhino »

[R-CON]Rudd wrote:afaik this is a setting put on the combined arms hellfire missles because of the limitations on laser speeds

I would propose that this setting be added to tows in PR, to limit them slightly.

what this does is make you hold down click for 0.2seconds before the missle actually fires, decreasing effectiveness against targets that are not in your field of view very long, but shouldn't change the TOWs effectiveness against ground targets much at all.
ye that might be an idea, also might want to look into doing it for other weapons.
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Excavus
Posts: 539
Joined: 2009-04-10 19:21

Re: Tow to effective against Air Assets

Post by Excavus »

Yeah yesterday I got taken out in the hills in my attack Huey on Muttrah beyond the LOS. The angle is much too steep, it needs to be reduced. If aimed too steep in real life, wouldn't the back blast hurt the TOW operator?
boilerrat
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Re: Tow to effective against Air Assets

Post by boilerrat »

yes

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scope
Posts: 133
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Re: Tow to effective against Air Assets

Post by scope »

boilerrat wrote:yes

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Maybe i'm wrong, but isn't that an AT-4.
Hotrod525
Posts: 2215
Joined: 2006-12-10 13:28

Re: Tow to effective against Air Assets

Post by Hotrod525 »

boilerrat wrote:yes

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This is not a TOW, thats an AT4 =)

edit : damn i got ninja'd by Scope'
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Oddsodz
Posts: 833
Joined: 2007-07-22 19:16

Re: Tow to effective against Air Assets

Post by Oddsodz »

I Like the TOW as is. But I will say that a 2X zoom is all that is needed. And not 3X zoom. This will also have the knock on effect of reducing it's use as a sniping tool on inf. I Had a giggle today on a server (not saying where as they might get their feeling hurt). I Built a TOW in the mountains on Muttra and killed a few admins and their BTR. Next thing I know they start complaining about it and say they are going to put a rule in place to say that you can't build FOBs in the mountains. How sad. lol. Also funny that I was kicked a few minutes latter. For unknown reason I might add.

But the point is. If the TOW had less Zoom. It would make TOW shorting the HELOs just that bit harder.
Drunkenup
Posts: 786
Joined: 2009-03-16 20:53

Re: Tow to effective against Air Assets

Post by Drunkenup »

Make the TOW less agile, set its vertical and horizontal Axis to a very low setting, just enough to guide it from a distance, less Zoom. But if you were a Helo pilot, you should be able to evade that missile. How? know if there's a firebase there, land into cover. Even in a simple Mi-17, I was able to dodge 3 TOWs just by carefully swerving in the air at about 50 altitude. The Mi-17, which is probably the least agile helo, second to the Blackhawk, evaded a TOW, which means with proper precaution, you should be fine. But effectiveness against fixed wing aircraft? No.
richyrich55
Posts: 332
Joined: 2007-07-18 16:04

Re: Tow to effective against Air Assets

Post by richyrich55 »

You people seem to have the worst luck. I think I've maybe been TOW'd once or twice while in a chopper.

Btw, I support the idea of the firing delay.
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Dev1200
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Re: Tow to effective against Air Assets

Post by Dev1200 »

Smaller zoom, firing delay, longer reload, less ammo.
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Rissien
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Re: Tow to effective against Air Assets

Post by Rissien »

I seem to have a bad habit of getting towed on Yamalia, dont even realize theres a fob there or I just got through evading an AA missle only to get towed anyways.
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Bob_Marley
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Re: Tow to effective against Air Assets

Post by Bob_Marley »

Yep, too effective. Yep.

Because you know, its entirely inconceavable that a guided missile packed with enough HE to destroy a tank would be a threat to a helicopter.

Of course, that makes complete sense.
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Hunt3r
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Re: Tow to effective against Air Assets

Post by Hunt3r »

'[R-MOD wrote:Bob_Marley;1316239']Yep, too effective. Yep.

Because you know, its entirely inconceavable that a guided missile packed with enough HE to destroy a tank would be a threat to a helicopter.

Of course, that makes complete sense.
It's equally inconceivable that a TOW, which can scarcely reach 3 kilometers at maximum range, wouldn't be a threat to a helicopter with Hellfires that reach out to 8 kilometers.

Also, it's inconceivable that TOWs do not turn fast enough to hit a helicopter moving at 110 knots in close range.

Just saying. I don't mind that TOWs can take out helicopters that are moving slow or hovering, but a chopper going with all its got shouldn't be easier to shoot down then flies. Especially when you have a full 20 seconds to react to it when you are at maximum range.
Last edited by Hunt3r on 2010-04-08 07:10, edited 1 time in total.
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dtacs
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Re: Tow to effective against Air Assets

Post by dtacs »

'[R-MOD wrote:Bob_Marley;1316239']
Because you know, its entirely inconceavable that a guided missile packed with enough HE to destroy a tank would be a threat to a helicopter.
Did you even bother to read the thread?

The problem here is not the TOWs explosive package, its the ease at which the operator can take out a moving helicopter. From my knowledge, the user must guide the TOW from its launcher onto the target and track it till missile impact.

Imagine doing that with one of these things on a chopper going at what, 100 km/h?

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mangeface
Posts: 2105
Joined: 2009-12-13 09:56

Re: Tow to effective against Air Assets

Post by mangeface »

dtacs wrote:Imagine doing that with one of these things on a chopper going at what, 100 km/h?

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Even faster than that. 100 km/h=62 mph=53 knots. I figure most will cruise somewhere around 185 km/h=115 mph=100 knots.

Still, shooting down a helicopter IRL with a TOW is practically impossible. I think they should have 1. lower ammo count 2. fire delay 3. hell of a lot slower transversing 4. lower max elevation 5. slower reload time.
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