BVR Fire

General discussion of the Project Reality: BF2 modification.
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What is your opinion on Beyond Visual Range(BVR) firing?

BVR is fine the way it is.
86
28%
BVR is fine but fix the effects so you can see what is killing you.
187
60%
BVR should be removed completely
29
9%
Other, Please Explain
9
3%
 
Total votes: 311

Hunt3r
Posts: 1573
Joined: 2009-04-24 22:09

Re: BVR Fire

Post by Hunt3r »

'[R-DEV wrote:Jaymz;1433811']But don't worry, Hunter and all you other CAS maniacs. There are features en route that will shake the very foundation of your PR experience. In a good way, of course....and they will be in 0.95 ;)
I don't pilot attack helos and jets as often as I seem to, but my interest is piqued.
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dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Re: BVR Fire

Post by dtacs »

'[R-DEV wrote:Jaymz;1433811']
But don't worry, Hunter and all you other CAS maniacs. There are features en route that will shake the very foundation of your PR experience. In a good way, of course....and they will be in 0.95 ;)
Are we talking as big as the rally change or just something that relates to CAS?
usmcguy
Posts: 642
Joined: 2009-12-14 20:26

Re: BVR Fire

Post by usmcguy »

looks like the devs have something big in store for us..
anglomanii
Posts: 701
Joined: 2008-12-20 10:38

Re: BVR Fire

Post by anglomanii »

can someone tell me again why we cant attach the markers to the compass HUD so all you get from the marker is a bearing?



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Moonlight
Posts: 211
Joined: 2009-07-04 20:05

Re: BVR Fire

Post by Moonlight »

'[R-DEV wrote:Jaymz;1433811']
But don't worry, Hunter and all you other CAS maniacs. There are features en route that will shake the very foundation of your PR experience. In a good way, of course....and they will be in 0.95 ;)
Click'n'shoot hellfires? (ergo fire and forget that does not require lase from other team member) Or will that be something more? ^^
dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Re: BVR Fire

Post by dtacs »

Moonlight wrote:Click'n'shoot hellfires? (ergo fire and forget that does not require lase from other team member) Or will that be something more? ^^
Could be those guided hydras I've heard so much about ('pparently the US Army is trialing them)
GuesseWhosBack
Posts: 5
Joined: 2010-09-05 17:06

Re: BVR Fire

Post by GuesseWhosBack »

What do you mean with "effect" in the poll ?
Spec
Retired PR Developer
Posts: 8439
Joined: 2007-09-01 22:42

Re: BVR Fire

Post by Spec »

The impact effects. Often you get hit by something and you don't know what it was, even if you would've seen the explosion if the enemy had been in visual range.
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Silly_Savage
Posts: 2094
Joined: 2007-08-05 19:23

Re: BVR Fire

Post by Silly_Savage »

anglomanii wrote:can someone tell me again why we cant attach the markers to the compass HUD so all you get from the marker is a bearing?
:mrgreen:
"Jafar, show me a sniper rifle." - Silly_Savage 2013
Kain888
Posts: 954
Joined: 2009-04-22 07:20

Re: BVR Fire

Post by Kain888 »

[R-DEV]Jaymz wrote:I don't think a real FAC, which we have several of on our team, would see a comparison between WP that must be launched from a weapons system and a 3D overlay that can be placed anywhere, as often as one wishes, which instantly relays exact enemy positions with a "shoot here" marker. The 3D marker system needs to be replaced by a 2D one that gives direction only imo.
Wow. That would be awesome! :-D

Instant 3D markers with exact distance are one of the few Battlefieldish things that somehow are still in PR.
Last edited by Kain888 on 2010-09-05 19:28, edited 1 time in total.
mintyflinty
Posts: 25
Joined: 2007-04-28 11:35

Re: BVR Fire

Post by mintyflinty »

Hunt3r wrote:The problem is the view distance, and the lack of a working stabilization system. Markers are somewhat accurate, in real life they get WP rockets and grenades.

stabilising is possible, but yea the view distance ruins it completely.



is there not a way of implementing a no limits view distance for the gtld and gunner positions of tanks apc and helicoptors etc?
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Unit3d_Kill3r
Posts: 52
Joined: 2010-01-28 22:30

Re: BVR Fire

Post by Unit3d_Kill3r »

I personally think it's bloody spot-on. :)
RdClZn
Posts: 8
Joined: 2007-10-21 17:03

Re: BVR Fire

Post by RdClZn »

To me the simple addition of something that makes possible to know if I'm being Locked by an SAM or an aircraft would make BVR combat become perfect... Something like a simplified RWR, HUD or different sound alerts for both threats.

RWR
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Mantak08
Posts: 56
Joined: 2009-11-03 19:28

Re: BVR Fire

Post by Mantak08 »

i think BVR is an exploit (in game, not IRL) because it is ignoring the view distance set by the engine.
Rissien
Posts: 2661
Joined: 2008-11-07 22:40

Re: BVR Fire

Post by Rissien »

The veiw distance is only there so lower spec rigs can run it. If it was possible to cause no lag for all im sure would be no veiw distance except for intentionally foggy maps.
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Redamare
Posts: 1897
Joined: 2007-10-30 21:09

Re: BVR Fire

Post by Redamare »

there is Nothing wrong with Blind firing :) they just waste their ammo and Not hit me lol ... i was about to say Eliminate it fuly but .. FAct ... compaired to real life unless the map is always foggy you would normaly beable to visualy see the target you are shooting at sooo the use of team work is essential .. but for the over all .. id say if they wanna waste their ammo they can be my guest
Hunt3r
Posts: 1573
Joined: 2009-04-24 22:09

Re: BVR Fire

Post by Hunt3r »

TBH I would rather have lower detail maps with high view distance for maps that are mostly asset wars then high detail maps with low view distance.
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llRvXll
Posts: 97
Joined: 2010-09-03 20:50

Re: BVR Fire

Post by llRvXll »

Nebsif wrote:shoot the number :)
The numbers? are you sure?
dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Re: BVR Fire

Post by dtacs »

llRvXll wrote:The numbers? are you sure?
Yes. Once the pilot is as still as possible (only slight movement I think at about 1m/s), fire at the actual distance just under the marker eg the part where it says [325m] to be as accurate as possible.
Unit3d_Kill3r
Posts: 52
Joined: 2010-01-28 22:30

Re: BVR Fire

Post by Unit3d_Kill3r »

Although what's this effect bug you guys talk about?

Is it the one where you sometimes can't see the APCs rounds getting fired and stuff?
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