light anti-air cannon?

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Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: light anti-air cannon?

Post by Rhino »

Draakon wrote:And? It was the opposite teams fault for not taking it out then.
lolz, tell that to all the scimitars, warriors and infantry that there getting taken out :p

PS. I was the one on the ZPU-4 and I was calling it rape :p
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Souls Of Mischief
Posts: 2391
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Re: light anti-air cannon?

Post by Souls Of Mischief »

Get a sniper or marksman.... or call in mortars. Also, almost all APC's now have thermal, that feature would aid in taking out those pesky ZPU's.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: light anti-air cannon?

Post by Rhino »

Souls Of Mischief wrote:Get a sniper or marksman.... or call in mortars. Also, almost all APC's now have thermal, that feature would aid in taking out those pesky ZPU's.
Snipers would have a hard time hitting the guy on it tbh, the thing is so big you can only really get a half decent shot side or rear on which most of the time isn't easy.

Mortars are something that could take it out ye, but requires them to be built, manned and called in...

APCs can't even aim when they are being battered by 2400 rounds per min constantly which is moving there vehicle about and all the explosions is making it impossible to see anything and is totally disorientating. The only chance they have is to get the drop on the emplacement which is unlikely.


And don't get me started again on how effective these things are as AA weapons, you can look a few pages back for that.


All in all, this is the all round over kill weapon of the century with PR's view distance. If we had realistic VDs then it wouldn't be a problem since it would be out of range pretty quickly but since the VD is right in the sweet spot of there effective range, its not good.
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Psyko
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Re: light anti-air cannon?

Post by Psyko »

[R-DEV]Rhino wrote:Did you ever play Fools Road in v0.7 when the militia had a deployable ZPU-4? Trust me when I say, its not a good idea (remembers all the rape the ZPU-4 did on that map, mainly when deployed on the top of the Hill estate buildings with huge over watch).
I do remember, but now we have mortars, measurable grenade launchers, marksmen kits, and most of all THERMALS :D

A zpu wouldnt last pissing time against the current weapons. the only balance it would have would be its rate of fire and its strength. actually i'd go as far as to say the thing needs far more ammo, so it can continuously pump out rounds for a good amount of time, and there would have to be two of them.

edit: aw ninjad...

Look, just increase the deviation so its inaccurate after 150m, sorted.
Sgt.Desert Tiger[TR]
Posts: 195
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Re: light anti-air cannon?

Post by Sgt.Desert Tiger[TR] »

ZPU-4 in game have no sight while other AA guns have so this make aim difficult.

And you cant repair downed ZPU-4 so if they take it down with mortars or helis before you reach ZPU-4 its over.You can see it on Kokan they are destroying ZPU-4 first and all round we cant use it so its useless.

When we talk about bluefors over powered things you said always use mortars + bombcars + sniper + svd + but when we talk about for other side you are saying "Mortars are something that could take it out ye, but requires them to be built, manned and called in" ???.

Pls be more realistic about insurgency gameplay and insurgent(all factions) side.Because bluefor can move more relax in streets or lands of opfors than them.They can reach anywhere easy then opfors and this realy annoying.
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Stealthgato
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Re: light anti-air cannon?

Post by Stealthgato »

Double post.
Stealthgato
Posts: 2676
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Re: light anti-air cannon?

Post by Stealthgato »

'Sgt.Desert Tiger[TR wrote:;1671222']ZPU-4 in game have no sight while other AA guns have so this make aim difficult.

And you cant repair downed ZPU-4 so if they take it down with mortars or helis before you reach ZPU-4 its over.You can see it on Kokan they are destroying ZPU-4 first and all round we cant use it so its useless.

When we talk about bluefors over powered things you said always use mortars + bombcars + sniper + svd + but when we talk about for other side you are saying "Mortars are something that could take it out ye, but requires them to be built, manned and called in" ???
Agree with him on this one.
PLODDITHANLEY
Posts: 3608
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Re: light anti-air cannon?

Post by PLODDITHANLEY »

'Sgt.Desert Tiger[TR wrote:;1671222']
And you cant repair downed ZPU-4 so if they take it down with mortars or helis before you reach ZPU-4 its over.
Engineer spanner repairs it, ammo bag rearms it.

Did that just two days ago on Barracuda, many times on Jabal - has the taliban engineer got a spanner?
Sgt.Desert Tiger[TR]
Posts: 195
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Re: light anti-air cannon?

Post by Sgt.Desert Tiger[TR] »

PLODDITHANLEY wrote:Engineer spanner repairs it, ammo bag rearms it.

Did that just two days ago on Barracuda, many times on Jabal - has the taliban engineer got a spanner?
No.Because of that we cant repair it.
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Dev1200
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Re: light anti-air cannon?

Post by Dev1200 »

Limit 1 per map

Force a vertical arc only (No horizontal, so lets say only having a 35-40 degree arc limit, assuming 90 degrees is straight up and down, and 0 degrees is horizontal)

So, the angle of the cannon would never go below, say, 35 degrees, and never above 80, or something like that.

Then it cannot be used against armor, or infantry. Unless you position it underneath a building, or something derp like that. However, at long range, would be 100% useless against vehicles and infantry.


That is, vehicles and infantry on the ground ;)
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Sgt.Desert Tiger[TR]
Posts: 195
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Re: light anti-air cannon?

Post by Sgt.Desert Tiger[TR] »

Dev1200 wrote:Limit 1 per map

Force a vertical arc only (No horizontal, so lets say only having a 35-40 degree arc limit, assuming 90 degrees is straight up and down, and 0 degrees is horizontal)

So, the angle of the cannon would never go below, say, 35 degrees, and never above 80, or something like that.

Then it cannot be used against armor, or infantry. Unless you position it underneath a building, or something derp like that. However, at long range, would be 100% useless against vehicles and infantry.


That is, vehicles and infantry on the ground ;)
AA guns used against inf and light armoured vehicles when needed by insurgents so saying not let them do it is not realistic.

In other hand what you mean with 1 per map???If you say only 1 AA gun buildable in same time its good.
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Total_Overkill
Posts: 144
Joined: 2007-07-24 19:26

Re: light anti-air cannon?

Post by Total_Overkill »

The way i see it, the quickest fix, and the most balanced is to put a very small ammunition limit on the cannon. 50 rounds per barrel before you need your buddies to stock you up, add in a long manual reload time after. Boom, balanced.

Wanna waste it against infantry then be vulnerable to air? fine, be my guest.
Trooper909
Posts: 2529
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Re: light anti-air cannon?

Post by Trooper909 »

[R-DEV]Rhino wrote:Did you ever play Fools Road in v0.7 when the militia had a deployable ZPU-4? Trust me when I say, its not a good idea (remembers all the rape the ZPU-4 did on that map, mainly when deployed on the top of the Hill estate buildings with huge over watch).
I remember it well and it was OP then but PR is a totally different game now so so quoting .7 is an invalid argument.


Take that same map now with the .7 Deployable ZPU-4's with .97 assets,deviation,thermals,autosniper's and it is no longer OP and is easy to counter IMO.
Psyko
Posts: 4466
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Re: light anti-air cannon?

Post by Psyko »

Trooper909 wrote:I remember it well and it was OP then but PR is a totally different game now so so quoting .7 is an invalid argument.


Take that same map now with the .7 Deployable ZPU-4's with .97 assets,deviation,thermals,autosniper's and it is no longer OP and is easy to counter IMO.
totes magotes...

100% agreed. Your talking about assets that have huge HEAT explosive damage on tank shells, and mortars, a view distance sometimes 600m or whatever for sniping, invisible laser targeting for hellfires, and moab god damn j-dams, the zpu-4 PALES in comparison to these battlefield giants!!!
Sgt.Desert Tiger[TR]
Posts: 195
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Re: light anti-air cannon?

Post by Sgt.Desert Tiger[TR] »

+ZPU-4 not have sight for now while other have so its diffucult to take aim on target.So ZPU-4 not OP.

+ZPU-2 or ZPU-1 will be more better for deployable with optics.
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ma21212
Posts: 2551
Joined: 2007-11-17 01:12

Re: light anti-air cannon?

Post by ma21212 »

[R-DEV]Rhino wrote: Saying this, you may see some kind of AAA Techie in the future, but if so, in very small numbers and with a huge spawn time.
Hell give it a 20min spwan time and only one, just add it
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Mikemonster
Posts: 1384
Joined: 2011-03-21 17:43

Re: light anti-air cannon?

Post by Mikemonster »

Just put an emplacement in as a Deployable to make FOB's able to defend themselves against aircraft. Replace the arcadey 4x SAM site, job done.
Sgt.Desert Tiger[TR]
Posts: 195
Joined: 2009-06-19 13:13

Re: light anti-air cannon?

Post by Sgt.Desert Tiger[TR] »

Insurgents using mg and cannons for AA than SAM
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Von_Gnome
Posts: 563
Joined: 2010-10-22 13:00

Re: light anti-air cannon?

Post by Von_Gnome »

The guns have a caliber of 14.5 (same as BTR). Are they able to penetrate, for instance, a bradley?
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