hellfire missiles (Top Attack)

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chrisweb89
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Re: hellfire missiles (Top Attack)

Post by chrisweb89 »

If it wouldn't be too much work, a Dev could always contact CAS 117( I think thats his name) ask if they can use the code, and then the only work is implementing the different weapons like daniel suggested, putting the code into all the choppers and testing it. I agree with the statements about it being useful, sure it wouldn't change anything on an open map, but a city map like muttrah you wouldn't be hitting buildings on your way to the target. Also this way compared to the traditional way allows you to engage infantry and non vehicles with top attack.
Rhino
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Re: hellfire missiles (Top Attack)

Post by Rhino »

chrisweb89 wrote:If it wouldn't be too much work, a Dev could always contact CAS 117( I think thats his name) ask if they can use the code, and then the only work is implementing the different weapons like daniel suggested, putting the code into all the choppers and testing it. I agree with the statements about it being useful, sure it wouldn't change anything on an open map, but a city map like muttrah you wouldn't be hitting buildings on your way to the target. Also this way compared to the traditional way allows you to engage infantry and non vehicles with top attack.
The code itself doesn't look very complicated, just the barrels are aimed up 30degs (although I would possibly consider more than that + a few other code tweaks to the missile).

The problem is implementing the code over the entire range of choppers etc, takes some time to do that and fully test it etc and pretty much all the devs have their plates full with current tasks.

Also may be a little unfair to the Z-10 (and other attack helis) which in r/l has HJ-8 missiles (although act like hellfires ingame right now) which do not have top down attack, hell they are not even fire and forget.
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chrisweb89
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Re: hellfire missiles (Top Attack)

Post by chrisweb89 »

We could just give all the choppers the same code, may not be realistic, and might take more time, but in the end it would be fair, and since its not the the choppers are that realistic anyways.

If more testers are needed there are plenty of capable players, hint hint.
Rhino
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Re: hellfire missiles (Top Attack)

Post by Rhino »

chrisweb89 wrote:If more testers are needed there are plenty of capable players, hint hint.
Its more about developer testing than tester testing. When coding something the coder doing the coding, needs to test all his work himself to ensure its working right on its own, and its not CTDing etc otherwise no test builds would ever be functional :p

The testers do more thorough testing of every possible unforeseen issue they can think of and everything together, with multiple players to ensure there are not any hidden issues, but the testers can't do that if the test build doesn't load up or the weapon doesn't work anything remotely like it should :p
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Daniel
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Re: hellfire missiles (Top Attack)

Post by Daniel »

[R-DEV]Rhino wrote:... Also may be a little unfair to the Z-10 (and other attack helis) which in r/l has HJ-8 missiles (although act like hellfires ingame right now) which do not have top down attack, hell they are not even fire and forget.
So the Z-10 has to get fixed until 1.0 to have the same target mode (the gunner) as the TOW has!!!??? o_O
40mmrain
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Re: hellfire missiles (Top Attack)

Post by 40mmrain »

The gazelle ought to be the same way. I wouldnt be against that.

Sure the apache and havoc would be superior, but thats not really a problem, we can balance these things other ways, by say, giving the chinese an extra armour piece, or an AAV and not the other side one. It's more dynamic than just "make every side the same". Sure is vanilla in here like that.

Though if it's actually wireguided, then the thing might be forced to hover to fire in real life, which would be awkward as hell in game to perform .
Hunt3r
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Re: hellfire missiles (Top Attack)

Post by Hunt3r »

Daniel wrote:So the Z-10 has to get fixed until 1.0 to have the same target mode (the gunner) as the TOW has!!!??? o_O
Let's not, because the stabilization code just doesn't work in BF2.
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Rhino
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Re: hellfire missiles (Top Attack)

Post by Rhino »

OriginalWarrior wrote:The top attack may help the problem of the bomb/missles missing painted targets when the lazer sticks, but it sticks above the target. so any horizontal flying missle would fly right over it, but a top attack would potentially hit the target.
Top down attack can't lock onto laser targets without the very unreliable system I mentioned above. If implemented it would most likely only be "TV Guided".
Hunt3r wrote:Let's not, because the stabilization code just doesn't work in BF2.
ye which is basically the reason why we haven't put it in, although we may look back on it when we implement the Z-9WA with HJ-8 missiles to see if we can get a good workable system but it will most likely end up being the same system the Z-10 uses.
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Hunt3r
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Re: hellfire missiles (Top Attack)

Post by Hunt3r »

[R-DEV]Rhino wrote:ye which is basically the reason why we haven't put it in, although we may look back on it when we implement the Z-9WA with HJ-8 missiles to see if we can get a good workable system but it will most likely end up being the same system the Z-10 uses.
Yeah, just don't let it have LT mode.
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Daniel
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Re: hellfire missiles (Top Attack)

Post by Daniel »

Hunt3r wrote:Let's not, because the stabilization code just doesn't work in BF2.
*facepalm* exactly THAAT is what then shows the skill of pilot, to hover for ~ 5 sec. sooo quiet so the gunner can give a 500m headshot with the guided missile!!! :D :twisted:
Got it? ;)
Stemplus
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Re: hellfire missiles (Top Attack)

Post by Stemplus »

What is the point of hovering? To get a HAT to the face? A gunner that can't hit a target when moving at about 200 speed (ingame) is a **** gunner.
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Daniel
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Re: hellfire missiles (Top Attack)

Post by Daniel »

Well, as pilot you should hover without moving for about 5 seconds so the gunner get e perfect shot, then chopper disappear again... No HAT will get you, believe me. ;) 8)
Stealthgato
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Re: hellfire missiles (Top Attack)

Post by Stealthgato »

Daniel wrote:Well, as pilot you should hover without moving for about 5 seconds so the gunner get e perfect shot, then chopper disappear again... No HAT will get you, believe me. ;) 8)
If your gunner cant be accurate on the move then hes simply no good. Hovering is a noobs mistake.
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Daniel
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Re: hellfire missiles (Top Attack)

Post by Daniel »

Well, how do you want to aim as gunner while your AH-64 pilot (for example) is making a 90? turn and shaking as hell? xD


Yes, indeed, depends on skillz. 8)
KiloJules
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Re: hellfire missiles (Top Attack)

Post by KiloJules »

Just talking out of my arse here but seriously....how do you keep your guide on the target while on the move in the chopper? Especially on turns. I mean sure, when going straight for ~3 seconds it should be possible for a god gunner but other than that...
Stemplus
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Re: hellfire missiles (Top Attack)

Post by Stemplus »

well you don't need to fly upside down and vertical, you can be slowly flying forward at high alt (i.e. 400m 200speed for Burning Sands)

@kilo

you don't need to keep the crosshair on the target if you want the rocket go there. Just click and leave it, if you want it to turn again click somewhere else :)
SShadowFox
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Re: hellfire missiles (Top Attack)

Post by SShadowFox »

It's simple to use a helicopter nicely :

No Laser = Stay still, if get an AA lock or hear a missile going, go down and RTB.

With Laser = Fly straight down to the laser shooting Hydras and the Hellfire(s) on the Laser.
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[R-DEV]Spec:The suggestion is not accepted, I merely wanted to comment.

Shame doesn't work on me, Nor on men of my caliber.
Stemplus
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Joined: 2011-06-25 17:31

Re: hellfire missiles (Top Attack)

Post by Stemplus »

Well if the view distance is big (iron eagle/black gold) you don't need to dive. Go far away and let your gunner lock onto the laser. Wait a few seconds to get confirmation on the hit and RTB. don't worry about AAs, you will be OOR. Handhelds' range is about 600-700m, and AAV's range is 1300.
Hunt3r
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Re: hellfire missiles (Top Attack)

Post by Hunt3r »

Daniel wrote:*facepalm* exactly THAAT is what then shows the skill of pilot, to hover for ~ 5 sec. sooo quiet so the gunner can give a 500m headshot with the guided missile!!! :D :twisted:
Got it? ;)
You obviously have never had to deal with the older LG missile code where they didn't just go to where you clicked.

With those missiles you could only hover or fly straight at the target.
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