[1.0] Anti-Aircraft Changes

General discussion of the Project Reality: BF2 modification.
Conman51
Posts: 2628
Joined: 2008-05-03 00:27

Re: [1.0] Anti-Aircraft Changes

Post by Conman51 »

CrazyHotMilf wrote: i wont even respond for that and just because you do it all of the time doesnt means its teamwork (joining a squad , taking a hat , leaving , camping on a hill , gg)


i dont get what people have to try their luck at "whos gonna make crazy look like a fool lottery " so i am a "cas wh*re " i like playing cas , you guys like to play inf , should i call you "inf wh*re " ? or chrish you allways (but allways , i have never seen you in a squad ) solo a hat , should i call you hat wh*re ? no right ? can we please stop this ?

I have played with and against chris many times and this is NOT what he does. I am starting to think you dont know the meaning of a lone wolf.


AA is supposed to be good, get over it. And i in my 6 years of playing PR have never seen a HAT take out a Attack Helicopter going full speed. Only when they are hovering. And og you get taken out by the HAT then thats your fault. if you were moving and got taken out, most likely its AA.

EVEN IF you do get taken out by a HAT while going full speed, it doesnt happen often enough to warrant any changes to the HAT.
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SShadowFox
Posts: 1123
Joined: 2012-01-25 21:35

Re: [1.0] Anti-Aircraft Changes

Post by SShadowFox »

CrazyHotMilf wrote:forget about this that shadowfox is telling me that i am a fool by my self when no body even count him
I stop from this point, holy fuck, how can you be dumb enough to tell something like that? :razz:

Check my signature.

I never gave reasons for anybody here to tell me that I'm dumb or fool, but you do, and I'm not the only one to think the same.
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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.
chrisweb89
Posts: 972
Joined: 2008-06-16 05:08

Re: [1.0] Anti-Aircraft Changes

Post by chrisweb89 »

CrazyHotMilf wrote:i ment chopper-ground not ground-chopper , choppers are underpowerd in this game and to servive you need either superhuman gunner (nayow) or gameplay type as a p***y because its not so hard to kill a apache with hats (and unrealistic too ) or unguided stinger (that is the main is my main complain .
With a decent spotter you don't need a super human gunner, or pilot. You stay safe, get your intel and kill your target. I hate doing cas without a spotter because it is much riskier, and when I do I accept the risk of the unkown, well actually I accept the risk of the unknown always
CrazyHotMilf wrote:i wont even respond for that and just because you do it all of the time doesnt means its teamwork (joining a squad , taking a hat , leaving , camping on a hill , gg)
I sometimes lead a squad dedicated to killing armour, and sometimes I SL with the HAT because I am a control freak. When I am bored I sometimes I also do what you said, grab trans squad or something, ask if they care if I grab a HAT, and go to a hill over watching a flag, or drive a logi hunting their armour. I don't camp main with it, and depending on the flag I am usually near friendlies (example jabal east of dam, or above east beach).

Teamwork in my opinion is about more than being in a squad, its about talking to your team and squad, and helping them. You could be unassigned and use teamwork, its just that most unassigned people choose not to. As long as the HAT is helping the team kill armour, communicate and not camping main I really don't care if he is the trans squad.
CrazyHotMilf wrote:yes but my point is that with handheld hats or aa's you can aim 90 digrees up that means rape everything you see , but guess what tows can aim only 50 digrees and AA pods aim 75-80 that gives a chance does it ?
Can't argue with that, they have their disadvantages and advantages for both, and don't say handheld doesn't have any disadvantages.
CrazyHotMilf wrote:i dont get what people have to try their luck at "whos gonna make crazy look like a fool lottery " so i am a "cas wh*re " i like playing cas , you guys like to play inf , should i call you "inf wh*re " ? or chrish you allways (but allways , i have never seen you in a squad ) solo a hat , should i call you hat wh*re ? no right ? can we please stop this ?
Its people responding to your posts, some with a little more attitude than others, but in the end we don't agree with you and we are giving you our reasons.

I am a CAS whore, an armour whore, and a HAT whore in my opinion, and it doesn't hurt my feelings. I love them all, and a like inf usually quite a lot, but not quite in whore range.

Finally that exaggeration is a bit off, don't forget I like my armour air, and I SL inf sometimes too. From my experience its hard to fly, or drive a tank with a HAT.
Stemplus wrote:It's not really the AAVs being overpowered, if you compare them to their IRL counterparts they look like toys, it's more of the way how they are used. Noone cares about them because they only cost 5 (?) tickets, there are 3 of these per team at a time, and loosing one of them means nothing because you can always take another one from base, request a MANPAD or build an emplacement. Yet still a single AAV can cover 33% of the whole 4km map. Another problem is that the AA can destroy/disable a chopper even if the missile explodes 50 meters away from it. That's not all, they can fire all 8 missiles in 7-8 seconds, so it doesn't matter if they have a lock or not, if there are flares around or not. If AAVs would cost 10 tickets, take 20 minutes to respawn and have their number per team limited to 1-2, noone would make this kind of replies.
I get what you mean about them sometimes just being thrown at choppers, but usually if they are being killed right after each other in quick succession then the AAV crew is using a poor position and easier to spot for ground guys. It can still kill cas just as easily, but it also means ground can kill it/lase it easier.

I find personally that if I know where AA is I can kill a tank over watched it by using some terrain if possible, lots of flares and ofc luck that a missile doesn't splash in my flares. Also past ~500m and with lots of flares usually the spam AAs into flares trick doesn't work as good.

Lastly the muttrah video was a sick shot, and I bet even for that guy it wasn't an average everyday shot.
Last edited by chrisweb89 on 2013-03-17 22:41, edited 2 times in total.
L4gi
Posts: 2101
Joined: 2008-09-19 21:41

Re: [1.0] Anti-Aircraft Changes

Post by L4gi »

Conman51 wrote:And i in my 6 years of playing PR have never seen a HAT take out a Attack Helicopter going full speed. Only when they are hovering. And og you get taken out by the HAT then thats your fault. if you were moving and got taken out, most likely its AA.

EVEN IF you do get taken out by a HAT while going full speed, it doesnt happen often enough to warrant any changes to the HAT.
Its not as hard as people think. Once you use the HAT kit a lot and know how it handles, its doable. Its not easy, but its not super difficult either. A lot of it depends on "how" the pilot flies at full speed. If he flies straight for a certain distance, you can lead the shot. Going horizontally from the shooter is the easiest.
SuperHornet
Posts: 206
Joined: 2011-10-01 17:28

Re: [1.0] Anti-Aircraft Changes

Post by SuperHornet »

CrazyHotMilf wrote:all i got to say is handheld hats and aa's should be removed from this game , if not , gg
Quit being mad because they're killing you. Honestly, who the fuck cares.

It's like I got killed by a tank, I'm mad, so we should remove those. Got shot down by small arms, I'm mad, we should just remove guns altogether and fist fight each other. Ran into the ground and it killed me, well I'm mad so fuck the maps, why don't we just remove those to.
Last edited by SuperHornet on 2013-03-17 22:55, edited 2 times in total.
chrisweb89
Posts: 972
Joined: 2008-06-16 05:08

Re: [1.0] Anti-Aircraft Changes

Post by chrisweb89 »

Since they are realistic, and do help game play and keep it balanced I really don't see them being removed, only tweaked.

What does the ultimatum gg mean?
SuperHornet
Posts: 206
Joined: 2011-10-01 17:28

Re: [1.0] Anti-Aircraft Changes

Post by SuperHornet »

chrisweb89 wrote:Since they are realistic, and do help game play and keep it balanced I really don't see them being removed, only tweaked.

What does the ultimatum gg mean?
"Good Game".
Last edited by SuperHornet on 2013-03-18 00:04, edited 1 time in total.
mat552
Posts: 1073
Joined: 2007-05-18 23:05

Re: [1.0] Anti-Aircraft Changes

Post by mat552 »

[R-DEV]K4on wrote:We are aware of the current Anti-Aircraft system and are working on it.
So yeah, you can exspect some changes for 1.0 in that direction.
You dirty tease.
Players might be hardcoded, but that sure doesn't seem to stop anybody from trying.


The only winning move is not to play. Insurgency, that is.
DDS
Posts: 820
Joined: 2008-03-27 22:52

Re: [1.0] Anti-Aircraft Changes

Post by DDS »

CrazyHotMilf wrote:its Intolerable that a random guy that does nothing for his team exapct soloing a hat / anti-air kit...
The "guy" who shoots you down/Hats you is smart enough to know that you don't check with your intel about ground threats. Most pilots/crewmen I see just go barrelling into an area without checking for threats from other squads/CO. He is contributing to the team by eliminating air and armor threats.

Welcome to project reality. Boom
CrazyHotMilf wrote:they need to remove all of the hendheld AT's and AA's cause its stupid and worthless to have it inside the game
CrazyHotMilf wrote:all i got to say is handheld hats and aa's should be removed from this game , if not , gg
Thank you for that.
SuperHornet wrote:Quit being mad because they're killing you. Honestly, who the fuck cares.

It's like I got killed by a tank, I'm mad, so we should remove those. Got shot down by small arms, I'm mad, we should just remove guns altogether and fist fight each other. Ran into the ground and it killed me, well I'm mad so fuck the maps, why don't we just remove those to.
The game has gone on for TWENTY MINUTES! I'm mad. Map vote please.

It's surprising how much of these idea threads actually have fans.
Last edited by DDS on 2013-03-18 02:51, edited 4 times in total.

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L4gi
Posts: 2101
Joined: 2008-09-19 21:41

Re: [1.0] Anti-Aircraft Changes

Post by L4gi »

CrazyHotMilf wrote:all i got to say is handheld hats and aa's should be removed from this game , if not , gg
Will you stop playing if they are not removed?
brezmans
Posts: 661
Joined: 2011-07-20 10:08

Re: [1.0] Anti-Aircraft Changes

Post by brezmans »

CrazyHotMilf wrote:all i got to say is handheld hats and aa's should be removed from this game , if not , gg

Why? All the reasons you put forward in this thread to have those removed have been sufficiently debunked. Does it now all come down to "they're stupid and so they should be removed"?
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Pronck
Posts: 1778
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Re: [1.0] Anti-Aircraft Changes

Post by Pronck »

brezmans wrote:Why? All the reasons you put forward in this thread to have those removed have been sufficiently debunked. Does it now all come down to "they're stupid and so they should be removed"?
He just doesn't likes to get killed by my no-scope stinger shot. No probably because they are not so easy to spot and if you are on a server with bad teamwork and bad admins the chances are high that you will get killed by a handheld stinger or strela.
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WeeD-KilleR
Posts: 792
Joined: 2009-11-01 13:32

Re: [1.0] Anti-Aircraft Changes

Post by WeeD-KilleR »

I'd like to see a change in the AA mechanic which results into a buff for AAs. My personal opinion is that current system is way to luck based (sure there is some skill requiered). For example, in RL every modern military is using radar or other system to recon the air space. Here in this game you have trouble to hear an attack helicopter directly above you, specially when it's mixed with soundbugs all over the map.

Since there is no radar in-game due several reason (iirc: map size was one of them), there needs to be a less luck based alternative ingame. For example using an AAV is only effective when your teammates tell you where the CAS is comming from and you can aim towards it. But to general cover an air space is nearly impossible with these things. You just need to have luck to look towards the direction the CAS is comming from. Otherwise it will target you directly and just put a LG into you. Not you could do against it.

Or the diving on emplacements. You have a dead angle above your head with all emplacements and some AAVs. You can't do anything when it's diving on top of you.

On the other hand I kinda don't want to see people soloing an AAV put it somewhere random on the map (specially close to the enemy main) and wait till they are landing or starting, since that is the point they are the most vulnerable.

What I like to see is basically the following:

-Increase survivabilty of the CAS with intel provided by your team (AA/Vehicle positions etc)
-AAs should be a high treat (specially AAVs and emplacements) to any kind of CAS (not like atm where you be like: "LoL, just put a lazer on that fucker and he is history.) It should be that CAS try to avoid that area when the AA is not eliminate.
PricelineNegotiator
Posts: 1382
Joined: 2009-08-30 04:32

Re: [1.0] Anti-Aircraft Changes

Post by PricelineNegotiator »

WeeD-KilleR wrote: -Increase survivabilty of the CAS with intel provided by your team (AA/Vehicle positions etc)
I'd like to see this. Longer laze times, better sticking lazes, the ability for flares to actually do something against an incoming missile.
-AAs should be a high treat (specially AAVs and emplacements) to any kind of CAS (not like atm where you be like: "LoL, just put a lazer on that fucker and he is history.) It should be that CAS try to avoid that area when the AA is not eliminate.
Please no, that's not the way it works in real life. An A-10, F-16 or F-15 can take out targets from miles away with guided missiles. In PR it's flawed because the view distance is basically at max a kilometer and it limits your engagement time because AA can shoot you at view distance. I have a feeling that decreasing the range at which AA can lock onto you would solve some problems, but not make it unbalanced.
chrisweb89
Posts: 972
Joined: 2008-06-16 05:08

Re: [1.0] Anti-Aircraft Changes

Post by chrisweb89 »

Weed, what you said about needing luck, or teammates to tell you where the CAS is coming from before it kills you I will agree with, but only if you are lased, or your position is known. If the CAS is coming in for a tank 200m away from you just spinning in circles and looking usually lets me see them before they are done engaging their first target, let alone see me and kill me. AA can lock out to the edge of the fog, or past a bit on some maps, where as gunners are effected by the fog, and this is fine since AA gunners have flares the pilot should be popping to deal with.

Like I said before a spotted AA is usually a dead AA. If you can keep an AA position hidden behind a ridge and bait the CAS in there isn't much they can do other than flare and hope to live.

About the vertical dives against AA like people have said in other thread the best AA is overlapping, and some AAVs like the avenger can look straight up.

In the end both the guy on the ground in AA and the CAS crew will hate/love luck depending on the outcome. If the AA missile explodes in the flares the pilot will be pissed, if the missile goes through the flares the AA gunner will be pissed.
L4gi
Posts: 2101
Joined: 2008-09-19 21:41

Post by L4gi »

Weed, the AA gets lased when it gets placed on a hilltop. You dont place AA on a hilltop - problem solved
Professorson
Posts: 259
Joined: 2012-05-30 07:05

Re: [1.0] Anti-Aircraft Changes

Post by Professorson »

WeeD-KilleR wrote:For example using an AAV is only effective when your teammates tell you where the CAS is comming from and you can aim towards it. But to general cover an air space is nearly impossible with these things. You just need to have luck to look towards the direction the CAS is comming from.
lol you dont need your team mates to tell you where the cas is coming* from sit in an avenger do 360's and you'll see the lock on box from 1200m away which is about 400/ 450m before the havoc gunner will see you.

what part of that is luck
mat552
Posts: 1073
Joined: 2007-05-18 23:05

Re: [1.0] Anti-Aircraft Changes

Post by mat552 »

WeeD-KilleR wrote:Or the diving on emplacements. You have a dead angle above your head with all emplacements and some AAVs. You can't do anything when it's diving on top of you.
Diving isn't a sure thing. There are no flaps or speed breaks to pull, so you'll continue to accelerate while in the dive. If you misjudge the window of your pull out, you might wind up dead or your target won't. Or both. Since bombs have been changed to not allow lofting, you must have the lock before you release or you'll likely miss the target.

Not only is it difficult to judge the pull out timing (lol), you always come out of a dive at a low altitude on a flat or climbing heading, which is plenty of time for someone with a tube or a truck to blow you away, since tossing flares is like flipping a coin.
Players might be hardcoded, but that sure doesn't seem to stop anybody from trying.


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