Flares, UAV, lack of AT, asset rolling

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karambaitos
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Re: Flares, UAV, lack of AT, asset rolling

Post by karambaitos »

Tarranauha200 wrote:Well, at least hueys are still flying tanks.
sheet metal is apparently very good armour

but i saw a guy shooting 5 stingers as an infantry dude under a havoc one after the other, every time the havoc would just flare and sit there not even caring, infact the pilot cared so little that he didnt even try to find the poor dude.

now when you have an AAV its a different story, but then again, throw enough rocks and 1 is bound to hit something.
There is only one unforgivable lie That is the lie that says, This is the end, you are the conqueror, you have achieved it and now all that remains is to build walls higher and shelter behind them. Now, the lie says, the world is safe.? The Great Khan.

40k is deep like that.
Death!
Posts: 318
Joined: 2013-04-03 00:21

Re: Flares, UAV, lack of AT, asset rolling

Post by Death! »

UAVs should get a 30~60 secs relocating time, 30 mins available and 10 mins refueling. And yeah, it should be visible and count tickets if it gets down.

But the new marks are freaking perfect the way it is now!
Prevtzer
Posts: 648
Joined: 2012-06-13 12:19

Re: Flares, UAV, lack of AT, asset rolling

Post by Prevtzer »

Bad pilots always got shot down by anything. If you know how to use the flares AA can barely touch you now. Try to shoot down a good pilot and then report back.
Ghostwolf
Posts: 163
Joined: 2012-02-16 23:20

Re: Flares, UAV, lack of AT, asset rolling

Post by Ghostwolf »

Is it possible to make the UAV visible and shootable? It is indeed unrealistic and does not have serious countermeasures.
viirusiiseli
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Joined: 2012-02-29 23:53

Re: Flares, UAV, lack of AT, asset rolling

Post by viirusiiseli »

In my view the UAV is somewhat OP, but the huge plus of a very useful UAV is that there's finally an incentive for a commander. I've seen commanders much more in 1.0 and I've even done it myself again now that it's not a useless place to be in. Though the deploy time for UAV should be bigger, say 30 seconds or a minute.
Gracler
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Re: Flares, UAV, lack of AT, asset rolling

Post by Gracler »

I use the uav a lot now and it is really OP. It sometimes feel more useful than vBF2 area scan+satellite view.

It is however a good thing that the commander now has the best view of the battlefield, this means he can make a good strategy, however it should be possible to counter the UAV, with more than counter lazes and hiding in a bunker for days.

I would like to see the uav being physical so you wouldn't place it directly above the enemy's. Perhaps give it some more speed so a 50 cal couldn't take it down easy and arm it with flares. If it gets shot down it should re-spawn within maybe 15 min. like the CAS.

This would also fix the commanders spying on the enemy main since it would be taken out easily.


Another idea could be to place the uav trailer at an attack-able outpost so that you have to defend it against mostly air assets if you want to use the uav. or it could be bomb-protected so a specialist or engineer had to go in and take it out. I know this is vbf2 style but so is the current uav.
Last edited by Gracler on 2013-08-13 12:05, edited 3 times in total.
Felix
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Re: Flares, UAV, lack of AT, asset rolling

Post by Felix »

It is very realistic that if there is a good pilot and enough distance between him and the AA site it is almost impossible to shoot him down if he uses the right tactics. It's also realistic to have more flares, afaik jets in real life carry 120 flares if not even more.
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Mats391
PR:BF2 Lead Developer
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Re: Flares, UAV, lack of AT, asset rolling

Post by Mats391 »

having the UAV limited or being able to be shot down will result in going back to COs that just use UAV and resign again. permanent UAV is a good tool to keep a CO entertained and usefull over the entire duration of the battle.
However it is really a bit too strong, but i would rather try to balance it by reducing its speed, turn radius or altitude so that you see less of the battle and need to reposition constantly.
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Prevtzer
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Re: Flares, UAV, lack of AT, asset rolling

Post by Prevtzer »

Felix wrote:It is very realistic that if there is a good pilot and enough distance between him and the AA site it is almost impossible to shoot him down if he uses the right tactics. It's also realistic to have more flares, afaik jets in real life carry 120 flares if not even more.
They also don't land every 15min. And if there's an AAV somewhere CAS shouldn't be able to just pop flares, drop bombs and bug out.
Felix
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Re: Flares, UAV, lack of AT, asset rolling

Post by Felix »

well they can in real life if it's only strelas (strela includes gopher too) or avengers
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TheSilencer
Posts: 26
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Re: Flares, UAV, lack of AT, asset rolling

Post by TheSilencer »

Well keep in mind that in this game only infrared missiles are the only kind we use. In real life radar missiles are used for longer range targets.
Kerryburgerking
Posts: 407
Joined: 2011-11-01 10:42

Re: Flares, UAV, lack of AT, asset rolling

Post by Kerryburgerking »

The AA system in 1.0 is greatly improved from 0.98, now you can actually hit your target.
Celestial1
Posts: 1124
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Re: Flares, UAV, lack of AT, asset rolling

Post by Celestial1 »

AA doesn't give pilot lock tone until actually locked on.
Flares will only screw you up if you let them get too far from the pilot. When they're still dispensing you have a much better chance to hit via proximity.

The whole balance is much better, you have to be aware of the best time to fire AA against choppers/jets. Always try to hit jets when they are diving toward, directly away, or perpendicular from you. Oblique angles are sketchy as hell, as they should be. For helicopters, your best bet is to lock & fire before the flares get too far; either fire as soon as possible after lock, or let the flares drop away behind whatever is between you and the chopper and relock.

If you're about to become a shish kabob to enemy CAS, just try to lock onto whatever you can and let one rip. If they're using flares like many pilots do (dispensing a cloud of flares around them instead of popping flares and moving away from them), you'll have a good chance to hit them.

Against good pilots the best thing you have is good angles. Either use the AA lock to intimidate and wait for a good angle or fire enough of them to annoy the **** out of them.
viirusiiseli
Posts: 1171
Joined: 2012-02-29 23:53

Re: Flares, UAV, lack of AT, asset rolling

Post by viirusiiseli »

UAV is fine being as it is, just a bigger deploy time like 1 minute would make it less OP. IMO if it's made non-continuous you'll just have a commander for 10 minutes using the UAV, resigning and after that your team is blind.
40mmrain
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Re: Flares, UAV, lack of AT, asset rolling

Post by 40mmrain »

A useless commander is far better than a cheap *** broken OP one. Commander is merely a UAV operator anyways. Developing proper UAV vehicles that are flyable would be way better, because they would require some skill to use, be less buggy, and actually possible to counter.
Celestial1
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Re: Flares, UAV, lack of AT, asset rolling

Post by Celestial1 »

40mmrain wrote:A useless commander is far better than a cheap *** broken OP one. Commander is merely a UAV operator anyways. Developing proper UAV vehicles that are flyable would be way better, because they would require some skill to use, be less buggy, and actually possible to counter.
And would make the commander immediately resign when it gets shot down because it is slow as hell and has no defenses.

Horrible idea. Give him something else more important for sure, but don't take away the only thing that's getting us commanders for longer than it takes to accept an artillery call these days.
40mmrain
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Re: Flares, UAV, lack of AT, asset rolling

Post by 40mmrain »

Celestial1 wrote:And would make the commander immediately resign when it gets shot down because it is slow as hell and has no defenses. Horrible idea. Give him something else more important for sure, but don't take away the only thing that's getting us commanders for longer than it takes to accept an artillery call these days.
Lol slow, Helicopters are 100 times slower with a far larger target profile and IR signature. In fact some UAVs are helicopters. The fucking kiowa, a slow, paper armoured little thing can operate effectively on kashan, one of the most hostile and jet filled maps in PR if you know what you're doing. Somehow a predator, or firescout is "slow as hell and defenseless"

A UAV on a map with no ADVs, and jets would be a ***** to shoot down. Against the iraqis, a strela probably could never do it, considering UAVs have countermeasures. But the thing is you can at least SEE it so you know it's coming, in base heavy unlimited anti air like VADS and ZPU-4s prevent total base watching, and even if you cant shoot it down you can scare it off, or make it run out of flares and have to RTB.

having people play commander position with a cheap *** solution is a bad idea.
tankninja1
Posts: 962
Joined: 2011-05-31 22:22

Re: Flares, UAV, lack of AT, asset rolling

Post by tankninja1 »

Never had a problem with AA. Trick is to start locking before they pop flares. If you can do that AA seems to be 80-90% effective. Honestly I think that most aircraft are a little underpowered as missiles seem to kill in one hit if they do hit.
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Prevtzer
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Re: Flares, UAV, lack of AT, asset rolling

Post by Prevtzer »

tankninja1 wrote:Never had a problem with AA. Trick is to start locking before they pop flares. If you can do that AA seems to be 80-90% effective. Honestly I think that most aircraft are a little underpowered as missiles seem to kill in one hit if they do hit.
Any decent pilot will drop flares all over the place when going into AA range.
Arab
PR:BF2 Developer
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Re: Flares, UAV, lack of AT, asset rolling

Post by Arab »

Tarranauha200 wrote:AA more accurate when "hipfiring". I guess that explains it.
Nope. that's removed in 1.0
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