Flares, UAV, lack of AT, asset rolling

Post your feedback on the current Project Reality release (including SinglePlayer).
Gracler
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Joined: 2009-03-22 05:16

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

Post by Gracler »

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.
Having a commander that only know how to use the UAV is not really helping anyone except maybe the CAS or TANK squad. It has nothing to do with commanding then, then your just using the asset.

The UAV needs more limitations than it has now. The revert to 1 min marker helped a bit but now the markers on the map are completely impractical again.

I would rather have 1 real commander every 5 rounds than a commander every round that is just doing it to give his "buddy" more kills.
Kerryburgerking
Posts: 407
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Re: Flares, UAV, lack of AT, asset rolling

Post by Kerryburgerking »

Prevtzer wrote:Any decent pilot will drop flares all over the place when going into AA range.
And any decent AA-soldier knows when to shoot and when not to shoot.
Gracler
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Re: Flares, UAV, lack of AT, asset rolling

Post by Gracler »

Kerryburgerking wrote:And any decent AA-soldier knows when to shoot and when not to shoot.
I find Ground AA to be very ineffective as a defensive weapon in 1.0. If you want to be able to shoot something out of the sky you always have to camp somewhere in the middle of no-where. one of the only good defensive AA is a Mtlb-30mm or something similar that has a very high pitch angle and rapid fire, on the gun and don't have to care about flares.
You do however need to have a good gunner and pray that he doesn't see you first though :p
Last edited by Gracler on 2013-08-16 10:00, edited 1 time in total.
Kerryburgerking
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Re: Flares, UAV, lack of AT, asset rolling

Post by Kerryburgerking »

Gracler wrote:If you want to be able to shoot something out of the sky you always have to camp somewhere in the middle of no-where.
It's called Air Denial. If you don't like to wait just don't use the AA kit.
40mmrain
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Re: Flares, UAV, lack of AT, asset rolling

Post by 40mmrain »

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.
This is not a receivable argument, AA is not JUST an RNG. It depends on the targets direction relative to you, their speed, their time to flare from lock, the lead you give the target, distance to target, and more. The weapon type is important too.

If a helicopter is close to you, flying right at you, slowly with no flares the AA has a 100% hit rate. A jet that dumps flares as soon as a tone is heard, while ascending and banking away from you at 1100m distance will almost NEVER get hit by AA. A near 0% hit rate.

A pilot's ability to deal with Anti Air missiles is the understanding of this idea. Because EVERY PILOT has NO trouble deploying flares as soon as a lock tone is heard, it is assumed that every AA missile launch has to compete with at least a pair of flares. This is reasonable, because this is the case about 99% of the time, a flareless pilot is returning to base as soon as possible, and a pilot that doesnt deploy flares instantly is brand new. Once we establish, reasonably, that the AA has to fight flares, simplified, there are two factors Firstly is all the target's factors relative to where and how the missile is fired. The flares are the RNG whether a missile tracks a flare right behind you, one far off your flank or you yourself IS a matter of chance, but the chance is too high for flares now. Simply flying straight, at a slow pace, with an altitude of 200m or so with flares out renders you safe from MANPADS now. On a map like Beirut that's small and lacks any air defense vehicles the attack helicopter can decide the game.
Arab wrote:Nope. that's removed in 1.0
it really isn't. The issue is that AA missiles have to be coded such that they explode when they get near an aircraft, regardless of their lock or not. So, the issue is that if you fire a stinger or what have you, unlocked, the pilot can not hear any warning, but if it simply gets close enough he is toast. Here is where the fun starts. Doing this works well when firing the AA sighted, and the devs cant do much about it. Unsighted has deviation so large that the missile will come out at a 90 degree angle when fired and be useless, but sighted, the deviation has to be reasonable so if youre using the weapon legitimately. If you were to lock and fire and have the missile come out at a 90 degree angle, well, that would make the weapon useless. So, if you're clever you can fire the weapon unlocked, sighted, have the missile fly straight and score a kill. This takes some skill because its basically an RPG that doesnt have to hit, just get close.

This works on all AA. As an AA operator you can do this, but it;s hard to abuse becuase you do have to get the missile close. A tip, if your target is flying RIGHT AT YOU, do not wait for a lock, SHOOT and youll get a kill everytime.

The mitigation of the "hipfiring" is that the AA weapons have a zoom now so theyre wonky to free fire, but the smartest AA operators on kokan will wait for the kiowa to fly right at him and then pull the trigger, for a guaranteed kill. Further still, the sight in time prevents you from getting a bird that flies right over you, being able to fire unsighted with some accuracy would mean if a heli went right over your head and you just pulled the trigger you would get him, not so anymore because youd have to sight and thats a pain.

True effective unlocked AA fire can never be removed but it's easy to avoid as a pilot. I will say its impossible for an unlocked missile to EVER track, EVER. Firing before a lock without a perfect lead on the target is a truly worthless shot.
Last edited by 40mmrain on 2013-08-16 22:26, edited 2 times in total.
Ca6e
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Re: Flares, UAV, lack of AT, asset rolling

Post by Ca6e »

In jets flares are ok in 1.0 in oldr versions, werent cause no matter if u pop flares or not, if he shoot AA right away when he got locked he will kill the plane!

Now at least flares are working, and are also better in Dog fights, where before if u had jet on your ***, u could not do anything only pray u will survive or enm jet runaout of ammo!


I did get shoot down by AA/AAv in 1.0, its all about how u approach and about intel of enm position u have! U also should know how AA work, his Death angle (wich is on top). Beside all of this u must know how to evade AA, and that is not only poping flares but also evading by turning away of possible direction of incoming AA misssile!

I remember a round wher enm team was very good, a lot of TW, tanks, infantry AAv were working together, so i did only high altitude bombing( not dive bombing), which is always little bit safer against AA, but riskier for friendly ground troops, cause u dont see target lase, and u can easy drop bomb on counter lase and kill yours!

And thats how i bomb AA!

Thats about the jets, for helicopters, u will need someone else to give opinion, cause with my old comp, its very dificoult to fly heli.

Its not that flares ar bit strong, sometimes just pilot is good and he know what he is doing.

And i can tell u, dog fights are now delicious, orgasmic, and even with the cream nand cherry at the end ( fire animation,...) :D i love u devs :D
Skitrel
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Re: Flares, UAV, lack of AT, asset rolling

Post by Skitrel »

40mmrain wrote:not really, counter lazing is a last resort that wont fool the best gunners. Even a skilled fighter pilot can understand precisely where his target is and attempt to attack the correct laze. Against fighter bombers, gunships and ground attack jets, counter lazing wont help that much. Only against the strike fighters can it help, but even then youre rolling the dice because all he'll do is go in on a run, see a laze, wait for lock, then bombs away, and certainly it might go on target. Further still, not all CAS vehicles need lazes anyways, simply the intel provided by the uav is invaluable for a gunship.

Another tactic ive noticed that I find cheap is putting the uav right next to the enemy's base. This allows the commander to laze vehicles just as they leave the main base, and lets him tell the pilots exactly when the enemy CAS is taking off, and what direction theyre going allowing pilots to easily get behind the enemy as they take off.

UAVs shouldnt really be allowed to be so close to the enemy base. I just don't find it realistic or fun for teams when entire games are won in the sky, and you can't get out of base without being seen or bombed.
This is completely correct.

The issue is indeed that when CAS dominates armour also dominates, leading to unfun games where infantry have almost no means of countering.

The solution to this is either some sort of nerf to the UAVs ability to lase targets, or improving infantry's ability to counter armour.

Personally I'd prefer to see the UAV lose the lase altogether, the problem with it is that armour has absolutely no ability to defend themselves against it, other than taking an AAV along with them. Even then though the quality pilots seem to have little issue with the AAVs, either taking them down first or simply successfully avoiding anti air attacks with good piloting and a lot of experience.

Tanks have nowhere to hide from an enemy UAV, whereas they can hide from enemy squad leader lases, which pin down a tank's position or force the tank to work with infantry.

Things have been tipped too far in favour of air and tanks, leaving infantry out in the cold if the enemy team has merely 5 or 6 players that know what they're doing, commander, CAS and 1 good enemy tank is all it can take to win a game.

Either removing the UAV lase, nerfing the UAV's mobility, or giving infantry another HAT would rebalance this situation. I honestly believe that 2 HATs in the infantry would tip the balance here enough to fix the problem. Too often does the situation arise where 49 players are reliant on that ONE guy with the HAT kit to successfully destroy a tank because the enemy team has completely dominated your armour. With 2 HATs tanks would have to maintain a distanced supporting role while infantry move in to remove embedded infantry, right now tanks make sure there's no HAT in the area and then steamrole right into the middle of bases knowing they're perfectly safe and infantry can do nothing at all except hide, die, or run for the hills while getting shot in the back.

The argument that infantry should build more TOWs doesn't work, commander spots the TOWs and has CAS eliminate them, your fob, your anti air, etc.

The game works amazingly when games are balanced, the right 5 people on a team should not be able to unbalance games so massively. Giving a HAT back would effectively force the armour dominating team into relying on infantry to get a flag capped rather than rolling in. This means those 5 people would have their power diminished and heighten the need for teamwork. A coordinated team could still defend against them as it would force infantry to move in rather than armour.
Kerryburgerking
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Re: Flares, UAV, lack of AT, asset rolling

Post by Kerryburgerking »

I think some people wants to make anti aircraft warfare simpler then it is. Learn how to use the asset(s), where and when to be, where to shoot, which range and when to shoot.
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Mats391
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Re: Flares, UAV, lack of AT, asset rolling

Post by Mats391 »

Shooting down jets with ground to air missiles seems nearly impossible now. Just finished a round on Kamishiya as AAV and we managed to destroy 0 of around 20 jets we got the chance to fire at. There are just too many flares in the air and the missiles often wont even go after flares but instead go straight into the sky.
Jets arent even scared of AAs anymore, they just dive bomb you as they know you cant do anything against them.
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Kerryburgerking
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Re: Flares, UAV, lack of AT, asset rolling

Post by Kerryburgerking »

Mats391 wrote:Shooting down jets with ground to air missiles seems nearly impossible now. Just finished a round on Kamishiya as AAV and we managed to destroy 0 of around 20 jets we got the chance to fire at. There are just too many flares in the air and the missiles often wont even go after flares but instead go straight into the sky.
Jets arent even scared of AAs anymore, they just dive bomb you as they know you cant do anything against them.
Don't just stand in the open and hope they won't spot you.
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Mats391
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Re: Flares, UAV, lack of AT, asset rolling

Post by Mats391 »

Kerryburgerking wrote:Don't just stand in the open and hope they won't spot you.
we didnt. we were mobile all the time as otherwise we would get lazed by UAV, but that doesnt stop them from engaging you with cannon/rockets/dumb bombs while dropping enough flares to make a second sun.
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Mineral: TIL that Wire-guided missiles actually use wire
DesmoLocke
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Re: Flares, UAV, lack of AT, asset rolling

Post by DesmoLocke »

In the next mini patch, they removed the ability to laze with the UAV. I'm kind of bummed about it, but we'll see how it plays out.
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ExeTick
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Re: Flares, UAV, lack of AT, asset rolling

Post by ExeTick »

removing UAV laze? :(

that will make cas useless since ground forces rarely laze.
well maybe not useless but they have to go on many more non lazed targets.
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chrisweb89
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Re: Flares, UAV, lack of AT, asset rolling

Post by chrisweb89 »

The CAS SL in my opinion should always be spotting with an officer, best way to get targets.
K4on
Retired PR Developer
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Re: Flares, UAV, lack of AT, asset rolling

Post by K4on »

DesmoLocke wrote:In the next mini patch, they removed the ability to laze with the UAV. I'm kind of bummed about it, but we'll see how it plays out.
Ban that leaker :D
_Fizzco_
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Re: Flares, UAV, lack of AT, asset rolling

Post by _Fizzco_ »

Why do you all assume that the UAV is only used for lasing? I've used it for much better purposes, heres an example.

I'm in the UAV above a friendly squad, communicating with the SL to offer him visual information, e.g enemys 2 blocks across from you or next left enemy AR set up. You have a tank incoming to you.

Heres a good example : Project Reality - Commander UAV - [OD-S]L4gi - YouTube
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qubolo
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Re: Flares, UAV, lack of AT, asset rolling

Post by qubolo »

On the AA

From what i can see, the opinions vary on whether AA missiles are effective against air assets.
How about PR testing team arranges a little testing session in which there will be numerous air assets flown and the attempts made to shoot them down.

Then analyze the data in scientific manner. Only then you would be able to tell for sure if all those accusations against AA missiles and immortal air assets are true or just the personal feelings. And adjust the parameters to achieve the desired mortality for specific vehicles.

On the CAS

There is a very important balance aspect on every CAS map, but it exists only when the both CAS(both teams) are up. But as soon as one of them goes down, there is nothing in the game that you can remotely call balanced, CAS simply dominates everything attacking it with Laser Guided missiles and occasionally using LT ones, Once AA emplacements positions are known CAS can simply dive on them and decimate that position without being scrached, they can do whatever the hell they want, and as far as they have a bit of knowledge how to avoid being shot down, they remain undestroyed, ruining the game for the other team.

One solution to that would be to leave only the ability to shoot at lazed targets, that would eliminate a whole lot of imbalance, involving crossing the frontline and taking down armor that wasn't even spotted.
sirfstar
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Re: Flares, UAV, lack of AT, asset rolling

Post by sirfstar »

UAV should be removed at all or it should be easy to shot down and with long respawn time so if you want to magically find all the enemy positions you should do it carefully, like the area attack.
Its not funny nor realistic to set up mortars just to get spotted by invisible *** flying up there and get some 81mm shells right after this for example.

inb4 useless comander - spotter isnt a comander, can you guys read? commander. Wanna spot some stuff? Ask that bored trans pilot to fly over. I'm playing for 3 years now and i can count the times i've seen an actually commanding commander (public games ofc) with one hand. All of them i've seen in the 0.917 or something like that, when UAV were disabled. Nothing changed now.
Last edited by sirfstar on 2013-10-02 22:26, edited 6 times in total.
Kerryburgerking
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Re: Flares, UAV, lack of AT, asset rolling

Post by Kerryburgerking »

sirfstar wrote:UAV should be removed at all or it should be easy to shot down and with long respawn time so if you want to magically find all the enemy positions you should do it carefully, like the area attack.
Its not funny nor realistic to set up mortars just to get spotted by invisible *** flying up there and get some 81mm shells right after this for example.

inb4 useless comander - spotter isnt a comander, can you guys read? commander. Wanna spot some stuff? Ask that bored trans pilot to fly over. I'm playing for 3 years now and i can count the times i've seen an actually commanding commander (public games ofc) with one hand. All of them i've seen in the 0.917 or something like that, when UAV were disabled. Nothing changed now.
Just make the UAV an asset like CAS.
Jolly
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Re: Flares, UAV, lack of AT, asset rolling

Post by Jolly »

Just remembered one round with Ryan and another with skull.
We raped nme ground forces but got owned by CAS.
Good CAS pilots and way too OP UAV was killing us with bombs...
So, I do feel UAV needs to be nerfed.
Jolly, you such a retard.
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