The removal of UAV lase.

Post your feedback on the current Project Reality release (including SinglePlayer).
Eddie Baker
Posts: 6945
Joined: 2004-07-26 12:00

Re: The removal of UAV lase.

Post by Eddie Baker »

matty1053 wrote:I find this very stupid. It almost makes the UAV useless. Ok the UAV can spot enemies, I know that

But was it necessary to remove it?

Thank you.

I am not bashing anyone. So keep in mind that this is based on my feedback of the removal of the laser from UAV

Plus sometimes squad leaders will not lase.
Realism wise, if this is supposed to be a small to medium TUAV with a trainable electro-optic turret along the lines of Scan Eagle or Shadow 200, some of them have this capability, but most do not (Shadow does have it but it's a recent development and probably not on all systems).

Balance wise, if it's given to one conventional faction and not another based on the real-life capabilities of their respective systems, various little ******* are going to mewl about balance, even if the factions without a lase-capable UAV have their own "OP" asset. :roll:

Of course realism wise, rifle squad leaders also don't have ground laser target designators for air launched ordnance in any real-life faction, but in-game air divas are an even bigger problem without them. :p
Jacksonez__
Posts: 1090
Joined: 2013-07-28 13:19

Re: The removal of UAV lase.

Post by Jacksonez__ »

Steeps wrote:How does logic work. "It sucks so it should be nerfed."


I like it the way it is now. Good change for balance. UAV was a super weapon in the previous version.
-> it's too over-power so it needs to be nerfed.
sirfstar
Posts: 255
Joined: 2011-09-01 07:18

Re: The removal of UAV lase.

Post by sirfstar »

Steeps wrote:How does logic work.
Did you read anything besides that cut out of context phrase?
UAV was a super weapon in the previous version.
How is that? It's still IS.
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Mats391
PR:BF2 Lead Developer
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Re: The removal of UAV lase.

Post by Mats391 »

Btw you can still lase by using the "Cas target" from the spotting menu. It is just less accurate, but should be enough for stationary targets
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Kerryburgerking
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Re: The removal of UAV lase.

Post by Kerryburgerking »

Makes the almost impossible task of AA-warfare easier, ty devs.
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matty1053
Posts: 2007
Joined: 2013-07-03 00:17

Re: The removal of UAV lase.

Post by matty1053 »

It's sometimes fun being CO.

But I find that if you had a time limit to lase from UAV.


Like, if you lase ONE target... you have to wait 1 minute to lase again.
OR
You can lase every 5 Minutes and it WOULD cost your team 1-5 tickets. (Per Lase)
risegold8929
Posts: 340
Joined: 2012-02-05 22:13

Re: The removal of UAV lase.

Post by risegold8929 »

Kerryburgerking wrote:Makes the almost impossible task of AA-warfare easier, ty devs.
Meh, I remember me and a mate driving around Silent Eagle in a Russian AAV with their two enemy CAS up. We took down all their jets quite easily (and again). When they fly towards you they are screwed as their flares are behind them and don't do **** to save them.

Keep moving and the commander will find it annoying to keep placing markers on the map for the CAS. By the time the jet lines up accurately for a bomb drop on you, bye bye missiles.

Edit: I would have to agree with you on the stationary AA though.
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Spook
Posts: 2458
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Re: The removal of UAV lase.

Post by Spook »

Well it might be easy if some newbies are in the jets and the CO is not communicating well enough. But with a good CO and decent pilots you do not stand a chance against jets. 4 or 5 weeks ago on Silent Eagle, instead of using tanks at roundstart I ordered our best crewmen to take 2 AAs and get down their jets and then switch to tanks again. Throughout the whole round we lost like 6 AAVs and many other ground vehicles and only killed one single jet with luck. Our own pilots had kind of a bad day and were always shot down by the enemy jets.

I was constantly busy counter lazing the CO and still they managed to kill our AAVs without them even seeing them. They drop the bomb right before they get visible for the AAV. At the same time they drop flares and turn around. You would need to know exactly from where and from which angle they are approching and have your finger on the trigger to use the 0.5 - 1 sec window to try to hit them with luck before the bomb arrives on you. But since you do not know where they come from, by the time you spot them, they are already flying out of viewdistance and the bomb lands right in your face. Attack Helos were not that much of a problem, but those jets combined with UAV dominated the battlefields and made ground vehicle warfare very frustrating.
Last edited by Spook on 2014-01-05 00:27, edited 3 times in total.
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ElshanF
Posts: 357
Joined: 2008-07-22 12:34

Post by ElshanF »

In terms of reality.. each team would should down the UAV's. So it makes no sense to me to have both teams to have their UAVs over the same spot undetected forever pretty much. I mean removing the UAV would it make it boring for the commander but they have to have that RTB moment though
Tarranauha200
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Re: The removal of UAV lase.

Post by Tarranauha200 »

UAV can be still used to co-ordinate CAS. It can still be used to guide friendly armor, spot enemy FOBs and direct mortar fire. Its still an invincible eye in the sky.

Its still OP.

Commanding can be fun without UAV. All you need is squad leaders who actually listen to you instead of executing their own, usually inefficient, plans.

Which is something you rarely get on public servers, sadly.
Eddie Baker wrote: Of course realism wise, rifle squad leaders also don't have ground laser target designators for air launched ordnance in any real-life faction, but in-game air divas are an even bigger problem without them.
I like that. Using landmarks and map grids instead of some magical laz0r that sticks(wtf?) onto enemy vehicles.
Last edited by Tarranauha200 on 2014-01-05 03:54, edited 2 times in total.
risegold8929
Posts: 340
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Re: The removal of UAV lase.

Post by risegold8929 »

Tarranauha200 wrote: I like that. Using landmarks and map grids instead of some magical laz0r that sticks(wtf?) onto enemy vehicles.
You are suggesting that all aircraft should now revert to dumb bombs only?
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Inspektura43
Posts: 415
Joined: 2012-06-23 16:00

Re: The removal of UAV lase.

Post by Inspektura43 »

Good, now it requires some skill to get kills atleast
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chrisweb89
Posts: 972
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Re: The removal of UAV lase.

Post by chrisweb89 »

matty1053 wrote:It's sometimes fun being CO.

But I find that if you had a time limit to lase from UAV.
Again though, what you are describing isn't commanding, its spotting, just from the commander position. That's what with 1.0 90% of the "CO's" have been, spotters. I get why, because commanding can suck if the team doesn't want to listen, but other than making server rules of following orders, there shouldn't be more incentives.
Eddie Baker
Posts: 6945
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Re: The removal of UAV lase.

Post by Eddie Baker »

Tarranauha200 wrote:I like that. Using landmarks and map grids instead of some magical laz0r that sticks(wtf?) onto enemy vehicles.
If they could have coded it another way, they would have done it a long time ago. Don't like it? Why don't you stop playing and get the fuck to work on a more realistic solution? Warning, though: if you spend your time working on the mod instead of playing it, for some reason your opinion counts less in the (brown)eyes of some people. :p
risegold8929 wrote:You are suggesting that all aircraft should now revert to dumb bombs only?
Seems to be par for the course for too much of this community. Don't want vehicles or static ATGM positions to have thermal imaging placebo, don't want infantry to have man-portable guided anti-tank weapons, don't want scopes. If they want to play with modern weapon and vehicle models over World War II capabilities, why don't they just install Desert Combat?
Murphy
Posts: 2339
Joined: 2010-06-05 21:14

Re: The removal of UAV lase.

Post by Murphy »

It's just that you're very opinionated and it's easy to attack you based on the fact that you rarely get in-game to see exactly how the changes affect the game. Not second hand information, but gaining first hand knowledge of the impact of said adjustments to game-play should be the launching point of any argument.

Also great attitude trying to drive people away from your (unfortunately dying) 8 year old free mod. Keep up the good work ;)
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Rudd
Retired PR Developer
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Re: The removal of UAV lase.

Post by Rudd »

Gonna step in here and stop this argument before it begins.

Eddie might have come across a bit aggressive, but he's actually right. Ad hominem arguments are useless and if you have an issue with a post, don't call them out in pubic...use the report function or you'll start an argument where things might be said that can't be taken back.

lazing has been ingame for a long time now, and we've all had to accept that we can't have a realistic lazer that we have to keep on target. What we have is the next best thing and mat's changes have made it as realistic as it is possible to make it in BF2.

We want to give everything RL capabilities that are compatible with gameplay

Squad Leaders lazing targets is compatible with gameplay, it's part of the basis of combined arms and inter-squad teamwork. It isn't going to be removed EVER.

Now, back to the commander discussion.
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MADsqirrel
Posts: 410
Joined: 2011-08-15 13:00

Re: The removal of UAV lase.

Post by MADsqirrel »

It is a good thing that COs can't laze anymore.

It was extremly easy to destroy every FOB not placed in buildings or kill vehicles standing longer then 10 seconds on the same position, as long as you have CAS.
Personally I think that unlimited UAV time is still too much. I love to fly with the UAV but it makes it impossible for the enemy to make a large flanking attack or something similar.
Also I can't see the commander RP getting used, which is sad IMO. When you're in the field as commander, everyone will yell at you to get back in your bloody UAV, because a CO is more usefull there for the team.

If we had something like a UAV vehicle (Humvee for example) a limited time and range for that UAV (500m deploy radius from the UAV vehicle for example) it "could" balance it out.

Regardless how fun/unfun it is, I will use it a LOT when I get to play again because I always did.
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zloyrash
Posts: 408
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Re: The removal of UAV lase.

Post by zloyrash »

btw, offtopic: how can Commander collect scores?
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Jolly
Posts: 1542
Joined: 2011-07-17 11:02

Re: The removal of UAV lase.

Post by Jolly »

UAV was way too OP with laser function.

They can deploy so fast and lase things. It is inf leaders' responsibility to spot for CAS.
UAV lase somehow de-promote general teamplay.

Someone said UAV can still lase stationary target with right mouse bottom. Is that true?
Jolly, you such a retard.
MADsqirrel
Posts: 410
Joined: 2011-08-15 13:00

Re: The removal of UAV lase.

Post by MADsqirrel »

I think you mean something else.
You can place a laze-marker (CAS marker?) on the map.
So it is only usefull against static targets like FOBs.

I remember using it years ago, but I guess most people don't even know that it exist.
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