Request for Revert to 1.2 Flight Mechanics (All Vehicles and Anti Air Weapons)

Post your feedback on the current Project Reality release (including SinglePlayer).
Tequila
Posts: 192
Joined: 2011-02-11 21:21

Re: Request for Revert to 1.2 Flight Mechanics (All Vehicles and Anti Air Weapons)

Post by Tequila »

AA has been useless for a long time. At the same time, CAS assets have ruled this game to the point where most half decent pilots don't even have to think about potential dangers when they dive on targets because spamming flares and diving directly over a target would make CAS assets undestroyable. The game felt more like an arcade flight game with infantry tossed in as an afterthought and I'm glad that this era in pr is over. Assets who's sole purpose was destroy air assets can actually do it now. CAS actually has to play like CAS is supposed to play. No more instant win for the team on the shoulders of 1 asset in the game.
Something something build a fob.
ComradeHX
Posts: 3294
Joined: 2009-06-23 17:58

Re: Request for Revert to 1.2 Flight Mechanics (All Vehicles and Anti Air Weapons)

Post by ComradeHX »

mat552 wrote:Depends on the platform, aircrew, and threat environment. Lifespan of an A-10 pilot in a shooting war in the Fulda Gap was expected to be about a week I think with the entire stock of A-10 airframes being depleted in about fourteen days, but then that was in a full spectrum force on force theater level engagement. The big threat for Syrian MiG-21 pilots isn't SAMs, it's having their base overrun or catching a belly full of 23mm on the way out (not to say there aren't rebels with SAMs mind you). I wouldn't particularly want to be a Ukrainian Mi-24 driver right now. On the other hand, I doubt you'd be able to talk with Blackhawk or Kiowa pilots from the sandbox who've accrued heaps of hours if it really was a job that was inherently fatal.

The big difference is that these things are in real life where weapons ranges under 1km is point blank "phonebooth fight" size. Missiles have flight times measured in up to tens of seconds and actually have physical limits to their turn rates and countermeasures have a fighting chance to distract a weapon already in the air. Well, they did. Late model AIM-9X and late block R-73s are terrifyingly good at discerning the real thing from CMS, but since nobody in PR uses these wunderwaffen, instead sticking with stuff like the 9M37 or FIM-92C, platforms should retain some level of defense through the use of active countermeasures. There's just no time to do it, you have to rely on preemptively flaring and hoping for the best.

On a different but parallel track, realism is a very malleable thing around here. True realism would actually be pretty boring and there are plenty of current and past examples of the development team choosing balance over anything resembling realism.

For yet another suggestion, I wouldn't mind seeing the overall lethality of all airborne assets reduced if that bought room to reduce the power of their counters. More FFARs, less Hellfires.
Real pilots have years of training and actually cooperative ground units.

Bad ones IRL are weeded out one way or another.

Hours of flying IRL does not equal to hours being locked on by AA missiles either.

In-game players do not usually have such things.
dysin
Posts: 142
Joined: 2007-03-25 23:27

Re: Request for Revert to 1.2 Flight Mechanics (All Vehicles and Anti Air Weapons)

Post by dysin »

after a little time to toy, jets aren't much different

cas huey almost requires a dedicated sead huey to compete. it's far slower now, and is outrun by a cow by a good 10-15%.
any huey loses engine consistently after manpad strikes. near or far. don't know if this poor random rolls or intended. i've seen several hueys lose power immediately, range didn't matter at all. if it hits a flare it's over.

we took 7 rpg's in the chinook last night. made it home about 10 times on fire. never lost it after at least 12 holy shit's. one door gunner kia, but that thing can fly reliably with engine fire. contrast that with the huey or cow, and it makes me wonder if the chinook can lose power. again, just preliminary experience.
take no possessions
chrisweb89
Posts: 972
Joined: 2008-06-16 05:08

Re: Request for Revert to 1.2 Flight Mechanics (All Vehicles and Anti Air Weapons)

Post by chrisweb89 »

1.0 aa was retarded, its coming back to a proper balance now. I haven't flown a lot, but the times I have popped flares I have,survived, had missiles damage me slightly, and been plain old blown out of the sky. It seems better than before to me. There is always wishing for 0.97 though, I miss the more powerful atgws that didn't need perfect direct hits, faster speeds for helicopters, and more proximity splashes from AAs that meant if you flew head on with flares you died.
matty1053
Posts: 2007
Joined: 2013-07-03 00:17

Re: Request for Revert to 1.2 Flight Mechanics (All Vehicles and Anti Air Weapons)

Post by matty1053 »

I don't mind. It really prevents the same old people who do cas every round to play CAS the next round.

I flew a Huey and I thought it was easy to fly. (Even with my poopy mouse). I really wish PR rounds were like they used to be.... they lasted like an hour. But then people would whine saying "Oh, it's too boring". The bad thing about adding 100-400 tickets like what viirus said is; if you have a unbalanced team that is completely steamrolling... it will be very boring. (I've seen this a lot out of the 10 games I played so far).

Back to the flight mechanics... I really think the devs did a good job. I haven't flew any CAS jets yet (hopefully I will get to maybe Today or Tomorrow... Since the times I really wanted to, the jets were either (A) Controlled by a clan for like 4 rounds straight. or (B) Crashed because of people not learning how to fly. or (C) some idiot blowing them up for no reason.

I just really wish we would have longer closer rounds. Not as many steamroll rounds.
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crazygamelover
Posts: 130
Joined: 2013-04-30 00:11

Re: Request for Revert to 1.2 Flight Mechanics (All Vehicles and Anti Air Weapons)

Post by crazygamelover »

I'd like to give some numbers on the max-speed of helicopters (I got these from Wikipedia, so take this with a grain of salt):
UH-1D Huey: 217 km/h
Mi-8T: 260 km/h
Mi-24 Hind: 335 km/h
Mi-28N Havoc: 324 km/h
UH-60L Blackhawk: 294 km/h
CH-47F Chinook: 315 km/h
I only included maximum speed because some cruising speeds weren't listed, but I wanted to show the devs didn't "nerf" heli speeds, but rather they adjusted them to be more fair in relation to other helis (In 1.2, the Mi-24 was slower than the Mi-8 and Huey).
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Request for Revert to 1.2 Flight Mechanics (All Vehicles and Anti Air Weapons)

Post by Rudd »

Personally I don't fly often, but I've been enjoying the new mechanics as a gamer, it feels more real to me as the mass seems more appropriate and the threat of ground 50cals seems greater too.
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Kerryburgerking
Posts: 407
Joined: 2011-11-01 10:42

Re: Request for Revert to 1.2 Flight Mechanics (All Vehicles and Anti Air Weapons)

Post by Kerryburgerking »

For gods sake do not nerf the AA, now you actually have a small chance to kill enemy air assets.
Mean, green and unseen!
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