Attack helis physics, flares and missiles

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dalianplant[x64]
Posts: 18
Joined: 2016-01-15 11:16

Re: Attack helis physics, flares and missiles

Post by dalianplant[x64] »

Rabbit wrote:My only want is for cas choppers to work in a realistic fashion. Image
Which would mean fly low behind a hill.Pop up.Acquire a target 6000meters away.Engage in LOAL(indirect) mode.Wait for that shit 18 seconds.Laugh at the fuckers because you just nailed them with 1 hold of a button and they couldn't do shit to prevent it.
Acecombatzer0
Posts: 554
Joined: 2010-09-26 14:10

Re: Attack helis physics, flares and missiles

Post by Acecombatzer0 »

[quote=""'dalianplant[x64"];2118848']Which would mean fly low behind a hill.Pop up.Acquire a target 6000meters away.Engage in LOAL(indirect) mode.Wait for that shit 18 seconds.Laugh at the fuckers because you just nailed them with 1 hold of a button and they couldn't do shit to prevent it.[/quote]

On Pavolsk Bay a Mi-24E wouldn't get 50 feet off the ground before being nailed by a Sea Sparrow missile

Realism sucks sometimes

[quote="viirusiiseli""]Eh, in 4km it does take a lot of time to return to main and reload. It takes several minutes.
[/quote]

So I did a little test on Kashan today to compare the time to an engagement area (I used South Village from BLUFOR main) and back for an IFV (Bradley) and a CAS helicopter (Apache)

For the Bradley, it took 3:39 using the roads only to SV

And it took 3:40 going straight back to the re-arm area

Total is 7:19 + The time it takes to rearm

The helicopter took 2:49 to start up, ascend to 750 meters and dive to the target

And took 1:26 to RTB to main

Total is 4:15 not including rearm time (because usually it takes the same amount of time to re-arm and start the chopper)

The 4 minutes quite surprised me, I thought it would be shorter

A 3 minute difference is quite a while, not including the fact that a tracked APC can be taken out of the fight even longer.

Respectfully IMO,

A Bradley doesn't have the comfort of using a TOW missile on one infantry knowing he can RTB and re-arm within 2 minutes, an Apache can launch a full salvo of Hellfires on one dude and face little consequence.

I was about to type a whole 2 paragraphs on a bunch of real life variables (time to re-arm an Apache vs re-arming an APC)... but lets face it realism < balance most of the time.
CrazyHotMilf: can you release PR 1.0 today cause its my birthday and i want to play it ? because its gonna be very nice and every thing
PatrickLA_CA
Posts: 2243
Joined: 2009-07-14 09:31

Re: Attack helis physics, flares and missiles

Post by PatrickLA_CA »

It's faster to get somewhere with a helicopter than it is with a tracked heavy armored vehicle? That's a surprise.
In-game: Cobra-PR
Acecombatzer0
Posts: 554
Joined: 2010-09-26 14:10

Re: Attack helis physics, flares and missiles

Post by Acecombatzer0 »

PatrickLA_CA wrote:It's faster to get somewhere with a helicopter than it is with a tracked heavy armored vehicle? That's a surprise.
Obviously, I'm just comparing and contrasting, plus taking viirus's account that the chopper must start its engine ascend to a certain altitude
CrazyHotMilf: can you release PR 1.0 today cause its my birthday and i want to play it ? because its gonna be very nice and every thing
[F|H]Zackyx
Posts: 297
Joined: 2011-11-18 21:47

Re: Attack helis physics, flares and missiles

Post by [F|H]Zackyx »

Acecombatzer0 wrote:
A Bradley doesn't have the comfort of using a TOW missile on one infantry knowing he can RTB and re-arm within 2 minutes, an Apache can launch a full salvo of Hellfires on one dude and face little consequence.

I was about to type a whole 2 paragraphs on a bunch of real life variables (time to re-arm an Apache vs re-arming an APC)... but lets face it realism < balance most of the time.
Bradley Has hundreds rounds of HE thousands of Coax Can be repaired in the field by supply truck and on most map spawn at the beginning and has a shorter re spawn time.

While CAS 20 minute delay + 4/5 minutes + 5/20 minute for killing the enemy CAS + 4/5 to RTB and reload, So reload in 2 minute yeah right....

Most of the Time CAS engage its first 25/35 minutes after the game start while APCs can enjoy the game since the beginning of the round...

Also CAS has to return to base more often than armors due to the unrealistic numbers of flares and you compare speed an aircraft to an ground vehicle...

I got 98 kills on Silent Eagle on one run with a leopard tank and no reload, this is completely impossible with CAS but extremely frequent in armors.
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: Attack helis physics, flares and missiles

Post by Rabbit »

'dalianplant[x64 wrote:;2118848']Which would mean fly low behind a hill.Pop up.Acquire a target 6000meters away.Engage in LOAL(indirect) mode.Wait for that shit 18 seconds.Laugh at the fuckers because you just nailed them with 1 hold of a button and they couldn't do shit to prevent it.
Actually if you go back and look through my posts you will see where I reference how they operate in a low visibility situation, which would fit with PR.
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AfSoccer "I just don't see the natural talent."
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PatrickLA_CA
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Re: Attack helis physics, flares and missiles

Post by PatrickLA_CA »

Yes but in a low visibility situation they would not be shot down by a fast firing BMP with a lazer canon. And if we are talking about the Longbow he'll have thousands of prioritized targets in just 3 seconds of scanning with the radar. You can't really compare how they work IRL and how they should in PR. It's just impossible.
In-game: Cobra-PR
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: Attack helis physics, flares and missiles

Post by Rabbit »

PatrickLA_CA wrote:Yes but in a low visibility situation they would not be shot down by a fast firing BMP with a lazer canon. And if we are talking about the Longbow he'll have thousands of prioritized targets in just 3 seconds of scanning with the radar. You can't really compare how they work IRL and how they should in PR. It's just impossible.
True, which was one of the reasons for realistic turret speeds. In addition I would say that they would need a significant speed boost as well.
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AfSoccer "I just don't see the natural talent."
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solidfire93
Posts: 491
Joined: 2015-06-26 14:21

Re: Attack helis physics, flares and missiles

Post by solidfire93 »

i wish all Attack chopper's were like the Huey CAS or the Kiowa !
hope 1.4 can give us some changes..
DzCrow
Posts: 59
Joined: 2016-02-03 19:33

Re: Attack helis physics, flares and missiles

Post by DzCrow »

i will leave some of my stupid suggestion here
pilot:
1 : for Hellfire missile make it that it have a heat system
2 : for the Hellfire missile remove the spam and make it slower to shot with.
gunner
1: remove LG and replace it with a tv missile like vbf :P
2: remove LG and put a missile that shot like a tow .
3: replace LG with bombs xd
4: keep the LG but make it when u click u forget u cant ajust the missile direction
. bad english i know and stupid ideas . but hey anything can help
viirusiiseli
Posts: 1171
Joined: 2012-02-29 23:53

Re: Attack helis physics, flares and missiles

Post by viirusiiseli »

DzCrow wrote:i will leave some of my stupid suggestion here
pilot:
1 : for Hellfire missile make it that it have a heat system
2 : for the Hellfire missile remove the spam and make it slower to shot with.
gunner
1: remove LG and replace it with a tv missile like vbf :P
2: remove LG and put a missile that shot like a tow .
3: replace LG with bombs xd
4: keep the LG but make it when u click u forget u cant ajust the missile direction
. bad english i know and stupid ideas . but hey anything can help
pilot
1. What
2. It's already slow to shoot with, spam has been removed.
gunner
1. Not realistic
2. Already in-game for helis that have such missiles
3. Helis don't fire bombs
4. Not realistic and dumb tbh

5/7 ideas need more refining
M42 Zwilling
Retired PR Developer
Posts: 613
Joined: 2012-06-10 11:27

Re: Attack helis physics, flares and missiles

Post by M42 Zwilling »

viirusiiseli wrote:3. Helis don't fire bombs
Weirdly enough, a few of them actually can. Can't imagine it being terribly useful IRL or ingame though. :lol:

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"How many posts have there been about how much better PR was back in 0.X? The fact is that if we played the older versions we would start to remember the shortcomings, but we tend to hold onto the good memories tighter than the bad ones." - Murphy
Jacksonez__
Posts: 1090
Joined: 2013-07-28 13:19

Re: Attack helis physics, flares and missiles

Post by Jacksonez__ »

e: nvm i'm stupid
FFG
Forum Moderator
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Joined: 2014-03-18 04:47

Post by FFG »

Based on 1.3.9. In my own opinion, based on experience of hundreds of hours, flying every chopper in the game.

I think with the current state of AA, choppers should have an overall speed increase with a longer reload time. I think we should get the hellfire firing speed increased but have a smaller area of effect so that you can't spam splash APCs to death. But everything else in the game, and including future known AA changes should stay.
solidfire93
Posts: 491
Joined: 2015-06-26 14:21

Re: Attack helis physics, flares and missiles

Post by solidfire93 »

FFG wrote:Based on 1.3.9. In my own opinion, based on experience of hundreds of hours, flying every chopper in the game.

I think with the current state of AA, choppers should have an overall speed increase with a longer reload time. I think we should get the hellfire firing speed increased but have a smaller area of effect so that you can't spam splash APCs to death. But everything else in the game, and including future known AA changes should stay.
i agree on this ! sounds like its the only good option we have...
PatrickLA_CA
Posts: 2243
Joined: 2009-07-14 09:31

Re: Attack helis physics, flares and missiles

Post by PatrickLA_CA »

FFG wrote: I think we should get the hellfire firing speed increased but have a smaller area of effect so that you can't spam splash APCs to death.
You can't kill an APC with splash even now. You need a direct hit.
In-game: Cobra-PR
[F|H]Zackyx
Posts: 297
Joined: 2011-11-18 21:47

Re: Attack helis physics, flares and missiles

Post by [F|H]Zackyx »

PatrickLA_CA wrote:You can't kill an APC with splash even now. You need a direct hit.
He Has hundreds of hours of experience dont you dare contradict him he is an expert...
Last edited by [F|H]Zackyx on 2016-03-02 10:08, edited 1 time in total.
FFG
Forum Moderator
Posts: 1468
Joined: 2014-03-18 04:47

Re: Attack helis physics, flares and missiles

Post by FFG »

This video is from 1.3.0. Now I might have missed this in a patch note, but the only changes to hellfires since then is turn rate.

http://youtu.be/A89z0jcumug

P.s. zacky, you're French. Shhh
[F|H]Zackyx
Posts: 297
Joined: 2011-11-18 21:47

Re: Attack helis physics, flares and missiles

Post by [F|H]Zackyx »

Wow, FFG are you serious ? They removed splash along time ago in your video it was a direct hit not splash damage that killed that APC.

PS: You really have no shame lol posting this video. I guess its shows your EXPERIENCE.
Last edited by [F|H]Zackyx on 2016-03-02 11:06, edited 1 time in total.
FFG
Forum Moderator
Posts: 1468
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Re: Attack helis physics, flares and missiles

Post by FFG »

I should be ashamed about having fun in a video game ? Anyways I'd argue that slash damage is still there some extent.
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