AAVs being soloable
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PT-76 best tonk
- Posts: 12
- Joined: 2016-03-19 21:38
AAVs being soloable
In PR, any sufficiently complex combat vehicle (APCs, IFVs, MBTs etc) requires the gunner to enter with a driver so that a crew of two is needed to properly crew the machine.
AAVs, for no reason whatsoever, are exempt from this. A single guy can drive the vehicle around and switch to the gunner position with no restriction.
I was under the impression that the requirement for a driver and a gunner used on other vehicles was to prevent the stupidity of seeing people one-man complex combat machines around the battlefield, but with Shilkas, Gophers and the likes, it seems that somebody forgot to add the proper line of code. Even the goddamn basic MT-LB armed with a 7.62 machine gun has the driver+gunner restriction, but the same chassis with a large SAM weapon system on top does not, against all logic.
I'm hoping that the oversight will be fixed for the sake of gameplay consistency and realism.
AAVs, for no reason whatsoever, are exempt from this. A single guy can drive the vehicle around and switch to the gunner position with no restriction.
I was under the impression that the requirement for a driver and a gunner used on other vehicles was to prevent the stupidity of seeing people one-man complex combat machines around the battlefield, but with Shilkas, Gophers and the likes, it seems that somebody forgot to add the proper line of code. Even the goddamn basic MT-LB armed with a 7.62 machine gun has the driver+gunner restriction, but the same chassis with a large SAM weapon system on top does not, against all logic.
I'm hoping that the oversight will be fixed for the sake of gameplay consistency and realism.
Realism is self-balancing.
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viirusiiseli
- Posts: 1171
- Joined: 2012-02-29 23:53
Re: AAVs being soloable
Pretty much a leftover from pre 1.0, I guess now with constant 100 players it wouldn't matter if AAVs needed drivers too.
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Mongolian_dude
- Retired PR Developer
- Posts: 6088
- Joined: 2006-10-22 22:24
Re: AAVs being soloable
Changes are being considered to make the role of drivers or 3rd parties in AAV crews more inclusive in the role of air defence.
Military lawyers engaged in fierce legal action.
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blayas
- Posts: 135
- Joined: 2014-04-01 15:17
Re: AAVs being soloable
making radar on, making radar off, to prevent ARM heh[R-MOD]Mongolian_dude wrote:Changes are being considered to make the role of drivers or 3rd parties in AAV crews more inclusive in the role of air defence.
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Fuller
- Posts: 91
- Joined: 2016-03-19 14:10
Re: AAVs being soloable
Is it possible to implement something like SEAD missiles to counter SPAAG vehicles and a functtion to turn on/off the radar of those vehicles?
(Gunner controls the guns and missiles , driver controls the radar)
(Gunner controls the guns and missiles , driver controls the radar)
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X-Alt
- Posts: 1073
- Joined: 2013-07-02 22:35
Re: AAVs being soloable
Because one manning Avengers and dunking on full fobs is great. Also, they're great for use as a roadkill mobile, vehicles such as the Gopher or are near the levels of the unarmed BRDM-2 in that regard. A server admin will give you shit for 1manning an MTLB as a roadkill machine, whereas nobody could care less about an AAV.
excess realism destroys gameplay
excess realism destroys gameplay
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rPoXoTauJIo
- PR:BF2 Developer
- Posts: 1979
- Joined: 2011-07-20 10:02
Re: AAVs being soloable
No, we're pretty limited by bf2 guidance system.Fuller wrote:Is it possible to implement something like SEAD missiles to counter SPAAG vehicles and a functtion to turn on/off the radar of those vehicles?
(Gunner controls the guns and missiles , driver controls the radar)

assetruler69: I've seen things you smurfs wouldn't believe. Apaches on the Kashan. I watched burned down tank hulls after the launch of the single TOW. All those moments will be lost in time, like tears in rain.
Time to give up and respawn.
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Hunt3r
- Posts: 1573
- Joined: 2009-04-24 22:09
Re: AAVs being soloable
I feel like the easy solution there is just require a driver to make the turret unlock and make it possible to fire a missile. If a driver is in the vehicle, add a heat signature so laser targeted missiles will automatically lock on to AAVs.rPoXoTauJIo wrote:No, we're pretty limited by bf2 guidance system.
Of course this would make it a lot harder to use an AAV and really tilt the balance in favor of the side with air superiority but it may be worth thinking about.

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[GER]Birnd
- Posts: 63
- Joined: 2012-07-07 07:25
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Hunt3r
- Posts: 1573
- Joined: 2009-04-24 22:09
Re: AAVs being soloable
I would tend to agree. Engagements of CAS vs AA should be inherently lopsided as IRL you really can't tell when an IR missile has locked on you and only modern aircraft have any missile detection systems and active IR missile countermeasures.X-Alt wrote:Or you know, let it be.

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Fuller
- Posts: 91
- Joined: 2016-03-19 14:10
Re: AAVs being soloable
IRL a 9K35 Strela-10 aka. SA-13 Gopher which uses the latest 9K333 missile has a minimum engagement range of 800m and a max. range of 5000m.The target max speed [m/s]: approaching / receding is 415/310.
It takes about 3 minutes to reload the missles and there are only 12 avialable.
I think there are quite a few differences to our ingame experience, so we shouldnt compare both.
Id really like to see some changes to aircraft and AA ingame. Stronger Aircraft in general and more ground AA options.
-Something like 2 AA emplacements per FOB.
-2x IR and 1 SPAAG on a lot of maps.
- more bombs for aircraft so that "dumb" bombing is an option.(8x 227kg/no LT)
- faster aircraft respawn ~15 minutes.
- more flares.
that would hoepfully cause some gamplay changes e.g.
-enemy air superiorty reduces to max. 15min.
-more difficult dogfights due to the higher amount of flares
...
It takes about 3 minutes to reload the missles and there are only 12 avialable.
I think there are quite a few differences to our ingame experience, so we shouldnt compare both.
Id really like to see some changes to aircraft and AA ingame. Stronger Aircraft in general and more ground AA options.
-Something like 2 AA emplacements per FOB.
-2x IR and 1 SPAAG on a lot of maps.
- more bombs for aircraft so that "dumb" bombing is an option.(8x 227kg/no LT)
- faster aircraft respawn ~15 minutes.
- more flares.
that would hoepfully cause some gamplay changes e.g.
-enemy air superiorty reduces to max. 15min.
-more difficult dogfights due to the higher amount of flares
...
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Quobble
- Posts: 123
- Joined: 2012-05-13 09:19
Re: AAVs being soloable
Here are my 2 cents on this:
Anti Air in PR is insanely important when it comes to CAS and CAP supported maps.
Due to engine limitations the Devs have to create work arounds that...work on a technical but also 'work' on a gameplay, fairness and authenticity level.
Currently ground based Anti Air is limited to generally "lock and shoot" style, AAA is basically spray and pray. Every Jet and every CAS helo can be killed by a single direct or close hit from a missile but every aircraft also gets the generic SAM warning once locked and shot at by seeking warheads, au con?t?raire to their real life counterparts.
(most <5th gen fighter aircraft do not support an active protection against IR SAM threats or warning indicators against such, with the A 10 C being a well known exception - keeping in mind that many PR maps take place pre 2000)
Now to my suggestion to make it a bit more spicy for both pilots, SAM crew and insurgents:
1) Improve the maximum damage threshhold to destroy armed aircraft to resist at least a single direct hit from a MANPAD launched missile. Hit aircraft should start losing health, just so that it may RTB.
2) Disable IR SAM warnings for most aircraft with the exception of some types that do offer this feature IRL.
3) Introduce a new variety of SAM systems such as radar guided ground based anti air weapons. Those types will have a longer range, bigger missiles, first strike kill capabilities but also will be detectable by aircraft that are locked and fired upon.
Said SAM systems should be very limited, limitations may be long delays and respawn times, high ticket count, crew requirements and long warm up phases. Only conventional forces should have those weapons, giving the team a whole new branch of duties. (SAM killer squads, dedicated SAM squads f.e.)
4) "Make CAP/CAS great again!" Offer new layouts of CAS <-> CAP balance on maps. Give attacking forces plenty of close air support in form of helos, jets and such but supply defenders with more SAM and less fighters. Its always a pain to fly CAS on maps where the enemy team has the same variety of aircrafts. Dog fight maps should still exist, thats out of question for it is too much fun to shoot down enemy jets, but the focus should be on new and improved SAM systems as air defense.
5) Give more AAA weapons to insurgent forces, limit anti air to an absolute minimum. Since blufor usually gets smaller CAS aircrafts, anti air missiles would still be very deadly now. The focus should be on tripple A though. Hitting a Kiowa with a 20-30mm HEIT or HEFRAG shell from ground based weapons should be a big deal. This would encourage INS forces to act fast, fire from unexpected positions and withdraw swiftly if seen by CAS.
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Now I dont know wether or not this all is even possible but I certainly feel better having written my sh1t down. Feel free to correct me if I was wrong at any point.
Anti Air in PR is insanely important when it comes to CAS and CAP supported maps.
Due to engine limitations the Devs have to create work arounds that...work on a technical but also 'work' on a gameplay, fairness and authenticity level.
Currently ground based Anti Air is limited to generally "lock and shoot" style, AAA is basically spray and pray. Every Jet and every CAS helo can be killed by a single direct or close hit from a missile but every aircraft also gets the generic SAM warning once locked and shot at by seeking warheads, au con?t?raire to their real life counterparts.
(most <5th gen fighter aircraft do not support an active protection against IR SAM threats or warning indicators against such, with the A 10 C being a well known exception - keeping in mind that many PR maps take place pre 2000)
Now to my suggestion to make it a bit more spicy for both pilots, SAM crew and insurgents:
1) Improve the maximum damage threshhold to destroy armed aircraft to resist at least a single direct hit from a MANPAD launched missile. Hit aircraft should start losing health, just so that it may RTB.
2) Disable IR SAM warnings for most aircraft with the exception of some types that do offer this feature IRL.
3) Introduce a new variety of SAM systems such as radar guided ground based anti air weapons. Those types will have a longer range, bigger missiles, first strike kill capabilities but also will be detectable by aircraft that are locked and fired upon.
Said SAM systems should be very limited, limitations may be long delays and respawn times, high ticket count, crew requirements and long warm up phases. Only conventional forces should have those weapons, giving the team a whole new branch of duties. (SAM killer squads, dedicated SAM squads f.e.)
4) "Make CAP/CAS great again!" Offer new layouts of CAS <-> CAP balance on maps. Give attacking forces plenty of close air support in form of helos, jets and such but supply defenders with more SAM and less fighters. Its always a pain to fly CAS on maps where the enemy team has the same variety of aircrafts. Dog fight maps should still exist, thats out of question for it is too much fun to shoot down enemy jets, but the focus should be on new and improved SAM systems as air defense.
5) Give more AAA weapons to insurgent forces, limit anti air to an absolute minimum. Since blufor usually gets smaller CAS aircrafts, anti air missiles would still be very deadly now. The focus should be on tripple A though. Hitting a Kiowa with a 20-30mm HEIT or HEFRAG shell from ground based weapons should be a big deal. This would encourage INS forces to act fast, fire from unexpected positions and withdraw swiftly if seen by CAS.
---
Now I dont know wether or not this all is even possible but I certainly feel better having written my sh1t down. Feel free to correct me if I was wrong at any point.
"Artyom! If it's hostile - you kill it."
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X-Alt
- Posts: 1073
- Joined: 2013-07-02 22:35
Re: AAVs being soloable
1. Slow AA missles down, a lot, retain manueverability. Remove VD based lockdistances, standardize to 1300 for small IR (Stinger\Strela) and 1500 for Gopher Type. Jet AA remains identical.
2. Increase flare count by 20%
3. Add missle launch detection (10+ second sound file of beep beep beep followed by blank sound so player doesn't know he's being tracked) to planes that can, which basically amounts to the A-10 and F-16 plus a couple of helicopters.
Make missile trail more obvious
4. Decrease 1man time to make AA more viable
5. Decrease critical damage bleed
MAKE PR GREAT AGAIN
2. Increase flare count by 20%
3. Add missle launch detection (10+ second sound file of beep beep beep followed by blank sound so player doesn't know he's being tracked) to planes that can, which basically amounts to the A-10 and F-16 plus a couple of helicopters.
Make missile trail more obvious
4. Decrease 1man time to make AA more viable
5. Decrease critical damage bleed
MAKE PR GREAT AGAIN
Last edited by X-Alt on 2016-08-06 20:57, edited 4 times in total.

