AA missiles after 1.4.17

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DogACTUAL
Posts: 879
Joined: 2016-05-21 01:13

AA missiles after 1.4.17

Post by DogACTUAL »

...are too OP now. Tested it with a guy on test airfield. Even if you lock only the flares a kill is very likely, even at big distances. Ground aa is a monster now, the constriction to one missile per second doesn't matter much since one missile is already enough to get the kill in most cases.

On the other hand another important issue: Stormer AAV is very ineffective against aircraft, the proximity fuse of the starstreak missile doesn't seem to be working properly. Did test it on test_airfield too, several times the missiles was within 50m, even 25m of the flying helicopter/jet and didn't explode. You basically have to get the starstreak missile extremely close to the aircraft for the proximity fuse to trigger, so close that it is almost a direct hit, like 1m-5m.
Last edited by DogACTUAL on 2017-08-03 18:58, edited 5 times in total.
AlonTavor
PR:BF2 Developer
Posts: 2991
Joined: 2009-08-10 18:58

Re: AA missiles after lastest update

Post by AlonTavor »

Work in progress.
Jabil_One
Posts: 135
Joined: 2017-03-11 18:01

Re: AA missiles after lastest update

Post by Jabil_One »

Former version for AA generally

Code: Select all

ObjectTemplate.detonation.radiusDetonateWithAirVehicles 1
Former starstreak_hvm and 5m less splashradius

Code: Select all

ObjectTemplate.detonation.radiusDetonateWithAirVehicles 35
Current version for AA generally REMOVED

Code: Select all

ObjectTemplate.detonation.radiusDetonateWithAirVehicles 1

Except for Stormer, its still in with 50m splash

Code: Select all

ObjectTemplate.detonation.radiusDetonateWithAirVehicles 35
When the startstreak have an splash radius of 50meters and the rocket blowup itself in a distance of 35meters so the target would be in 15meter splashdamage ......

Mostly all AA's having the splashdamage ~ 675 and material of 53 except Stormer, he has material 3702
Jets generally have a default material of 32 and ~1800 HP

Code: Select all

MaterialManager.createCell 53 32
MaterialManager.damageMod 7.5
MaterialManager.setEffectTemplate 0 e_mExp_m_armor
MaterialManager.setSoundTemplate 0 S_Tank_Shell_Metal

Code: Select all

MaterialManager.createCell 3702 32
MaterialManager.damageMod 1
MaterialManager.setEffectTemplate 0 e_bhit_20mm_metalsolid
MaterialManager.setEffectTemplate 1 e_bhit_20mm_metalsolid
MaterialManager.setSoundTemplate 0 S_Impact_25mm_metal
Look at the damage multiplier! I will never get in any airvehicle anymore, except there are Stormmers on/in the enemy team.

All AA missiles, except starstreak, will kill instantly. Starstreak need 3 shoots but its the fastest one.
chrisweb89
Posts: 972
Joined: 2008-06-16 05:08

Re: AA missiles after lastest update

Post by chrisweb89 »

Only really flown once, and that was on bamyan alt, so not the most reliable gameplay source. The one AA that I know that was shot at me hit my flares and made the A10 smoke, so it will be nice to see the larger changes and affects.
Jabil_One
Posts: 135
Joined: 2017-03-11 18:01

Re: AA missiles after lastest update

Post by Jabil_One »

A10a default material 184 - 1800 HP

Code: Select all

MaterialManager.createCell 53 184
MaterialManager.damageMod 4
MaterialManager.setEffectTemplate 0 e_mExp_m_armor
MaterialManager.setSoundTemplate 0 S_Tank_Shell_Metal
A10 has the bigger default material and you lucky that the missile explode not to close to you.

I mentioned only the splashdamage of the missiles. DIRECT HITS (seekclosesttargetcomp :? ) having nearly the same damage and the same material that comes ADDITIONALLY to the final damage. Only the jet have maybe a thicker material for direct hits.

I'm asking me how much damage get loss over distance.
TBob
Posts: 75
Joined: 2013-07-10 01:18

Re: AA missiles after lastest update

Post by TBob »

Damage falloff vs A-10 should look something like this:

Image

A-10 can start smoking with 360 damage.
DogACTUAL
Posts: 879
Joined: 2016-05-21 01:13

Re: AA missiles after lastest update

Post by DogACTUAL »

I don't care what you dug up about the starstreak missile in your files, i am telling you, effectively ingame they won't trigger unless they pretty much hit the aircraft directly.

So something must be going wrong here.
TBob
Posts: 75
Joined: 2013-07-10 01:18

Re: AA missiles after lastest update

Post by TBob »

DogACTUAL wrote:I don't care what you dug up about the starstreak missile in your files, i am telling you, effectively ingame they won't trigger unless they pretty much hit the aircraft directly.

So something must be going wrong here.
I may have found the issue. In this update the other AA missiles had these lines removed:

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ObjectTemplate.detonation.triggerRadius 25
ObjectTemplate.detonation.triggerType MTYVehicle
ObjectTemplate.detonation.triggerVictimMinSpeed 5
ObjectTemplate.detonation.radiusDetonateWithAirVehicles 1
But the Starstreak instead kept those lines but removed this one:

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ObjectTemplate.detonation.detonateDistanceToTarget 35
However... also unlike other missiles, the Starstreak had a value of 35 here:

Code: Select all

ObjectTemplate.detonation.radiusDetonateWithAirVehicles 35
Which is supposed to be a Boolean, so I think that is nullifying its trigger mechanism after the other line got removed.
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Mats391
PR:BF2 Lead Developer
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Re: AA missiles after lastest update

Post by Mats391 »

As said in other threads, the check rate for when a heat seeking missile should explode got increased from 4 times per second to 30 times per second. That was done to reduce chance of missile flying through flares and redirecting into some other target. The vehicle trigger got removed at same time to make shooting unguided heat seeking missile impractical. They wont detonate close to aircraft unless they have a lock, so unguided missile needs direct hit.
The stormer is not heat seeking and only uses the vehicle trigger. We believe that this trigger has similar check rate to the one of heat seeking missiles (4 times per second) which is why it rarely explodes close to target. Then again the Starstreak has no proximity trigger in r/l, so all good.
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Mineral: TIL that Wire-guided missiles actually use wire
Jabil_One
Posts: 135
Joined: 2017-03-11 18:01

Re: AA missiles after lastest update

Post by Jabil_One »

And how about damage? Jets blowing up in thousand pieces by one near hit. Pilots never got a change to get out (eject). I would understand when they get so much dmage that they are doomed but now its only insta BLACKSCREEN. .....
LEGIYA
Posts: 160
Joined: 2017-07-04 23:02

Re: AA missiles after lastest update

Post by LEGIYA »

Jacksonez__
Posts: 1090
Joined: 2013-07-28 13:19

Re: AA missiles after lastest update

Post by Jacksonez__ »

LEGIYA wrote:https://www.youtube.com/watch?v=53alaPLcOaY

It seems accurate enough...
Damn nice video :-P
DogACTUAL
Posts: 879
Joined: 2016-05-21 01:13

Re: AA missiles after lastest update

Post by DogACTUAL »

[R-DEV]Mats391 wrote:Then again the Starstreak has no proximity trigger in r/l, so all good.
That argument would only be valid if we had unlimited view distance, a fully stabalized sight (that has some other useful features that make it easier to track the target) and three submunitions that seperate in flight.

Since that isn't the case, the weapon system ingame is very ineffective when compared to other AA systems. That's why giving it a proximity fuse would be a good way the make it up to par with the other AA systems.
FFG
Forum Moderator
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Re: AA missiles after lastest update

Post by FFG »

DogACTUAL wrote:That argument would only be valid if we had unlimited view distance, a fully stabalized sight (that has some other useful features that make it easier to track the target) and three submunitions that seperate in flight.

Since that isn't the case, the weapon system ingame is very ineffective when compared to other AA systems. That's why giving it a proximity fuse would be a good way the make it up to par with the other AA systems.
People have been HAT'n and Hellfiring choppers for years....
DogACTUAL
Posts: 879
Joined: 2016-05-21 01:13

Re: AA missiles after lastest update

Post by DogACTUAL »

...and have they been doing that to fast flying jets on a regular basis too?
PacD
Posts: 15
Joined: 2016-10-05 16:16

Re: AA missiles after lastest update

Post by PacD »

Pls reduce the splash radius of AA missiles. Jets are fast enough to run away from flares but... since the update i have never seen helis surviving even one AA missile. Osprey died today twice by the first shot of a manpad, MANPAD, OSPREY.

https://youtu.be/-sQtUVSiM9E

Don't tell me its working as intended. Do you think a heli can escape this?
Last edited by PacD on 2017-08-05 20:58, edited 1 time in total.
DogACTUAL
Posts: 879
Joined: 2016-05-21 01:13

Re: AA missiles after lastest update

Post by DogACTUAL »

Do AA missiles really explode on flares irl? Doesn't there need to be a bigger object close to the missile for it to trigger?
Depends on the fuse mechanism i guess, but afaik most need an aircraft sized object to trigger.
viirusiiseli
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Joined: 2012-02-29 23:53

Re: AA missiles after lastest update

Post by viirusiiseli »

Save your breath.

Reality when it suits them, gameplay when it doesnt...
AlonTavor
PR:BF2 Developer
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Joined: 2009-08-10 18:58

Re: AA missiles after lastest update

Post by AlonTavor »

viirusiiseli wrote:Save your breath.

Reality when it suits them, gameplay when it doesnt...
[R-DEV]AlonTavor wrote:Work in progress.
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Rabbit
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Re: AA missiles after lastest update

Post by Rabbit »

I am starting to get the feeling viirus is some fat overweight finnish kid.
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AfSoccer "I just don't see the natural talent."
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