AA missiles after 1.4.17

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Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: AA missiles after 1.4.17

Post by Rhino »

Jack_Howitzer wrote:How I would design the flare system to achieve this
By all means give it a shot: PR:BF2 Community Modding - Project Reality Forums
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Jack_Howitzer
Posts: 40
Joined: 2016-03-16 21:33

Re: AA missiles after 1.4.17

Post by Jack_Howitzer »

'[R-DEV wrote:Rhino;2177884']By all means give it a shot: PR:BF2 Community Modding - Project Reality Forums
If existing DEVs can make it right and ruin it again, I think they should be able to get it right once again. :wink:
Fastjack
PR:BF2 Contributor
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Re: AA missiles after 1.4.17

Post by Fastjack »

We could experiment with cone explosion damage so airvehicles would have a chance to outmaneuver the explosion.
The angle of attack (missile), the cone angles of the explosion and the explosion distance would be an important factor of success.

Firing a missile on a jet that is directly above the AA would have the effect that the whole force of the explosion going complete in a different direction as the jet flies.
Rhino
Retired PR Developer
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Joined: 2005-12-13 20:00

Re: AA missiles after 1.4.17

Post by Rhino »

[R-CON]Fastjack wrote:We could experiment with cone explosion damage so airvehicles would have a chance to outmaneuver the explosion.
The angle of attack (missile), the cone angles of the explosion and the explosion distance would be an important factor of success.

Firing a missile on a jet that is directly above the AA would have the effect that the whole force of the explosion going complete in a different direction as the jet flies.
That's not a bad idea, ideally would want two types of detonation (dunno if that's possible) with the directional blast (dealing most of the potential damage) and a radial blast since many modern missiles combine the two.
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DogACTUAL
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Joined: 2016-05-21 01:13

Re: AA missiles after 1.4.17

Post by DogACTUAL »

Jet flares before: A repellant to keep missiles at bay.

Jet flares now: A beacon for the missile to help it find the jet.
Singh408
Posts: 53
Joined: 2016-12-19 12:12

Re: AA missiles after 1.4.17

Post by Singh408 »

along with other changes can you plz give jets some more flares? perhaps double the current amount.
So a jet can last through a dogfight before running out of flares.
SWAT-
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Joined: 2015-10-22 08:56

Re: AA missiles after 1.4.17

Post by SWAT- »



No more flare spamming.
viirusiiseli
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Re: AA missiles after 1.4.17

Post by viirusiiseli »

SWAT- wrote:

No more flare spamming.
Wait so are you saying... as if... CAS is undoable no matter how you fly or flare??? :shock:
:shock:
PBAsydney
Posts: 369
Joined: 2016-10-15 22:14

Re: AA missiles after 1.4.17

Post by PBAsydney »

SWAT- wrote:

No more flare spamming.
Not broken at all...

Could take a step towards realism and make IR missiles have no lock-on or fire warning, make the flares proper effective (if you see a missile firing you can deafeat it) and decrease amount of flares to prevent pre-flaring making CAS invulnerable.
fecht_niko
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Re: AA missiles after 1.4.17

Post by fecht_niko »

Or you dont fly over AA?

If its marked on the map or you know its there, and you still fly over it to bomb smt you deserve to die.

If its not marked blame your team/commander.


You can always ask your ground assets or INF to kill the AA first or do you cross an open street if you know an MG is camping it?
Fuller
Posts: 91
Joined: 2016-03-19 14:10

Re: AA missiles after 1.4.17

Post by Fuller »

Or you dont fly at all?
If its not marked blame fecht niko :D

Thanks for the video it definately shows the current state of CAS gameplay and on maps with multiple AA vehicles it is even worse.
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DogACTUAL
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Re: AA missiles after 1.4.17

Post by DogACTUAL »

No flare spam, great distance between AA and jet and flares are between jet and AA. Wonder what excuse the apologists will come up with next?
AlonTavor
PR:BF2 Developer
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Re: AA missiles after 1.4.17

Post by AlonTavor »

3 out of 4 missiles miss, that's perfect.
This video doesn't even show what happens when you dive it, 99% will miss.

Range is meaningless on test airfield. Range has no effect on hitting chance.
Allahu Akbar
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Re: AA missiles after 1.4.17

Post by Allahu Akbar »

fecht_niko wrote:Or you dont fly over AA?

If its marked on the map or you know its there, and you still fly over it to bomb smt you deserve to die.

If its not marked blame your team/commander.


You can always ask your ground assets or INF to kill the AA first or do you cross an open street if you know an MG is camping it?
Implying people play non-transport air asset for teamwork?
SWAT- wrote:

No more flare spamming.
Do you have a video that shows effectiveness of AA missile against physics-breaking diving choppers?
PatrickLA_CA
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Re: AA missiles after 1.4.17

Post by PatrickLA_CA »

[R-DEV]AlonTavor wrote:3 out of 4 missiles miss, that's perfect.
That's still a 100% chance to get killed by an AAV every time.
In-game: Cobra-PR
AlonTavor
PR:BF2 Developer
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Re: AA missiles after 1.4.17

Post by AlonTavor »

PatrickLA_CA wrote:That's still a 100% chance to get killed by an AAV every time.
1. That's not how math works.
2. AAV stands for "Anti Air Vehicle"
DogACTUAL
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Re: AA missiles after 1.4.17

Post by DogACTUAL »

SEAD stands for suppression of enemy air defences.
PBAsydney
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Re: AA missiles after 1.4.17

Post by PBAsydney »

If 2 or more missiles are fired it's a 100% guaranteed kill. Getting locked = death unless it's a MANPAD.
fecht_niko
Posts: 347
Joined: 2013-06-29 13:42

Re: AA missiles after 1.4.17

Post by fecht_niko »

So what do you cas whores want?
What is the purpose of Antiair?
Is it an annoying sound that forces you to press a button and all good?

@Fuller: I don't expect from dprc to know how to mark things on the map
PatrickLA_CA
Posts: 2243
Joined: 2009-07-14 09:31

Re: AA missiles after 1.4.17

Post by PatrickLA_CA »

[quote=""'[R-DEV"]AlonTavor;2178097']1. That's not how math works.
2. AAV stands for "Anti Air Vehicle"[/quote]

Most if not all AAVs in PR have a minimum of 4 missiles. If 3 out of 4 miss then 1 hits which gives AAVs a 100% chance to destroy an aircraft every time they have a full clip.

AAs shouldn't have their success determined by chance as much as they are now. It should depend on the skill of the AA operator and the skill of the CAS pilot. Right now, it's about just having a mouse that can be clicked 4 times in quick succession.

[quote="fecht_niko""]
Is it an annoying sound that forces you to press a button and all good?
[/quote]

Have you failed to read the previous posts and evidence in this thread that flares are practically useless now?
In-game: Cobra-PR
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