1 Tank, 2 Choppers, 10 Missles and a Mice.

General discussion of the Project Reality: BF2 modification.
Noetheinner
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Joined: 2005-10-30 18:51

Post by Noetheinner »

balance balance balance.
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ECale3
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Post by ECale3 »

I think the biggest problem with choppers is that they are a mix of poor behaviors. Their weapons don't behave like the real deal and the helicopters themselves do not behave like the real deal. The Hellfire missiles track like a TV guided weapon and the helicopter cannot turn or change altitude very well.
Mad Max wrote:If you mean the ones the pilot fires then nah. They're unguided FFAR's.
I said missiles not rockets. I know the pilot's weapons are Hydra FFAR's. But seeing as the crosshair on the pilots hud does not move that would also hint as to what i was referring to. Sorry if that sounded a bit harsh or obnoxious.
Mad Max wrote: Oh and Hellfires are IR guided. The gunner keeps a lock on the target... or they can lock onto a laser designator beam "painted" by ground forces or recon choppers (like the Kiowa, they have a laser designator for missiles and GBU's).
Wouldn't that make them Laser Guided then? IR guided weapons track the Infra-Red Light emitted by a warm target. They are your "Heat Seeking" missiles like the AIM-9 Sidewinder or the ASRAAM.
Last edited by ECale3 on 2005-11-20 08:12, edited 1 time in total.
Death Shall Deliver You, Your Body Served Cold.
goodoldxelos
Posts: 16
Joined: 2005-09-18 21:13

Post by goodoldxelos »

ECale3 wrote:I think the biggest problem with choppers is that they are a mix of poor behaviors. Their weapons don't behave like the real deal and the helicopters themselves do not behave like the real deal. The Hellfire missiles track like a TV guided weapon and the helicopter cannot turn or change altitude very well.



I said missiles not rockets. I know the pilot's weapons are Hydra FFAR's. But seeing as the crosshair on the pilots hud does not move that would also hint as to what i was referring to. Sorry if that sounded a bit harsh or obnoxious.



Wouldn't that make them Laser Guided then? IR guided weapons track the Infra-Red Light emitted by a warm target. They are your "Heat Seeking" missiles like the AIM-9 Sidewinder or the ASRAAM.
The latest AGM-114 (Hellfire) can be guided in differnt ways. From radar to laser guidance.
goodoldxelos
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Post by goodoldxelos »

'[R-PUB wrote:Artnez.com']I loved the way DC did it. Planes were troublesome when there was a good pilot, but they weren't unbeatable.

I think stationary emplacements should not seeking missiles, those things are really expensive and aren't plastered all over a country.

Instead, they should put 2 seeking missiles at each main base for protection. They seeking missiles should be a near-garauntee when locked on unless countermeasures are deployed or the pilot does some crazy maneuvers (like ducking under a large bridge or something).

All other AA emplacements should be guns like the Shilka has. I dont know much about them as I haven't done my research yet, but I think they can be pretty effective based on the altitude planes & choppers fly in BF2.
The Stationary missile system with SA-16's mounted and the manpad version of the SA-16 only differnce is the stationary one has multiple launchers. Those stationary manpad setups arn't much differnce in price than the manpad version. Implement SA-13b's if you want a damn good missile system to defend bases or SA-6's.
Kapak
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Joined: 2005-06-29 21:34

Post by Kapak »

Im not sure if somebody said it, but there is already some coding made by EA for "heat seeking" missiles. I already tried them once in the F-15 and you could lock-on every vehicles on the ground and then fire your missile. It works pretty much the same way the stingers and sidewinders do. The thing is that I dont remember if it was some other guy's mod or mine. If anybody can clarify me on this, I'll keep looking for that.

*edit*
So now I found what mod it is, it's the WCC coop mod.
Last edited by Kapak on 2005-11-25 22:51, edited 1 time in total.
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ECale3
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Post by ECale3 »

goodoldxelos wrote:The latest AGM-114 (Hellfire) can be guided in differnt ways. From radar to laser guidance.
Well yes, there is a version of the hellfire designed to work with the Mast mounted Millimeter Wave Radar on the AH-64D Longbow and such, but a lot of the hellfire missiles used are still laser guided for use with the earlier model AH-64's that don't have the MMW radar. The in-game cobra would probably be using the laser guided versions.

Also the laser guided version would make the current point and click nonsense even less practical since it would track based on the radar plot.
Death Shall Deliver You, Your Body Served Cold.
Sgt.Sleight
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Joined: 2005-10-17 19:54

Post by Sgt.Sleight »

i know this thread is pretty barren now but have u considered only having guided missles with a laser designation and leave the heat seekers out. that way u can have the SF class with a designator marking targets for choppers who are a (relativly) safe distance away. that would make choppers more effective without compromising the balance..... my two penneth :goodvibes
Victorious warriors win first and then go to war, while defeated warriors go to war first and then seek to win.
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SiN|ScarFace
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Post by SiN|ScarFace »

yea there needs to be a laser designator for ground troops. Paint the target and the helo gunner will get a lock box on the screen, then they fire and forget.

There needs to be more coordination in this game. More assisted kills and such.
{GD}geogob
Posts: 74
Joined: 2005-11-04 16:50

Post by {GD}geogob »

With that target designation talk, for some reason, it brings back memories from Tribes 2. Hardly anyone was using it, yet it was incredibly effective.
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Disclaimer: As he was educated in the "Infiltration school of modding", be aware that this user is a realism freak. He cannot be held responsible for any emotional damage this might generate, although he apologizes for it in advance.
Tezzer05
Posts: 44
Joined: 2005-10-29 19:16

Post by Tezzer05 »

hows about we make the game that much more team orientated by making it a little more realistic by making a portable stinger launcher that has to be used by two or more peopel or the engys can crarry gun emplacemnts or heavy anti armour emplacements but every engy craaies one or two parts for this emplacement so like somone said, there arent stingers plastered all over a country. so maybe only two emplacements can be set up at a time and so on? i do have one question, why do we have fog of war and one more sugguestion to what someone said about having to tilt the helicopter forwards (making it go farwards) to fire at a ground vehicle. what you could do is the OFP stylee where the piot targets and the gunner fires when able and ready? cause then the pilot can concentrate on flying and the gunner has some REAL business to do other than fire one or two rockets and an MG every now and then before hopelesly being shot down by AA cause the pilot is A: either too busy shooting and dodging buildings (as they must move to fire like i said before) or B: they are a "noob as some would say and cant do any fancy menouveres to dodge an AA or simply deploy flares.

those are my ideas about those two things i ahve plenty more ideas about bunny hopping and all sorts, do what you like with my ideas.
Lev_Astov
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Post by Lev_Astov »

Enough with the missiles already =P I want some more decent AA guns! Leading and shooting down my targets with flak and MGs was always my favorite thing to do in DC. In PRMM 0.2 they actually made the Tunguska capable of shooting down aircraft of all kinds. I have kept at bay even some of the best pilots out there with the tunguska's 20mm guns in 0.2.

Please do the same for the CWIS Phalanx, Linebacker, and that Chinese thing! If balance is an issue for 20mm explosive AA rounds, then make it so the AA operator hits a button to lock the brakes and engage the weapon systems, then wait a few seconds for the weapons to come online before firing. I am pretty sure that is how a lot of modern AA vehicles operate. IIRC, the Shilka has an 8 second ready time between driving and firing. Speaking of which, I would be extatic if you put a shilka in PRMM!
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Deagle
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Joined: 2004-10-28 09:10

Post by Deagle »

I like the idea of having to hit s "brakes" button before you can fire the weapon. Although it would make the anti-aircraft vehicle a sitting duck for ground forces, it means it couldn't cruise around as it does at the moment, making the user adopt a "shoot and scoot" policy (Yes, I know thats a highly original phrase ... :P )

I honestly wouldn't know how to code it, as I haven't even tried to code before, but it should be possible to come up with something that is similar in concept, if brakes aren't possible.
Sgt.Sleight
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Post by Sgt.Sleight »

making the AA better at dropping 'fly boys' but weaker to other ground units sounds perfect to me. I think there should be real specialisation on tasks, therefore bringing about much more team work (as was mentioned b4, dont remember who by tho...;p). a good example would be an MBT with close support infantry (pos. Mech Inf in warriors) with a Linebacker to provide airial cover, if either party leaves the mini convoy they become open to attack etc. or maybe i'm just being an idiot....... :29_slaps: :grin:
Victorious warriors win first and then go to war, while defeated warriors go to war first and then seek to win.
Sun-tzu, The Art of War. Strategic Assessments
Mad Max
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Post by Mad Max »

Just because I'm in a bitchy mood. Isn't the Tunguska fitted with 30mm chainguns? Not 20mm. A whole cm more carnage! Those things are beasts, they rip through almost anything, even tank armour if they pepper them for long enough. Older tanks won't stand a chance, especially with their phenominal rate of fire.

Anyway. If everything was made as realistic as possible then I'm sure things would balance themselves. AA units are poor against other land armour systems, unless they manage to get the shots off first. Against a tank they're screwed. They'd pummel the tank for a few seconds in which time the tank will stick a 120/125mm lump of metal into the thing destroying it. Same with AT missiles really. One should be enough to "disable" it, maybe a second to "finish it off". Although if they shoot the guy firing it they'd be pretty boned for obvious reasons. 25/30mm explosive tipped AA rounds and infantry don't mix too well.
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Lev_Astov
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Post by Lev_Astov »

Thanks for that. You are correct; the Tunguska fire 30mm AA rounds at 4800rpm and can also use rounds meant for both air and ground targets. As I thought, it also has an 8 second reaction time between spotting a target, situating itself and firing. If this were implemented, then the vehicle could be locked in place while firing, thus preventing it from sliding around like it does.
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ۤ ۤ ۤ ۤ (¯¯¯¯¯¯)== Lev Astov
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