Get down! DON"T get in da choppah!

General discussion of the Project Reality: BF2 modification.
CAS_117
Posts: 1600
Joined: 2007-03-26 18:01

Re: Get down! DON"T get in da choppah!

Post by CAS_117 »

we havent got the ability to engage from a stand off range or use onboard radar or radar and IR weapons systems etc.
Yes we do.
Alex6714
Posts: 3900
Joined: 2007-06-15 22:47

Re: Get down! DON"T get in da choppah!

Post by Alex6714 »

[R-DEV]CAS_117 wrote:Yes we do.
:D
"Today's forecast calls for 30mm HE rain with a slight chance of hellfires"


"oh, they're fire and forget all right...they're fired then they forget where the target is"
Nickbond592
Retired PR Developer
Posts: 2713
Joined: 2007-01-30 18:16

Re: Get down! DON"T get in da choppah!

Post by Nickbond592 »

[R-DEV]CAS_117 wrote:Yes we do.
maybe i should have stressed the point more clearly standoff as in 2-3 KM away out of sight and sound of our targets.

and no radar to notify of incoming Aircraft
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Smeg: Fuzz commands a lot and promotes good teamwork, db flips vehicles, Bosco is an all-round nub, Outlawz is an SP whore, Nickbond is a friggin ninja and Rhino gets kicked for being a n00b.
CanuckCommander
Posts: 431
Joined: 2008-03-19 02:25

Re: Get down! DON"T get in da choppah!

Post by CanuckCommander »

markonymous wrote:ye the movement capabilities of the gunner view should be increased so the gunner can look straight down. I also think there should be another Missile system a system that goes straight where you click. and you only have one click.
Exactly what i said in the original post. We need to have a one click hellfire mode to compensate for the lack of stabilization.
S.P.C-[Reality]-
Posts: 475
Joined: 2007-06-24 15:56

Re: Get down! DON"T get in da choppah!

Post by S.P.C-[Reality]- »

CanuckCommander wrote:
Edit,

2) Helicopter's speed indicator should have a positive for moving forward and negative for moving backwards.


That is just a few suggestions, any fellow Helicopter pilots want to comment and add your complaints and suggestions, pls feel free to do so and I will add it to main thread.
i TOTALLY agree with that, cause that way you know if your moving backwards or forword while hovering. would make life alot easier for the pilot :)
Mora
Posts: 2933
Joined: 2007-08-21 12:37

Re: Get down! DON"T get in da choppah!

Post by Mora »

Yes yes, i usually look at the ground if i am moving forward or backward.
Psyko
Posts: 4466
Joined: 2008-01-03 13:34

Re: Get down! DON"T get in da choppah!

Post by Psyko »

CanuckCommander wrote:Exactly what i said in the original post. We need to have a one click hellfire mode to compensate for the lack of stabilization.
Thats not gonna happen :/

from what i can see realistly and from a gameplay point...
Pilot manouverability, excellent on the move, but minimal at a standstill.
Pilot assault capability, excellent, range/accurasy, excellent.
Pilot escape ability, minimal due to control defisiency and lack of accurate HUD
Gunner manouverability, good (quick, not restricted, but vibrates violently)
Gunner assault capability excellent and accurate if not overpowered

From videos i have seen, the gunners are actually very inaccurate. xD
Pilots are devistatingly agile and splendidly intellegent. so perhapse increase the gun deviation.

Sombody said that if the spawn was reduced to 10 minutes, everybody would be using them. I find this to be an exageration! Only two people on each server that has a gunship on it (never more than one gunship on a map and an average of about 6 gunship respawns in a 4 hour period) would be playing. that means, Quinling, quinling, and quinling, as everybody seems to be running the kashan 16 these days. I have observed the server's maplist and how often a map with gunships come up, and they are minimal at best. whenever there is a gunship in sight sombody who doesnt know how to fly gets in, and crashes is. (around 1/3 of the time)this has been happening for months has it not. reducing the gunship respawn by 10 minutes, would not destroy life as we know it, at least not from my perspective.

I can go and research how often gunships are flown if it would benifit the mod. but other than this thread, i cant do much to help the current situation, i just suggest that the stabilisation be encorperated and the respawn time be reduced by a few minutes so it isnt so tedious.

So what can be done about the current status to make it better?
Last edited by Psyko on 2008-05-12 00:54, edited 2 times in total.
Sirsolo
Posts: 185
Joined: 2008-04-07 01:06

Re: Get down! DON"T get in da choppah!

Post by Sirsolo »

Here's something interesting I found:

http://youtube.com/watch?v=TFFtYduQOO4[/youtube]

Would it be possible to get the Heli's in a hanger for spawn and to taxi out for takeoff? (Sorta annoying having the Apache specificly flying backwards into stuff on the takeoff.

Also: The Hangers would give Anti-Jetstrafe, Tank, Baserape protection, and would be a nice feature. After waiting 20 min for the thing to spawn, not much sucks more then having to wait another 20 cause of a screwball. (Screwball as opposed to tard, seeing as I do it on occasion too)

Sidenote: In the video, I like how it gets QUIETER when they start taking off. =)
~Sirsolo
Sirsolo
Posts: 185
Joined: 2008-04-07 01:06

Re: Get down! DON"T get in da choppah!

Post by Sirsolo »

Emnyron wrote:Allow me, but,
Allow me,

First we have to consider the following facts.
1. Bf2 Engine is not easy to mod.
2. Bf2 Engine is not made for realism.
3. Dev`s are not ALLWAYS right.
4. Evrybody makes mistakes. -You sure do.
5. Segregation is not cool.
6. Its still just a game.


Now let us look at the Gunships, the Z10, The Cobra, The Apatche, The Havok..

...eatch each.
...evry every.

...Lazer Laser.
...lazer Laser.
...eatch each.
...whoud would.
...Apatche Apache.
...ofcourse of course.
...wery wery powerfull Very. Powerful.
...BVR attacks Im sorry, but dont use lingo people dont know the meaning for.

Puh.. I rarely write sutch a long post, and considering im rather tired, I surely did some mistakes in the post..

You sure do.


Sorry for the spelling bash, but it IS very late. Go get some sleep.

The choppers are 95% of the time anti-ground weapons. It's nice how you compared the choppers to eachother, and their weapons systems, but that's not what matters here.

We're talking about the universal statistics of each. Not how one is better then the other.

(IRL, The Apache is the best. But it sucks monkeys in PR.)

Watch me get a temp ban =D
Spaz
Posts: 3957
Joined: 2006-06-01 15:57

Re: Get down! DON"T get in da choppah!

Post by Spaz »

I don't have time to answer in a long post so ill just do this quick.


The choppers are fine its just the mainstream players can't use them right, no need to do any big changes for them.
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Sirsolo
Posts: 185
Joined: 2008-04-07 01:06

Re: Get down! DON"T get in da choppah!

Post by Sirsolo »

Spaz wrote:I don't have time to answer in a long post so ill just do this quick.


The choppers are fine its just the mainstream players can't use them right, no need to do any big changes for them.
The problem isnt with flying them.
Its that the mainstream players can do everything to shoot the choppers down.

Most of these changes are to keep the experienced pilots in the air, and the mainstreamers hiding in corners.

=)

Btw, Nuck, I wanna get in da choppah wif you again.

~Sirsolo
IAJTHOMAS
Posts: 1149
Joined: 2006-12-20 14:14

Re: Get down! DON"T get in da choppah!

Post by IAJTHOMAS »

I'm not sure what to make of this tbh. Ive seen choppers flown by some excellent pilots/gunners who make themselves almost invincible even against organised teams as it is, making them any better would be merciless, while I also seethat most competent but not particularly good pilots have a hard time, harder than say your average tank crew would have working together effectively.
Sirsolo wrote:The problem isnt with flying them.
Its that the mainstream players can do everything to shoot the choppers down.
Bit like RL then, any idiot with a MANPAD can destory a chopper and the highly trained pilot in it. Just look at the Muj in Afghanistan during the USSR's invasion. Not a great reason for changing them.
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@bsurd
Posts: 353
Joined: 2008-03-18 12:52

Re: Get down! DON"T get in da choppah!

Post by @bsurd »

CanuckCommander wrote:I just want to stress that due to BF2 limitations (map size, and coding) we have to balance realism and fairness.

2)Targeting does glitch, but target finding is so hard because PR lacks many functions of the optics that real Helos have, ie. Night, thermal, IR, stabilization, target tracking, etc. Also the gunner's limited field of view when zoomed in makes it harder to find targets due to that decorative frame around the gun cam/hud.

3) I agree with the sensitivity thing, too low you can't flip easily, too high can't hover. The need for perfect hover can be easily abolished if the gunner had a way to fire accurately while the helo is drifting a bit.

4)I don't care if the gunships have reduce heat signatures, but AA missile should still lock on to retain gameplay balance. In fact, if you REALLY want realism, gunships like Apaches have IR(infrared) Jammers that prevent stingers from locking on. Instead, I just want my flares to be a little more effective. Oh, and stabilization is possible I forgot who made the video, I think CAS or Rhino, they tried out stabilization on chopper and it was way better than now.

5) I think my suggested targeting methods would work.

6) Hopefully they are working on it. :)
With the hovering thing, and the aiming of the gunner i have a question @ you guys.

You fly with mouse or with a stick?

My Pilot flys with a stick, and he has no problem to get this thing hovered. And we running ts, so i only put the rocket out if the pilot is ready.

And because there is no stabilisation, i ever fired 2 hellfires @ 1 target in "1" shoot. lets say klick, klick :-) And then the target is down(if you dont miss it more then 10 m away)

only the AAV are a big problem. Because if you get locked in a hover, there is no way out if the guy in the AA knows his job. The flares dont work right @ hover.
Mora
Posts: 2933
Joined: 2007-08-21 12:37

Re: Get down! DON"T get in da choppah!

Post by Mora »

True and that that should be changed. Flairs must always work, on the move and when hovering.

Its already hard enough to evade 4 AA missiles with a blast radius of 10M that detonate when close to you or one of the flairs.
Last edited by Mora on 2008-05-13 22:16, edited 1 time in total.
Waaah_Wah
Posts: 3167
Joined: 2007-07-26 13:55

Re: Get down! DON"T get in da choppah!

Post by Waaah_Wah »

Mora its "detonate" not "donate" ;)

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Never argue with an idiot, he will just drag you down to his level and beat you by experience ;)

Killing for peace is like f*cking for virginity

I :33_love: Jaymz
IAJTHOMAS
Posts: 1149
Joined: 2006-12-20 14:14

Re: Get down! DON"T get in da choppah!

Post by IAJTHOMAS »

Well, they should work a certain percentage of the time, flares aren't foolproof escape mechanisms, althought, you're right about them not functioning well in a hover.

The new stingers apparently have a dual IR/UV tracking system, when flares are deployed the missile uses UV tracking as the UV signature of flares differ from that of a planes engine. Would be a bit in balanced in game, not to mention difficult to impliment, the US having high kill % AA missiles than other factions
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Mora
Posts: 2933
Joined: 2007-08-21 12:37

Re: Get down! DON"T get in da choppah!

Post by Mora »

Waaah_Wah wrote:Mora its "detonate" not "donate" ;)
Right :) Well atleast you understand me.
Sirsolo
Posts: 185
Joined: 2008-04-07 01:06

Re: Get down! DON"T get in da choppah!

Post by Sirsolo »

IRL, most AA's cant even lock onto heli's like the Apache.. seeing as it has sooo many counters built right in to confuse the system..
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