[Official] MV-22 Osprey feedback

Jafar Ironclad
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Re: [Official] MV-22 Osprey feedback

Post by Jafar Ironclad »

jtdogblue wrote: First off, thank you thank you thank you for bringing this awesome aircraft to PR, I feel like I'm a terminator in 2050 hunting for humans... Also going through the code, I have high hopes for the "Guardian" version.. gatling and 30mm, yummy yummy ;P
You're welcome!

Clivewil is the man you should thank for creating this outstanding model and the original flight code. I did the coding to transition the Osprey from vBF2 to PR, as well as setting up the front camera and flare launchers, etc. Rhino helped out on all of these, and did some cleanup tasks. Spush cleaned the texture. Chuc added the rear doorgun. Anders did the sounds (assume its an Anders credit if its something you haven't heard before in PR. :P )

Thing to note; this model originated in vBF2 (well, BF2SP, to be precise), and was equipped with the Remote Guardian System to give it some punch in that setting. We determined that the MV-22 would cross the line too much between transport and gunship if given this weapon, and after consulting with MA's concluded that the RGS is not commonly fielded, so we took it out. That .50 cal ramp gun packs a punch though!
AfterDune
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Re: [Official] MV-22 Osprey feedback

Post by AfterDune »

jtdogblue wrote:It's taken down relatively easy, especially when transitioning. Small arms damage seems to be alright but a quick burst from the BTR = insta death.
The materials in 1.0 have been overhauled quite a bit, so what you experienced in 0.98 might not be as it is in 1.0.
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FoxtrotFaulkner
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Re: [Official] MV-22 Osprey feedback

Post by FoxtrotFaulkner »

I enjoy flying the MV-22 quite a bit, but it doesn't work on Muttrah City. The map isn't big enough and does not have enough space to land on a majority of the playable area. I've played through quite a few Muttrah rounds since 1.0's release and haven't seen it make it through a round without being a major ticket bleed for the US.

It works on the larger USMC maps though, like Khamisiyah.
rodrigoma
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Re: [Official] MV-22 Osprey feedback

Post by rodrigoma »

I see it more or exclusively a supply helicopter and the hueys being transport for inside the city.
The MV-22 is great for quick supplying on the city edges and immediate fob and asset building ;)
andreas07
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Re: [Official] MV-22 Osprey feedback

Post by andreas07 »

cool rocket magnet.
FoxtrotFaulkner
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Re: [Official] MV-22 Osprey feedback

Post by FoxtrotFaulkner »

[R-CON]rodrigoma wrote:I see it more or exclusively a supply helicopter and the hueys being transport for inside the city.
The MV-22 is great for quick supplying on the city edges and immediate fob and asset building ;)
I disagree. Its good for the very first drop if you want a fob with assets. Once logistic trucks spawn, they are the better choice.

Guys that know the map will shoot the MV-22 down, regardless of pilot skill, unless it sticks to north city and north east of that. If you are looking for quick crates at that part of the map, the logistic trucks that spawn (more than one spawns after you move the first) can do that job much easier, faster, and safer.

The MV-22 can't even reach full speed and go back to hover from the carrier to these points.

It just doesn't belong on this small of a map, especially with a lot of the small map being water; we've had dozens of pubbers tell us this in mumble while running our 24/7 Muttrah server. Experienced guys are just leaving it alone and are not riding in it or asking for supplies from it.

I love flying it, I think it has a place in the game, but Muttrah is not that place. Muttrah is far too small, deadly, and unforgiving for a majestic beauty like the MV-22.
Rhino
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Re: [Official] MV-22 Osprey feedback

Post by Rhino »

FoxtrotFaulkner wrote:I enjoy flying the MV-22 quite a bit, but it doesn't work on Muttrah City. The map isn't big enough and does not have enough space to land on a majority of the playable area. I've played through quite a few Muttrah rounds since 1.0's release and haven't seen it make it through a round without being a major ticket bleed for the US.
I in fact flew it on Muttrah for the first time the other day in a populated server and almost survived the entire round in it. The only time I died was after our team lost the North City, I landed some troops in at the docks and the APC rushed into docks after seeing me land and killed me while I was on the ground and the troops where being incredibly slow at getting out since they wanted me to land at North City with the APCs...

But providing you stay behind the front line I find your totally fine, but hell in that round I even dropped a sniper off well behind the lines in in Alpha 11 kp3 which in fact I found it easier to do than the Huey, (other than the last landing part but wasn't too hard, was mainly just the size of the damn thing but you just had to hover over a bit the sniper could get out of) since you could fly in forward flight all the way from the carrier, to the SE of the map, then quickly dive in over the MEC main and go into vertical flight in the SW corner of the map, then land, after landing just go into forward flight directly out low over the City or back over the MEC main, which might be a bit risky since they might have seen you come in an man the AAA, but overall, far quicker and as such, safer than doing that with the Huey.

The big problem is when players try to fly this thing in the same way as a Huey and go in land on the front line, instead of behind it, which even if you do that in the Huey your most of the time dead anyways, just easier to be killed doing that in a MV-22.



As for "being a major ticket bleed for the US", LOL. The same could be said about the Cobra, if not more so when flown by a bad pilot (which it often is). The same IMO is true for the MV-22.

At the end of the day, its a tool for the team to use, if they can use it effectively, they will get a big advantage, if they can't, then they are slightly on the back foot but even if it crashes 5mins after take-off each time, its going to do very little damage to the team.

Lets look at the facts, a MV-22, just like the Huey when lost costs 5 tickets, also worth mentioning the Cobra and Attack Huey both cost 10 tickets when lost. The MV-22 has a 15min respawn time, same as the Cobra other than the Cobra also has a delayed spawn, but the Attack Huey spawns at the start of the game, which doesn't respawn so that can make up for that cobra delayed spawn since they both cost the same tickets. So lets say worst case scenario that the MV-22 crashed/was killed on take-off, straight after spawning (which tbh isn't possible since you have to include warmup time, even if just rolling it off the side of the deck would take a few secs to do) each time in a 1hr game. We are talking no more than costing 20 tickets in a 1hr game in the absolute worst case scenario. As we all know, 20 tickets is nothing. Now the cobra on the other hand, if the same rules are applied, with also including its spawn delay, it would cost 30 tickets, 40 tickets if you include the Attack Huey dying in that period, and if a longer round than 1hr would soon rack up far more than that. The fact is that due to its high respawn time, the MV-22 can't do as much damage to the team as you think.
Also to put that into contrast all the Hueys that can be lost with the same logic would result in a 65 ticket loss in 1hr on just the AAS64 layer.

Now say that you get a good pilot using it, who knows what they are doing and stays out of enemy contact, you will get a massive logistics resupply which is vital for the battle, and as I said before the main purpose of it is to provide initial logistics at the map start (hence why it doesn't have a spawn delay) which pretty much any pilot will be able to land it at docks safely at the start of the round or even mid game.

I will admit, the MV-22 is something that's hard to use effectively on the map, but the exact same thing applies to the Cobra, and many other vehicles on the map, and on other maps. Its this factor that makes PR interesting to play, that it isn't easy and when it all comes together its mega.
[R-CON]rodrigoma wrote:I see it more or exclusively a supply helicopter and the hueys being transport for inside the city.
The MV-22 is great for quick supplying on the city edges and immediate fob and asset building ;)
Indeed, this is its main purpose of it is "initial logistics and team transport", and then after that, staying behind the front lines, providing logistics. Providing you, the pilot stick to that rule and don't get cocky, as well as your team not letting APCs past your front line that are on a mission to hunt you down, you can keep the thing up for an entire game easily especially if you hold back for only supply runs your team needs, which the time I was playing I wasn't I was trying to give my team all the supplies they could possibly need :p


One thing that I am thinking of however is making the MV-22 non-respawnable, but as of right now I think its just fine with the 15min respawn.
Last edited by Rhino on 2013-08-08 05:23, edited 7 times in total.
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rPoXoTauJIo
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Re: [Official] MV-22 Osprey feedback

Post by rPoXoTauJIo »

It's really fun to escape from enemy attack helicopters on osprey :)
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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.
FoxtrotFaulkner
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Re: [Official] MV-22 Osprey feedback

Post by FoxtrotFaulkner »

'[R-DEV wrote:Rhino;1931238']
Lets look at the facts, a MV-22, just like the Huey when lost costs 5 tickets, also worth mentioning the Cobra and Attack Huey both cost 10 tickets when lost. The MV-22 has a 15min respawn time, same as the Cobra other than the Cobra also has a delayed spawn, but the Attack Huey spawns at the start of the game, which doesn't respawn so that can make up for that cobra delayed spawn since they both cost the same tickets. So lets say worst case scenario that the MV-22 crashed/was killed on take-off, straight after spawning (which tbh isn't possible since you have to include warmup time, even if just rolling it off the side of the deck would take a few secs to do) each time in a 1hr game. We are talking no more than costing 20 tickets in a 1hr game in the absolute worst case scenario. As we all know, 20 tickets is nothing. Now the cobra on the other hand, if the same rules are applied, with also including its spawn delay, it would cost 30 tickets, 40 tickets if you include the Attack Huey dying in that period, and if a longer round than 1hr would soon rack up far more than that. The fact is that due to its high respawn time, the MV-22 can't do as much damage to the team as you think.
Also to put that into contrast all the Hueys that can be lost with the same logic would result in a 65 ticket loss in 1hr on just the AAS64 layer.
All of your math neglects the fact that people will be inside the Osprey. You can probably double that ticket loss, even triple it for a round lasting longer than an hour.

Your math also neglects that Cobra and CAS chopper will directly take tickets away from other team. That means a net number of ticket loss much lower than you are quoting. I'm not just talking killing players, it is also capable of taking vehicle and FOB tickets with ease.
[R-DEV]Rhino wrote:I even dropped a sniper off well behind the lines in in Alpha 11 kp3?
That is a job MUCH better suited to a chopper. It is smaller, more quiet, has better handling, can get in and out faster. When does the MV-22 go dropping 1 sniper in theater? I could also use the CAS or Cobra chopper to drop someone behind enemy lines, but does that mean it would be a good decision? Of course not.
[R-DEV]Rhino wrote:Now say that you get a good pilot using it, who knows what they are doing and stays out of enemy contact, you will get a massive logistics resupply which is vital for the battle, and as I said before the main purpose of it is to provide initial logistics at the map start (hence why it doesn't have a spawn delay) which pretty much any pilot will be able to land it at docks safely at the start of the round or even mid game.
Or you could just use the logistic trucks that spawn at repair station and maintain all logistic advantage as far as north part of the map is concerned (emplaced fobs, mortar, etc). MV-22 is not necessary and doesn't do the job as fast. By the time you reach full speed you are already trying to start hovering. Meanwhile, I can reload the trucks and get them to a fob in the north part of the map faster, and I can do it without needing a great pilot. I can even keep going after I watch the MV-22 pilot crash (which will happen multiple times per round. We do agree that it is good for an initial drop at docks, though I guess.
[R-DEV]Rhino wrote:I will admit, the MV-22 is something that's hard to use effectively on the map, but the exact same thing applies to the Cobra.
No, the Cobra doesn't have to land, so I don't think the same things apply at all. The MV-22 cannot be landed in 80% of Muttrahs map. That's the main reason it doesn't work on Muttrah City. The Cobra can dive 100% of it and any other map that it is on. Apples and Oranges at best.
[R-DEV]Rhino wrote:The big problem is when players try to fly this thing in the same way as a Huey and go in land on the front line, instead of behind it, which even if you do that in the Huey your most of the time dead anyways, just easier to be killed doing that in a MV-22.
You aren't dead most of the time doing that in a huey, that's the point I'm trying to make. We routinely drop guys behind enemy lines in a chopper. Its an easy trip for a majority of huey pilots. They might hear me, but they WILL NOT see me. The MV-22 WILL NOT be able to do that vs a team that is even halfway decent. It cannot stay unobstructed from enemy view and it is louder.


I'm just telling you what dozens of pubbers are telling us in game. Most players do not make their way to the forums, especially a majority of the newer players. I'm telling you that most diehard PR guys and regulars of our server are leaving it alone because they know there are other tools available to do the job even better. They complain about it quite a bit in game and in mumble.

I love flying the MV-22, I wish it were practical in Muttrah, but it just isn't. It feels forced and it does not work 90% of the time. I guess we're going to have to agree to disagree, as it is my feedback and this is my experience with the MV-22 thus far on Muttrah City. I love it on Khamisiyah (wide open spaces that can utilize the top speed of the MV-22, and the ability to land pretty much anywhere)
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Re: [Official] MV-22 Osprey feedback

Post by Rhino »

FoxtrotFaulkner wrote:All of your math neglects the fact that people will be inside the Osprey. You can probably double that ticket loss, even triple it for a round lasting longer than an hour.

Your math also neglects that Cobra and CAS chopper will directly take tickets away from other team. That means a net number of ticket loss much lower than you are quoting. I'm not just talking killing players, it is also capable of taking vehicle and FOB tickets with ease.
But it also doesn't include the tactical advantage it brings from bringing the crates to build firebases and defences or it dose when it successful transport troops, which is a lot of the time providing its flown by a good pilot.

As for your point of it "also taking players with it", it can hold up to eight players so that's 8 tickets + 5 for the chopper itself which means a total loss of 13 tickets, same as a fully loaded Huey, which if you include the pilots of the Cobra its 12 tickets and a fully loaded attack huey would be 14 tickets. Then if you also account for the fact that in order for the MV-22 to die with a full load of players it will need to fly to the enemy, so you need to increase the time by at least 1min minimum for the players to load up, engines to warm up and fly to the enemy + die which means in a 1hr game it would be 39 tickets, + with another 4 mins for the next MV-22 to spawn and fly and die to the enemy it would be 52 tickets. A Cobra, if including pilots would rack up 48 tickets however so not much off tbh.

But I'm sure if the MV-22 pilot was doing that badly no one would ride with him after the second time :p
FoxtrotFaulkner wrote:That is a job MUCH better suited to a chopper. It is smaller, more quiet, has better handling, can get in and out faster. When does the MV-22 go dropping 1 sniper in theater? I could also use the CAS or Cobra chopper to drop someone behind enemy lines, but does that mean it would be a good decision? Of course not.
My point was that I successfully dropped the pilot off using the MV-22 behind enemy lines :roll:
FoxtrotFaulkner wrote:Or you could just use the logistic trucks that spawn at repair station and maintain all logistic advantage as far as north part of the map is concerned (emplaced fobs, mortar, etc). MV-22 is not necessary and doesn't do the job as fast. By the time you reach full speed you are already trying to start hovering. Meanwhile, I can reload the trucks and get them to a fob in the north part of the map faster, and I can do it without needing a great pilot. I can even keep going after I watch the MV-22 pilot crash (which will happen multiple times per round. We do agree that it is good for an initial drop at docks, though I guess.
Which is the reason why I put the Logi Trucks on the map and increased the number for this release and why the MV-22 has such a high spawn time (its standard spawn time for most maps is 5mins, not 15mins). But most players don't bother going back to reload logi trucks, they normally dump them after building the FO, on the FO :p
FoxtrotFaulkner wrote:No, the Cobra doesn't have to land, so I don't think the same things apply at all. The MV-22 cannot be landed in 80% of Muttrahs map. That's the main reason it doesn't work on Muttrah City. The Cobra can dive 100% of it and any other map that it is on. Apples and Oranges at best.
My point was the Cobra gets shot down a lot unless flown by a good pilot with also the guys on the ground telling him of threat and target locations.

I also disagree with the MV-22 not being able to land in 80% of the map, there is in fact a lot of LZs as I flew this around a lot in SP before release testing it.

The problem is most of these LZs are not safe unless the enemy has been pushed back behind them and with it also taking quite a bit of time to land, its important that the LZ is safe before it thinks about landing there.
FoxtrotFaulkner wrote:You aren't dead most of the time doing that in a huey, that's the point I'm trying to make. We routinely drop guys behind enemy lines in a chopper. Its an easy trip for a majority of huey pilots. They might hear me, but they WILL NOT see me. The MV-22 WILL NOT be able to do that vs a team that is even halfway decent. It cannot stay unobstructed from enemy view and it is louder.
Which I agree on for the most part but my point is, the MV-22 is far from useless and with a good pilot in it, can do a hell of a lot for the team which the Huey can't do since it hasn't got anything like the logistical capabilities of the MV-22 :)

Its not like I've fully replaced all the Hueys with MV-22s :p
Last edited by Rhino on 2013-08-08 12:27, edited 1 time in total.
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FoxtrotFaulkner
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Re: [Official] MV-22 Osprey feedback

Post by FoxtrotFaulkner »

[R-DEV]Rhino wrote:As for your point of it "also taking players with it", it can hold up to eight players so that's 8 tickets + 5 for the chopper itself which means a total loss of 13 tickets, same as a fully loaded Huey, which if you include the pilots of the Cobra its 12 tickets and a fully loaded attack huey would be 14 tickets.
You are assuming that the MV-22, Cobra, CAS, and Hueys all have the same survivability, get shot down just as often, and are available at the same rates (there is only 1 MV-22, but multiple UH-1's) etc, and that assumption is not correct at all IMO. For your math to work out, they'd all have to go down at the same time throughout the round, too.

What I've been saying is that the MV-22 survivability on Muttrah is lower than any other vehicle on the map, for either faction, too. It's much easier to pilot anything else and survive all round than to use the MV-22 all round and survive (unless you sit on the carrier after first insertion which is a great idea.)

[R-DEV]Rhino wrote:But it also doesn't include the tactical advantage it brings from bringing the crates to build firebases and defences or it dose when it successful transport troops, which is a lot of the time providing its flown by a good pilot.
The US was already very capable of this without MV-22 on Muttrah. Its not like they weren't flanking in and building behind enemy lines before. If you are going to bring up small crates, its safer to bring in multiple hueys than to take the osprey anywhere south of West City. That's my opinion.
[R-DEV]Rhino wrote:My point was that I successfully dropped the pilot off using the MV-22 behind enemy lines.
R-Dev or not, you'd catch a team full of eye rolls for using the MV-22 to do that when there are better, safer tools available. I saw someone try to drop a sniper in the mountains (which is an equally bad idea) and they did catch a lot of flack from other pubbers. If a pubber did they, they'd be viscerated by this community. R-Devs could nuke the map and nobody would say anything. That's like saying "hey, I can fly the chopper upside down." That's great, but you shouldn't be doing it in the first place.
[R-DEV]Rhino wrote:I also disagree with the MV-22 not being able to land in 80% of the map, there is in fact a lot of LZs as I flew this around a lot in SP before release testing it.
You can't land on any rooftops, you can't count being able to land on the coastal road (would NEVER happen in game, fort fire would destroy it easily). Sure, you can get into semantics and debate the actual percent of landing areas, but its un-debatable that hueys have access to the rest of the map, which is choked pointed and congested and on a small map as is.
[R-DEV]Rhino wrote:The problem is most of these LZs are not safe unless the enemy has been pushed back behind them.
And at that rate, you wouldn't need what the Osprey is good at, you're already on your way to winning the game. You would just want to avoid throwing the game by crashing the Osprey trying actually use it after first insertion.
[R-DEV]Rhino wrote:Which I agree on for the most part but my point is, the MV-22 is far from useless and with a good pilot in it, can do a hell of a lot for the team which the Huey can't do since it hasn't got anything like the logistical capabilities of the MV-22 :) .
Which is why it shouldn't be deleted from the game, just removed from Muttrah where it can really stretch its legs and be useful.
[R-DEV]Rhino wrote:Its not like I've fully replaced all the Hueys with MV-22s
We are thankful for that, as replacing all of the huey's with MV-22s would kill the map.



I can see why you are so passionate on this subject, you are the god-father of Muttrah City in PR and you also helped bring the Osprey into PR. But I'm telling you that it does not belong there. I am not a new person to Muttrah, I have spent 1000's of hours there, too. We have ran a 24/7 version of it for years.
Last edited by FoxtrotFaulkner on 2013-08-08 13:18, edited 1 time in total.
Reason: Wasn't done, clicked reply on accident
rPoXoTauJIo
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Re: [Official] MV-22 Osprey feedback

Post by rPoXoTauJIo »

[R-DEV]Rhino wrote:I also disagree with the MV-22 not being able to land in 80% of the map, there is in fact a lot of LZs as I flew this around a lot in SP before release testing it.
Bots. They cannot into T-shapes ;)

They problem with MV-22 on Muttrah is map itself. Yes, you can land in many LZ's, but only if enemy not firing on you. Due nature of Muttrah fights(almost everyone and everything is concentrated on small square) we just can't land too close to our forces, and it's better just to make resupply-drop-resupply runs on this map while hueys doing transport.

The full potential of this epic machine could be used on such maps as Saaremaa, Pavlovsk Bay, and any other 4km forest map with low VD.
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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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Re: [Official] MV-22 Osprey feedback

Post by Rhino »

FoxtrotFaulkner wrote:You are assuming that the MV-22, Cobra, CAS, and Hueys all have the same survivability, get shot down just as often, and are available at the same rates (there is only 1 MV-22, but multiple UH-1's) etc, and that assumption is not correct at all IMO. For your math to work out, they'd all have to go down at the same time throughout the round, too.
I did say:
[quote=""'[R-DEV"]Rhino;1931238']So lets say worst case scenario that the MV-22 crashed/was killed on take-off, straight after spawning (which tbh isn't possible since you have to include warmup time, even if just rolling it off the side of the deck would take a few secs to do) each time in a 1hr game[/quote]

[quote="FoxtrotFaulkner""]What I've been saying is that the MV-22 survivability on Muttrah is lower than any other vehicle on the map, for either faction, too. It's much easier to pilot anything else and survive all round than to use the MV-22 all round and survive (unless you sit on the carrier after first insertion which is a great idea.)[/quote]

If you use it incorrectly, yes it is (which I've already agreed with you on a few times now if you read what I post for once), but the exact same thing applies to any vehicle. As I've been saying again, if you read what I'm saying, is that using it correctly it can last the entire round.
FoxtrotFaulkner wrote:The US was already very capable of this without MV-22 on Muttrah.
Maybe you didn't see the Transport Helicopter Updates Highlight Post or Devcast #3 but the Huey is now classed as a "Light Lift Helicopter" in v1.0 and with the inclusion of the Light Supply Crate for them, which means it now carries 1/2 the supplies it use to, AND 1/4 of the supplies of an MV-22. :roll:
FoxtrotFaulkner wrote:R-Dev or not, you'd catch a team full of eye rolls for using the MV-22 to do that when there are better, safer tools available. I saw someone try to drop a sniper in the mountains (which is an equally bad idea) and they did catch a lot of flack from other pubbers. If a pubber did they, they'd be viscerated by this community. R-Devs could nuke the map and nobody would say anything. That's like saying "hey, I can fly the chopper upside down." That's great, but you shouldn't be doing it in the first place.
Is that really the best you can do and think its worth having a go at me personally now? lol....
FoxtrotFaulkner wrote:You can't land on any rooftops, you can't count being able to land on the coastal road (would NEVER happen in game, fort fire would destroy it easily). Sure, you can get into semantics and debate the actual percent of landing areas, but its un-debatable that hueys have access to the rest of the map, which is choked pointed and congested and on a small map as is.
Again, why the Huey is the main chopper still on the map with the MV-22's role being mainly logistical.... I don't know how many times I need to say this before you get the message....
FoxtrotFaulkner wrote:And at that rate, you wouldn't need what the Osprey is good at, you're already on your way to winning the game. You would just want to avoid throwing the game by crashing the Osprey trying actually use it after first insertion.
Not really. The further away your front line is from your main the more important logistics gets. I know this is a r/l example and not an ingame one but it still applies but one of the biggest problems they had after the D-Day landings was the troops on the front line where pushing forwards to fast, faster than they could get the supplies off the beach so they actually had to tell the troops to slow down their advance to allow the logistics to catch up otherwise they would have gotten into a situation where they would have no ammo, or fuel, and could have been counter attacked so badly and the whole operation would have been a total failure. Although it isn't quite on that scale ingame but if you don't have the supporting firebases to fall back on if attacked, the enemy can punch really hard though your lines and push you all the way back to the docks.

Although yes, this part of the logistical effort can also be done by logi trucks.
FoxtrotFaulkner wrote:Which is why it shouldn't be deleted from the game, just removed from Muttrah where it can really stretch its legs and be useful.
I'm sorry but where did "deleted from the game" come from really...
FoxtrotFaulkner wrote:We are thankful for that, as replacing all of the huey's with MV-22s would kill the map.
Funny thing is people just like you said the same thing when I fully replaced the Littlebirds with Hueys that it would kill the map because the Hueys are too big :p
http://www.gloryhoundz.com/prmm/users/r ... ty2_95.jpg
FoxtrotFaulkner wrote:I can see why you are so passionate on this subject, you are the god-father of Muttrah City in PR and you also helped bring the Osprey into PR. But I'm telling you that it does not belong there. I am not a new person to Muttrah, I have spent 1000's of hours there, too. We have ran a 24/7 version of it for years.
I can see your points yes, which I've agreed with most of them on but I still feel the MV-22 has a place on this map now the Huey only has a LSC (light supply crate).

But as I've said before, I am considering making the MV-22 not respawn, but as you've also agreed with me on, its most vital role it plays is the initial insertion into the Docks for getting the initial firebase up there.
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Re: [Official] MV-22 Osprey feedback

Post by Predator.v2 »

Some feedback on the Osprey from me.

You guys have to use a joystick with a throttle controller. After some testings i experienced, that when you set you throttle controller to 50% throttle and you hold the W key for full speed, the Osprey gets A LOT easier to control and land. When you need to cross long distances you use full speed (around 800 speed ingame), but when you come close to your landing zone (around 1km) you switch to 50% throttle and decelerate to around 500 ingame speed. When you want to switch from 500 speed to vtol you need dramatically less time, than from 800 to vtol.

In any case, i really like this vehicle! Finally a tool to separate the aces from the noobs. ;)
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FoxtrotFaulkner
Posts: 26
Joined: 2009-07-08 16:48

Re: [Official] MV-22 Osprey feedback

Post by FoxtrotFaulkner »

[quote=""'[R-DEV"]Rhino;1931548']

Maybe you didn't see the Transport Helicopter Updates Highlight Post or Devcast #3 but the Huey is now classed as a "Light Lift Helicopter" in v1.0 and with the inclusion of the Light Supply Crate for them, which means it now carries 1/2 the supplies it use to, AND 1/4 of the supplies of an MV-22. :roll: .[/quote]

[quote="FoxtrotFaulkner""]The US was already very capable of this without MV-22 on Muttrah. Its not like they weren't flanking in and building behind enemy lines before. If you are going to bring up small crates, its safer to bring in multiple hueys than to take the osprey anywhere south of West City. That's my opinion.[/quote]

You didn't read what I said. Read it again. I wouldn't bother providing feedback if I didn't know something so basic. You are condescending me by not reading and eyerolling with smileys.


[quote=""'[R-DEV"]Rhino;1931548']Is that really the best you can do and think its worth having a go at me personally now? lol.....[/quote]

Name one thing I've said personally against you. I said Dev's, not RHINO, and I mean it. Who would go questioning a dev in game about any action they are taking? I have NEVER seen it happen. However, like I said above, you condescending me and eyerolling could be taken personal, even though I haven't yet.

[R-DEV]Rhino wrote: Again, why the Huey is the main chopper still on the map with the MV-22's role being mainly logistical.... I don't know how many times I need to say this before you get the message....
I got the message loud and clear, thats why I said this. [quote="FoxtrotFaulkner""]We are thankful for that, as replacing all of the huey's with MV-22s would kill the map.[/quote]

[R-DEV]Rhino wrote:Not really. The further away your front line is from your main the more important logistics gets. I know this is a r/l example and not an ingame one but it still applies but one of the biggest problems they had after the D-Day landings was the troops on the front line where pushing forwards to fast, faster than they could get the supplies off the beach so they actually had to tell the troops to slow down their advance to allow the logistics to catch up otherwise they would have gotten into a situation where they would have no ammo, or fuel, and could have been counter attacked so badly and the whole operation would have been a total failure. Although it isn't quite on that scale ingame but if you don't have the supporting firebases to fall back on if attacked, the enemy can punch really hard though your lines and push you all the way back to the docks.
I hear you. That's a great example if a round of Muttrah had 1000's of tickets. However, in my experience, if the US can take West City and even threaten taking South City, they are the far superior team. The game is over unless they throw it with vehicle ticket loss.

[R-DEV]Rhino wrote:I'm sorry but where did "deleted from the game" come from really....
It came from me. You are clearly getting defensive and you are responding as if that is what I'm asking for.
'[R-DEV wrote:Rhino;1931548']Funny thing is people just like you said the same thing when I fully replaced the Littlebirds with Hueys that it would kill the map because the Hueys are too big :p
http://www.gloryhoundz.com/prmm/users/r ... ty2_95.jpg
Did I ever say that? I'm providing feedback in a thread titled "MV-22 Osprey Feedback" not "Osprey Feedback in Relation to Other Air Vehicles" or "Muttrah City Feedback". I'm saying the Osprey is great, it just doesn't belong in Muttrah.

[R-DEV]Rhino wrote:I can see your points yes, which I've agreed with most of them on but I still feel the MV-22 has a place on this map now the Huey only has a LSC (light supply crate). But as I've said before, I am considering making the MV-22 not respawn, but as you've also agreed with me on, its most vital role it plays is the initial insertion into the Docks for getting the initial firebase up there.
I've acknowledged it is good for initial drops, but I've also said (and others in this feedback thread have said) that they'd rather take multiple trips with the huey than risk the one drop with the MV-22 when going anywhere else at any other time. That means it does have a role, but its a role that is replaced after 10 minutes in game when it comes to Muttrah. Is that what you intended it for, one drop at docks? Is that one drop at docks worth it being there are a possible negative for the rest of the game?





Rhino, its clear you are taking it personal and aren't reading what I've said thoroughly. I can only copy and paste so many quotes to make it obvious I am reading what you are saying.

The thread isn't titled "thank Rhino for bringing you the MV-22" it is titled "MV-22 Osprey Feedback" which is what you got, feedback. Sometimes feedback isn't all good, or it could be good for one map and bad for another. I feel like the Osprey is so good on other maps, and absolutely awful on Muttrah. That's an opinion, and one that won't change until I see it used successfully in game enough times.

The Osprey works so much better on other maps that it is an insult to the MV-22 itself to keep it in Muttrah. I'll leave my feedback at that and won't bother anymore because you are taking it personally and I honestly feel like its falling on deaf ears at this point anyways.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Official] MV-22 Osprey feedback

Post by Rhino »

FoxtrotFaulkner wrote:Rhino, its clear you are taking it personal and aren't reading what I've said thoroughly. I can only copy and paste so many quotes to make it obvious I am reading what you are saying.
No, what is p*ssing me off is you are not reading what I'm saying and treating me like I have no idea what I'm talking about.
FoxtrotFaulkner wrote:The thread isn't titled "thank Rhino for bringing you the MV-22" it is titled "MV-22 Osprey Feedback" which is what you got, feedback.
lol, I didn't "bring this into PR", Jafar did most of the work on porting this with Spush doing a bit of texture work and me doing a tiny bit of modelling and coding work and a few others chipping in here and there too, but Clivewil is the one who originally made it and he is the one you should be giving credit to, then Jafar.
FoxtrotFaulkner wrote:Sometimes feedback isn't all good, or it could be good for one map and bad for another.
lol, I never knew that after being on this team for seven or so years, thanks for opening my eyes man!!!!


Anyways unless you have anything new to add and by that I mean not saying the same thing over and over again and not taking in what I'm saying I'm done talking with you on this.

As I've said around three or so times now, if players can't adapt to use this in the middle and late stages of the round as I've been able to then I'll make it so it doesn't re-spawn after the round start but I'm going to wait some time to see how it plays out in the current setup before I change anything.

If you feel it damages the team more than it helps it, leave it on the deck
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smokesumkill
Posts: 6
Joined: 2013-07-12 20:50

Re: [Official] MV-22 Osprey feedback

Post by smokesumkill »

I made an "unofficial" feedback thread but since nobody is interested I'll post here where all the action is!

When banking from left to right or right to left in plane mode, the controls lock up and jitter so bad it gives me a headache.

I give it opposite roll and get stuck there until I move the mouse slower and the plane reacts. If I were to move my mouse from back and forth left and right, even at a normal pace the plane can keep up with, the plane would stay in the same relative angle, glitching out furiously, twitching left a little here and maybe locking up right or left.


I had the same problem in the beta until "various mv22 fixes" were applied in one of the patches. I only have this problem in multiplayer online.

Other than that, awesome job! I can tell you guys changed the flight model a bit, it has a much better transition now, thanks!

Maybe the solution to MV22 weakness in Muttrah could be putting the Guardian system back in?
rPoXoTauJIo
PR:BF2 Developer
Posts: 1979
Joined: 2011-07-20 10:02

Re: [Official] MV-22 Osprey feedback

Post by rPoXoTauJIo »

MV-22 ok even on muttrah. Just forget about transporting people right in middle of fight after initial rush, leave it to hueys.
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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.
Tarranauha200
Posts: 1166
Joined: 2010-08-28 20:57

Re: [Official] MV-22 Osprey feedback

Post by Tarranauha200 »

Osprey seems to bounce around if your engines hit something. For example when landing on muttarah t-building it almost always does this.

This bouncing can just blow you up or it might do just little damage depending if you get in the air quickly enough.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Official] MV-22 Osprey feedback

Post by Rhino »

Tarranauha200 wrote:Osprey seems to bounce around if your engines hit something. For example when landing on muttarah t-building it almost always does this.

This bouncing can just blow you up or it might do just little damage depending if you get in the air quickly enough.
Ye its down to the col mesh mainly and BF2's goofy physics system :p

We ideally need to edit the vehicles col mesh but that would mean re-setting it up for export since we don't have the export files so not a simple fix :(
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