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Re: UAV discussion, start time, duration

Posted: 2016-04-06 13:18
by bahiakof
FlOwMaKeRs wrote:+1 Agree

Also, UAV has to be seen in the sky, as an object.

Any design made.
The UAV cause bugs if it is placed as in reality, and so it is invisible, invulnerable and undetected in PR.

If you put it like in BF2 visible to players, more MAINTAINING it invulnerable and undetectable to AA, at least iniumigo will know when it is observed, and leave more "balanced", a suggestion.

Re: UAV discussion, start time, duration

Posted: 2016-04-06 19:37
by matty1053
Well, this probably is considered more of a suggestion rather than feedback;


Enable the UAV ONLY on 4km maps with Jets and/or helicopters. However, on maps like Shija (where there is helicopters, NOT Jets), have a UAV Helicopter. Similar to the MQ-8B Scout:

Image
(Of course have it unarmed).

Then on maps like Khamisiyah, have a MQ-9 Reaper Unarmed UAV. The commander has to take off and land the UAV's. But instead of a pilot kit, he'd have to have the CO kit (obviously).

I have zero clue if that would even be nearly possible for the developers to do that, please clarify me if it is. But that would be beneficial to both sides. (of course the opfor would have their own different drones.).

The MQ-9 reapers would have weak armor. But, the range would be EQUAL to what a helicopter's view distance would be. After the plane UAV would get into the air, the pilot would have the ability to press the "2" button on the keyboard, (which then would make the UAV go in "auto pilot mode) around in a circle HOWEVER, the CO would have to reposition the UAV when he needs to. The UAV would go in a clockwise circle at the point where he presses number 2. The helicopters would be slightly different, Just the ability to "auto hover" if he switches to the camera button (would be "2"). The helicopter would NOT go clockwise, it would only hover.

Re: UAV discussion, start time, duration

Posted: 2016-04-06 20:51
by PatrickLA_CA
The thing about scout aircraft is that they fly awfully high IRL and are almost impossible to spot from the ground while in PR they'd be easily spotted on the edge of the view distance.

Re: UAV discussion, start time, duration

Posted: 2016-04-07 08:33
by himond
Just remove UAV completely. I never understood why it got implemented even. It doesnt help organizing a team, wich is the commanders job, it just precisely spots units without exposing itself (how fair).
IT IS NOT FUN.

Re: UAV discussion, start time, duration

Posted: 2016-04-07 12:08
by ZektorSK
himond wrote:Just remove UAV completely. I never understood why it got implemented even. It doesnt help organizing a team, wich is the commanders job, it just precisely spots units without exposing itself (how fair).
IT IS NOT FUN.
Only in insurgent maps... in normal AAS every nation can use UAV

Re: UAV discussion, start time, duration

Posted: 2016-04-07 13:09
by Rabbit
matty1053 wrote:Well, this probably is considered more of a suggestion rather than feedback;


Enable the UAV ONLY on 4km maps with Jets and/or helicopters. However, on maps like Shija (where there is helicopters, NOT Jets), have a UAV Helicopter. Similar to the MQ-8B Scout:
Kind of a bad idea imo. Sure on a 2km like Jabal it might be nice not having a UAV but other 2kms like Nuijamaa and dovre it can get pretty annoying.

Re: UAV discussion, start time, duration

Posted: 2016-04-07 19:23
by sweedensniiperr
himond wrote:Just remove UAV completely. I never understood why it got implemented even. It doesnt help organizing a team, wich is the commanders job, it just precisely spots units without exposing itself (how fair).
IT IS NOT FUN.
To make people command more.

But honestly, yeah I kind of agree. I don't particularly care for it gameplay wise. And on public servers commanders are rarely commanding anyway.

I would rather see new additions to the commander rather.

Re: UAV discussion, start time, duration

Posted: 2016-04-19 10:38
by agus92
himond wrote:Just remove UAV completely. I never understood why it got implemented even. It doesnt help organizing a team, wich is the commanders job, it just precisely spots units without exposing itself (how fair).
IT IS NOT FUN.

sweedensniiperr wrote:To make people command more.

But honestly, yeah I kind of agree. I don't particularly care for it gameplay wise. And on public servers commanders are rarely commanding anyway.

I would rather see new additions to the commander rather.

I think it's hard enough to try to command in public servers, when at most 2-3 squads reply to you, and 1 actually follows orders. No, removing UAV would hinder the already difficult position of CO's on public squads.

Re: UAV discussion, start time, duration

Posted: 2016-04-28 21:08
by bahiakof
sweedensniiperr wrote:To make people command more.

But honestly, yeah I kind of agree. I don't particularly care for it gameplay wise. And on public servers commanders are rarely commanding anyway.

I would rather see new additions to the commander rather.
https://www.realitymod.com/forum/f10-pr ... tives.html

Re: UAV discussion, start time, duration

Posted: 2016-04-29 12:17
by theDaarkness
I miss when Saaremaa was just decided by who was the better commander.

Re: UAV discussion, start time, duration

Posted: 2016-04-29 15:24
by sweedensniiperr
I remember that thread. Was a really good idea. Wonder what happend to it......

Re: UAV discussion, start time, duration

Posted: 2016-04-29 18:42
by Mats391
sweedensniiperr wrote:I remember that thread. Was a really good idea. Wonder what happend to it......
Its in the works, but most likely wont make it into next release. Got other things to focus on right now :)

Re: UAV discussion, start time, duration

Posted: 2016-04-30 18:40
by SIDEKILL3R
PatrickLA_CA wrote:I think that the UAV being available from the beginning of the round is not such a good idea gameplay wise. If there's a commander on the team, and on public matches that is unpredictable, the team is going to have a huge advantage in the beginning because they will know where all of the enemy logistic trucks and transports are going to, therefore having a good idea of where their FOBs are going to be set up.
Also, armor squads lose their flanking ability as well.

What I have in mind is to have the UAV start off with no fuel so that it can't be deployed in the beginning. This way both teams will be able to properly set up their FOBs as well as move their assets in place without the enemy team predicting their movements from the very beginning. This can somewhat balance out having a commander on one team while not on the other team.

Another thing that this will do is to make the UAV available a couple of minutes before the heavy assets spawn which is exactly when the team is going to need it the most. But most importantly for me, the squadleader to squadleader information will become more important.

I want to see if there are more people who would support something like this so if it turns out well, I can make a suggestion.

What a wonderful idea here. Great Feedback

Re: UAV discussion, start time, duration

Posted: 2016-04-30 23:12
by Gerfand
Now that this thread is necroed can i ask something, how to force a UAV to land?

Re: UAV discussion, start time, duration

Posted: 2016-05-01 09:56
by Frontliner
order it somewhere close to main(2 grids around the CO tent iirc).

Re: UAV discussion, start time, duration

Posted: 2016-05-01 10:15
by Mats391
Frontliner wrote:order it somewhere close to main(2 grids around the CO tent iirc).
Yea, place it close to your command post or right click on the UAV icon next to fuel bar.