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Re: Attack Helicopters Suggestion

Posted: 2008-07-09 00:42
by 77SiCaRiO77
Waaah_Wah wrote:AAV's have a range of 1200 meters, so if you would make these boxes show up at around 700 meters, the AAVs should still have the upper hand. And if you guys would make it possible to turn off the radar on the AAVs to engage chopters with the cannon without giving a missile warning, the AAVs would deffinately have the upper hand in an engagement ;)

Btw, if an AAV lets a chopter get closer to it than 700 meters, it really deserves to get blown up.
that will alsoe make choppers flying relative low , in a more ralistic way .

Re: Attack Helicopters Suggestion

Posted: 2008-07-09 00:48
by Alex6714
I won´t fly low until something happens with the tank/HAT/APC - Chopper relationship. ;)

Re: Attack Helicopters Suggestion

Posted: 2008-07-09 00:51
by Psyko
[R-DEV]Rhino wrote:its a interesting suggestion thou I can see it just making it too easy for attack choppers to find targets.
Well dude, the way i see it, its either going to be, Use an uncomfortable weapon, or use a comfortable weapon. and the current version is neither realistic nor comfortable, and in that way will continue to be more of an irritance than a fun gameplay dynamic.
[R-CON]Alex6714 wrote:I won´t fly low until something happens with the tank/HAT/APC - Chopper relationship. ;)
Thats really down to the tank's gun being steered by the mouse, when in reality its a little iddy-biddy joystick thats a little sencitive but not as much as a mouse i think. maybe the tank gun should take a second before it can have full deviation.

i find this idea to be adorable.

Re: Attack Helicopters Suggestion

Posted: 2008-07-09 01:04
by Colt556
As much as I despise being randomly blown up by an attack heli, I'd condone this for heli's that actually have it. Asymmetrical balance is perfectly acceptable, if only a couple attack helis have this in real life, then tough. I'm sure other countries have some sort of counter for this. And if they don't, just get a manpad out there to shoot the heli down. He'll never notice you with all those fancy green boxes on his screen.

Re: Attack Helicopters Suggestion

Posted: 2008-07-09 02:15
by Waaah_Wah
[R-CON]77SiCaRiO77 wrote:that will alsoe make choppers flying relative low , in a more ralistic way .
Exactly ;)

Re: Attack Helicopters Suggestion

Posted: 2008-07-09 02:31
by ragchan
[R-DEV]Rhino wrote:and how many kills do AAVs get on the average game, and how many do attack choppers get?
Well simply, it all depends on what the AAV is trying to do. If it goes out there, looking at ground trying to kill infantry like 98% of all them do, then it might get a few kills. It all depends, i see alot of choppers get shot down with zero kills. On kashan before, I went out with shoulder mounted AA. I shot down 1 a-10, 2 f-16's and 4 blackhawks.

Now pertaning to what you suggested. I think all weapons and vehicles should be made as realistic as possible. This isn't called: Project Balance or Project Teamwork. Its called Project Reality. I say balance maps by A-symetrical vehicle and weapon load-outs. I don't think your suggestion will really have an impact on anything. Its all ready very easy to spot very dark objects on a super bright background. And time you put into tracking them, could be used to kill them.

Re: Attack Helicopters Suggestion

Posted: 2008-07-09 10:58
by Mongolian_dude
Well i guess since pretty much all modern attack choppers posess a FLIR and all sorts of tracking systems, it wouldnt be too drastic for such an change.
Ofcourse, if this was to be implemented, there would have to be some range limit on it.
Perhaps at about 900m(horizontally, as hight seems to have a adverse affect on the range of attack choppers. Hopefully, there would be some way to negate vertical distance with this), allowing choppers to veiw targets outside their visual range.

Perhaps something similar for fixed wing would be introduced too?


...mongol...

Re: Attack Helicopters Suggestion

Posted: 2008-07-09 13:22
by CAS_117
This system has been in since vanilla if anyone cares to remember. It was also in 0.6 as well, however AA didn't work at all so...

Still, you can't have this AND the soflam; they use the same target object (an object that only appears to certain vehicles and weapons that is put onto it) you have to pick one or the other, and so far we've tried it both ways.

Re: Attack Helicopters Suggestion

Posted: 2008-07-09 13:59
by Mora
Is there no workaround or something?

Re: Attack Helicopters Suggestion

Posted: 2008-07-09 14:12
by Waaah_Wah
[R-DEV]CAS_117 wrote:This system has been in since vanilla if anyone cares to remember. It was also in 0.6 as well, however AA didn't work at all so...

Still, you can't have this AND the soflam; they use the same target object (an object that only appears to certain vehicles and weapons that is put onto it) you have to pick one or the other, and so far we've tried it both ways.
Hes not talking about a marker that you can lock onto :) I believe that when using the TVGM view in vBF2 you had a box with an X in it when looking at friendly tanks. And you couldnt lock onto it.

Re: Attack Helicopters Suggestion

Posted: 2008-07-09 15:25
by 77SiCaRiO77
thats because tanks in bf2 had the a lazer signature attached to them , in PR they dont , its the soflam that fires a signature , so missils can look on it.

Re: Attack Helicopters Suggestion

Posted: 2008-07-09 15:49
by Waaah_Wah
Aww ****... Im praying for someone to find a workaround :)

Btw, did someone say that there is 3 different targets you can lock on in Bf2? But only 2 of them work in dedicated servers?

Re: Attack Helicopters Suggestion

Posted: 2008-07-10 02:55
by DarthDisco
[R-DEV]CAS_117 wrote:This system has been in since vanilla if anyone cares to remember. It was also in 0.6 as well, however AA didn't work at all so...

Still, you can't have this AND the soflam; they use the same target object (an object that only appears to certain vehicles and weapons that is put onto it) you have to pick one or the other, and so far we've tried it both ways.
Seems to me we already have a work-around in place. The boxes which appear due to the SOFLAM projectile are only visible when the gunner is in firing mode 4: Laser Targetted. When in firing mode 3: Laser guided, he sees only the terrain. Ergo, the only coding that needs to be done is to make the passive targeting boxes appear only in firing mode 3.

This as well should be doable, as we have a similar system on the attack aircraft. When an A-10 is in Maverick firing mode, he sees targeting boxes on the ground, when he is in bombing mode, he does not.

Problem solved?

Re: Attack Helicopters Suggestion

Posted: 2008-07-10 13:09
by Mora
No, we cant have the same boxes as the soflam has as it is lockable for aircrafts and attack choppers.

The only way this could work is to have the X of friendly targets hovering over the enemy targets. But i think that is hardcoded.


So you get a X on friendly targets as well as enemy targets. And you cant lock on X.

Re: Attack Helicopters Suggestion

Posted: 2008-07-10 13:12
by arjan
what if you have a X on friendlies and a box around enemie targets with the 'X' code?

Re: Attack Helicopters Suggestion

Posted: 2008-07-10 13:23
by SuperTimo
go the whole shizzle an have auto lock on for the apache as its meant to be. try it in a beta with all the testers and see how it effects balance. irl one of the US forces main advantages is air power and it should be so in PR.

give the MEC an extra tungusta.

and also te Mi-28 does not have laser guided missiles they are wire guided. therfore even witht he soflam these targets can not lock on. wireguided is the same as the "laser guided" mode in the choppers with a wireguided you have to guide the missile onto the target by keeping the crosshairs on it.

pilots and guners such as alex and mora can use "laser guided" mode to devasting effect so i dont beleive it will effect balance that much.

Re: Attack Helicopters Suggestion

Posted: 2008-07-10 13:53
by Mora
Haha :D well like i said before:

X on all targets no matter what team or vehicle.

And yeah i agree balance asymmetrical.