From my perspective, returning warning tone as in vanilla could be a compromise..
Re: State of AA
Posted: 2018-11-16 13:09
by X-Alt
fenriz9000 wrote:From my perspective, returning warning tone as in vanilla could be a compromise..
.98 AA with vanilla prelock tone would help a ton honestly
Re: State of AA
Posted: 2018-11-16 16:38
by DogACTUAL
R-DEV MO: First go out of your way to ruin an aspect of the game and then, instead of fixing your own mistake demand that the players do it themselves.
Re: State of AA
Posted: 2018-11-16 16:41
by DogACTUAL
Step 2: Laugh at detailed feedback given by people who did more and thorough testing then their very own tester team.
Re: State of AA
Posted: 2018-11-16 17:31
by schakal811
I have to agree with DogACTUAL on this one.
Re: State of AA
Posted: 2018-11-16 17:36
by Rhino
DogACTUAL wrote:R-DEV MO: First go out of your way to ruin an aspect of the game and then, instead of fixing your own mistake demand that the players do it themselves.
lol hardly... The only thing we suggest people "do it themselves" is when they suggest new content or features.
schakal811 wrote:I have to agree with DogACTUAL on this one.
You mean with this?
DogACTUAL wrote:Personally i now got used to the new meta of flying towards AA missiles to glitch them and then promptly gunning the AA position. Please don't change a thing. Works everytime
Re: State of AA
Posted: 2018-11-16 17:47
by FFG
DogACTUAL wrote:Step 2: Laugh at detailed feedback given by people who did more and thorough testing then their very own tester team.
Lmao. Noone on the testing team gets paid to test, Noone on the dev team gets paid to develop. So relax.
Heres some videos of rpoxo's reworked warning system when they were broken, and this wasn't even the worse bug in it.
Re: State of AA
Posted: 2018-11-16 18:18
by lakinen
greeting
There's no real flame on your screen, it's just magic
Re: State of AA
Posted: 2018-11-16 18:30
by schakal811
Rhino wrote:
You mean with this?
Nah more with his meming (I guess it's not meant too serious). AA system was somewhat better some patches ago. I know there is no easy solution for this, but adding new features, which are not working properly is kinda bad for the players since we have to play months or years on the patch.
Re: State of AA
Posted: 2018-11-16 18:45
by Suchar
lakinen wrote:It would be good,if someone has files of old versions of PR?
Seeing as no DEV for the time being is willing to step up and fix AA/flares (which is totally fine because they are not being payed for their efforts), i think what many suggested, a rollback to a previous system, is really justified.
I mean the improvements in missile 'tick rate' that led to this, is from a technical standpoint a step in the right direction, but only if the rest of the system gets adjusted as well to fix the current issue. So long as that is not the case, the AA/flare system will remain utterly broken.
Like a previous poster said, if this was an issue that affected infantry or ground asset gameplay, the issue would have been dealt with a long time ago, like was the case with the slip and slide turrets and infantry weapon damage changes. But since CAS is such a small niche, there isn't that much noise generated when compared to those other issues.
Even though from an objective standpoint the current flare/AA issue is much worse than any of the other more public issues ever were. It is really funny to see so many people that only play ground combat complain about so many small things that seem laughable in comparison to AA/flare issue. But then the same people, that barely or never touch CAS start lecturing CAS players about how entitled we are.
Re: State of AA
Posted: 2018-11-24 11:43
by Suchar
DogACTUAL wrote:But since CAS is such a small niche, there isn't that much noise generated when compared to those other issues.
The only issue that generated more noise was new weapon damage system by Zwilling.
Re: State of AA
Posted: 2018-11-24 12:35
by mectus11
SucharMistrz wrote:The only issue that generated more noise was new weapon damage system by Zwilling.
Yeah but things were better in a previous system in a previous version that I've never played.
Re: State of AA
Posted: 2018-11-24 14:54
by DogACTUAL
My friend, i am not even talking about pre 1.0 (even though technically i played the game in that era for a few days on my shitty laptop). Even the AA system 0.2 versions ago was far more balanced for both sides than this mess. Stop derailing with your strawman **** please.
Re: State of AA
Posted: 2018-11-24 18:15
by X-Alt
SucharMistrz wrote:The only issue that generated more noise was new weapon damage system by Zwilling.
Or the turret intertia thread that reached 10 pages in a couple days.
Re: State of AA
Posted: 2018-11-25 10:19
by DogACTUAL
Which i already mentioned in my original post as well, but these bots are too lazy to read it properly.
Re: State of AA
Posted: 2018-11-25 15:47
by DogACTUAL
Guess apart from some jabs nobody here has the answers we are looking for.
Re: State of AA
Posted: 2018-11-25 17:12
by Rhino
DogACTUAL your so doing my head in... One minute you're saying you love the new AA system because you can exploit it, the next minute your complaining about the same things over and over again even thou we have given you many answers in many different topics, like this one back in September which again, was in direct response to you even: https://www.realitymod.com/forum/showth ... ?p=2191939
Rhino wrote:I won't say much on this issue now but what I will say is that in basic principle, we agree with you that the "higher tick rate" has made things overall worse for the missiles than before but that isn't to say that we should just totally revert it. I think that there might be some happy medium between what we have now and before. Post v1.6 I hope we can try to address this and some other issues in PR but now is simply not the time.
And to expand on that a little more on that just to make you happy, this is not a simple issue to fix overnight by just hitting a "revert" button, this is something that will need a lot of work put into it and require a lot of code to be changed and updated from its current state, since doing a "revert" as you keep on suggesting would break more things than it would fix and would cost more time overall, although at least then your anger would go towards the testers for "not doing their job" as you love to say and not us
Right now the focus is PR:WW2 and that is what our coders are tied up with. Once that is out of the way then we can look at fixing this issue properly and until then, you should maybe try playing other roles in the game and you may find you like them even.
Re: State of AA
Posted: 2018-12-01 22:37
by DogACTUAL
1. Did you ever hear about sarcasm? Why do i have to spell it out, it is so sad. I mean it is true that the AA system can be exploited, but doing that is not really the gameplay i play for (although right now it is the only action left once a missle is incoming) and i'd rather have a more reasonable system that is fair for both sides.
2. Your response from way back then was really appreciated by me, for whatever my opinion is worth.
3. Ok, nice that someone officially explained why a revert isn't feasable. Until now it was more like, 'yeah sorry guys we won't revert but we also won't fix it anytime soon'.
If i had to choose between either reverting or fixing the current system, i would also decide to fix the current system, since with all the 'improvements' that were done with the missile code that led to the issue, i also see a lot of potential for a new AA system that will be better than any other one we had before. Because technically the missile code thing was a step in the right direction when coupled with additional tweaks or additions of course.
Thanks, this are the kind of answers me and other CAS players have been looking for. Just some insight into what is going on, what the plans are and clarifications why certain things are done.
Re: State of AA
Posted: 2018-12-04 17:42
by lakinen
greeting
There's no real flame on your screen, it's just magic