Kiowa Nerf

UTurista
PR:BF2 Developer
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Re: Kiowa Nerf

Post by UTurista »

viirusiiseli wrote:make me a dev ill do it
You don't need to be a DEV. Just start messing with the Tweak values.
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Fir3w411
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Re: Kiowa Nerf

Post by Fir3w411 »

X-Alt wrote:J ust let CAS spawn at 45 using the usual server start timers (and occasional confusion here and there), and keep the 20 minute respawn perhaps?
Pretty sure vehicle timers can only be set to one value. i.e. you suggest a 15 minute initial spawn but a 20 minute respawn.
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PatrickLA_CA
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Re: Kiowa Nerf

Post by PatrickLA_CA »

That is possible, it was like that a couple of versions ago. What is changed now is that the timer starts counting down when players spawn in, as opposed to when the server loads.
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WeeD-KilleR
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Re: Kiowa Nerf

Post by WeeD-KilleR »

Welp, I agree with people saying that CAS dont have many tries in a round if they get shot down. But I dont think the solution to this problem is to lower the spawn time for CAS, but instead raise the round length to the usual 1 to 1,5 hours like they were pre-1.0. That gives CAS whores some more tries again. I really liked the change back to the old spawn times of 20 minutes for heavy assets and never understood the decision to lower them. So DEVs please leave them like they are now and fix the round length.


But there is another thing I actually have to agree with: I think the spawn time for a delayed asset should be lower on the first spawn. So basically the briefing time should count in. But I also agree on stuff being more consistent. So my proposal would be: Force admins to have a 5 minute briefing time. This would only give benefits to everbody and the only negative thing I could think of is people complaining the briefing time to be too long -- when they are playing a video game were the round lasts 45+ minutes. NEW for example is having a briefing time of 5 minutes and it really helps the planning of the initial deployment and getting your squad sorted out.

Every other claim by CAS whores should go into the trash bin. The AA buffs and CAS nerfes where much needed.


Also a funny side note: I have yet to see a post of any other asset whores beside CAS complaining about the new (old) spawn times. ;)
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Mineral
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Re: Kiowa Nerf

Post by Mineral »

Not gonna spoil all the details but next version will offer longer rounds if a server wants to. But average round time of 1h was a 1.0 decision and is there to stay for a while longer. No plans to change that.
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Rabbit
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Re: Kiowa Nerf

Post by Rabbit »

viirusiiseli wrote:make me a dev ill do it
Other way around, you do something, then we make you an r-con, then dev, its how its worked for all of us.
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X-Alt
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Re: Kiowa Nerf

Post by X-Alt »

Fir3w411 wrote:Pretty sure vehicle timers can only be set to one value. i.e. you suggest a 15 minute initial spawn but a 20 minute respawn.
I'm aware of how the GPO spawners work, but if they're spawned before briefing Pre-1.2 style, that's what will happen, excluding say NEW which will have it at 47.
viirusiiseli
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Re: Kiowa Nerf

Post by viirusiiseli »

[R-DEV]Rabbit wrote:Other way around, you do something, then we make you an r-con, then dev, its how its worked for all of us.
Is there people who can show the ropes to modifying the files?
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Mineral
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Re: Kiowa Nerf

Post by Mineral »

Make a backup of your game and find the tweak files in content/vehicles/air/

Helicopters have a few center and lift points defined which shouldn't be changed. Other then that you'll find many variables that define flight characteristics. Many with odd naming cause DICE doesn't seem to speak English. Start editing values and just trial and error.

I find that trying to edit them in the editor or testing flight in the editor is not worth it. It simply ain't the same. So unfortunately you have to reload into a Map ingame every time :(
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Jacksonez__
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Re: Kiowa Nerf

Post by Jacksonez__ »

Did anyone think about this:

both teams have CAS, they lift off 20 mins into game
team Alpha CAS copter rushes for team Bravo CAS copter and manages to kill it within 2-3 minutes after they spawned
team Alpha CAS now dominates the air (and probably pwns inf+armor) for ~15-17 minutes

team Bravo CAS has to wait agonizing 20 minutes again after they just waited 20 minutes. Game is already going on and nothing much they can do to help the team. I've seen this happen even to the good CAS players, must be frustrating.

I never do CAS but I wouldn't mind if the CAS spawner would be 15 minutes again. Like, come on 20 minutes. Like it's a punishment. 13-15 minutes is enough IMO
WeeD-KilleR
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Re: Kiowa Nerf

Post by WeeD-KilleR »

Jacksonez__ wrote:team Alpha CAS now dominates the air (and probably pwns inf+armor) for ~15-17 minutes
You think that only CAS is able to take out other CAS. AAs are actually useful now, so there is the mistake in your calculation.

The change back to 20 minute spawntime for all heavy assets was a good one. And it should stay like this. The issue is not the increased spawntime but the reduced roundtime that came with 1.0.
Murphy
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Re: Kiowa Nerf

Post by Murphy »

Jacksonez__ wrote:Like it's a punishment. 13-15 minutes is enough IMO
That's exactly what it is. You lost your asset so you lose the tickets and now you are quite literally grounded, take the time the enemy gave you to consider your mistakes and learn. I've seen rounds where CAS crews get 70+ kills with the Kiowa, but I've also seen those same crews get popped like an airborne zit 5 minutes after taking off. I feel the balance is almost perfected between AA and CAS, the spawn timer is one of the considerations I believe to be on point.

Tanks, certain IFVs and even the odd APC timer is up there from 15-20 minutes and those assets are just as exposed and even more likely to run into a hard counter than CAS (AT feels way to common now a days but w.e). What's good for one should be just fine for the other.

The downtime is a part of PR and has been since I can remember, some rounds I spend my time at the vehicle spawn but mostly you can roll as infantry for a bit to pass the time. It shouldn't be complete AFK time for 20 minutes, you can still lend a few bullets to the fight.
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viirusiiseli
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Re: Kiowa Nerf

Post by viirusiiseli »

Jacksonez__ wrote:Did anyone think about this:

both teams have CAS, they lift off 20 mins into game
team Alpha CAS copter rushes for team Bravo CAS copter and manages to kill it within 2-3 minutes after they spawned
team Alpha CAS now dominates the air (and probably pwns inf+armor) for ~15-17 minutes

team Bravo CAS has to wait agonizing 20 minutes again after they just waited 20 minutes. Game is already going on and nothing much they can do to help the team. I've seen this happen even to the good CAS players, must be frustrating.

I never do CAS but I wouldn't mind if the CAS spawner would be 15 minutes again. Like, come on 20 minutes. Like it's a punishment. 13-15 minutes is enough IMO
This is why you have static AA emplacements. They work really well if correctly used.

Just to test this, me and friends built 2 AA fobs up on Beirut std where havok spawns at start. Got both AA fobs up before havok was even attacking anything and shot him down in the first 10 minutes. It's not as hard as people usually make it out to be, you only need effort. In my opinion if you lack the same effort the heli is using to kill you, well, you deserve it
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Mats391
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Re: Kiowa Nerf

Post by Mats391 »

viirusiiseli wrote:Is there people who can show the ropes to modifying the files?
You can always make a thread in community modding for any questions. For chopper physics you best first look at the main engine of the chopper, usually blabla_rotor. The actual rotors have no effect on the physics.
You can also look at the rotorheads with those you can tweak how agile the chopper is.
Like Mineral suggested, just look at different choppers and compare values, try to change them to better etc. Imo one of the best choppers physics wise is the Tiger (apart from landing :p ). Maybe start with that and make it bit more forgiving to fly by changing values towards Cobra/Apache.
A bad example would be the Hind. That thing can go almost 90deg and just stay like that w/o falling down.
Jagira
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Re: Kiowa Nerf

Post by Jagira »

I'm a little on the fence. On one hand, shooting down a CAS chopper/jet and getting your 15 minutes of fame focusing on ground targets, sometimes didn't seem rewarding enough, especially when flying jets.

On the other hand, 20 minutes of punishment always seemed...too punishing for lack of a better word. Although, with the new AA, a CAS chopper pilot must me extremely cautious now, which results in less risky targets being engaged, ultimately meaning less productivity - Which makes the 5 minutes of extra time, seem a little less valuable.
viirusiiseli
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Re: Kiowa Nerf

Post by viirusiiseli »

[R-DEV]Mats391 wrote:You can always make a thread in community modding for any questions. For chopper physics you best first look at the main engine of the chopper, usually blabla_rotor. The actual rotors have no effect on the physics.
You can also look at the rotorheads with those you can tweak how agile the chopper is.
Like Mineral suggested, just look at different choppers and compare values, try to change them to better etc. Imo one of the best choppers physics wise is the Tiger (apart from landing :p ). Maybe start with that and make it bit more forgiving to fly by changing values towards Cobra/Apache.
A bad example would be the Hind. That thing can go almost 90deg and just stay like that w/o falling down.
Once I learn how to do it I you can expect me to suggest some improvements

Thanks for the help
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