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Re: Major Changes in 0.85

Posted: 2009-01-22 19:08
by Alex6714
Well after a while of playing in aircraft, you get a sense of how it will play out.


Probably the reason it keeps going on, is because we never get an answer why this things happen. Every time someone asks or comments, all they get is "stop complaining wait and see" or "play another game" but no answer to the question....

Re: Major Changes in 0.85

Posted: 2009-01-22 19:09
by Maxfragg
but its unrealistic as hell to get a warning vor a missle that is not on your *** jet, and the change will perhaps force you to fly in a different way, and always try to avoid to get locked (flying low on the terrain e.g.)

Re: Major Changes in 0.85

Posted: 2009-01-22 19:17
by Alex6714
Maxfragg wrote:but its unrealistic as hell to get a warning vor a missle that is not on your *** jet, and the change will perhaps force you to fly in a different way, and always try to avoid to get locked (flying low on the terrain e.g.)
I fully agree, and I think it is a great change, but the problem is, it just can´t work with the current situation.
I would love to use real tactics, use hills as cover etc... But the fact is you have no range advantage over a tank like you d0 in real life, therefore tanks will have a very easy job of sniping you down. They also have 3x zoom.

Its not realistic for a helicopter/jet to not be able to track a target by itself (you only have to try a few simulators to find that out, forgetting about real life references). Thats the main problem.

For example harriers in afghanistan most likely won´t use a lase. They get called in on a grid reference with certain landmarks, identify the target, self designate the target (usually the second harrier does this), and then drop their own guided bomb on it.

The only thing the infantry does is request the CAS on X position.

The thing is, without proper stabilization, view distance and engagement ranges, compromises have to be made.

Re: Major Changes in 0.85

Posted: 2009-01-22 19:30
by Scot
Harrod200 wrote:Ohh I'm sure it'll be GREAT to be revivable regardless, but what about when the squad you're engaging over the road keeps just reviving itself whenever you hit them?

I'll no longer be aiming for the head for a guaranteed put-down, I'll be aiming for the torso since it's a bigger target and puts them down just as hard.
Probably encourages moving and clearing a position?

Re: Major Changes in 0.85

Posted: 2009-01-22 19:55
by Snowno
Maxfragg wrote:but its unrealistic as hell to get a warning vor a missle that is not on your *** jet, and the change will perhaps force you to fly in a different way, and always try to avoid to get locked (flying low on the terrain e.g.)
Actually it's not.
When a radar guided AA is going to fire at you, you'll get a warning as soon as you get painted by the radar (which will be before he fires) so the realistic way would be to get a warning as soon as the AA looks at you (before he gets a lock even)
However, when you're up against a IR guided missile (which I belive we're using in PR) things are a bit different. IR missiles cannot be detected (some Russian planes have a system that detects IR launches, sometimes.) so you'll fully rely on your wingman to spot smoke trails, but we don't have that. These missiles are countered by using flares. (as we use in PR)

And yeah, flying in the terrain will get you killed more often than letting you surive, tanks and AA will get you even quicker.

Re: Major Changes in 0.85

Posted: 2009-01-22 21:05
by Andrew Past
I'm surprised that no one has mentioned the marksman kit yet. I think that the fix to marksman with the addition of more lmgs, and a more useful non-deployed mode, will change infantry gameplay quite a bit.

Re: Major Changes in 0.85

Posted: 2009-01-22 21:23
by PlaynCool
Kontrollturm wrote:After reading the Manual, some interessting thinks came to my mind.
At first i have to say very good work to all devs!
The commander can place a laser target from his map (AMAZING! :D )
That was possible in the previous versions too althou it was called GPS marker and it it was the red crosshairs(need support) ...

Re: Major Changes in 0.85

Posted: 2009-01-22 21:35
by cyberzomby
One thing thats really cool is:

Engineers can now deploy assets as squad leader. And! You can actually build up a real fortificatio with a max of 10 wires and foxholes! How cool is that!!

Re: Major Changes in 0.85

Posted: 2009-01-22 21:37
by jbgeezer
Yeah thats great! To bad its only two combat engineers per team.

Re: Major Changes in 0.85

Posted: 2009-01-22 21:38
by Andrew Past
cyberzomby wrote:One thing thats really cool is:

Engineers can now deploy assets as squad leader. And! You can actually build up a real fortificatio with a max of 10 wires and foxholes! How cool is that!!
And there's tank traps in the wires too. No more driving through the wires.

Re: Major Changes in 0.85

Posted: 2009-01-22 22:12
by Tartantyco
-What's the HP on those wire/tank traps? If they can be shot to pieces by armor with a few shots then it's not really that useful...

Re: Major Changes in 0.85

Posted: 2009-01-22 22:27
by -CJ-
gazzthompson wrote:i highly doubt the DEVs have any control other PB.


@mora , yea was only word i can think of descibing non infantry players. man, ive been talking to much with timo and alex :D .
I know but since 0.8, there is a lot of PB bug. I don't know if it is like that with vBF2 too, I stopped playing

Re: Major Changes in 0.85

Posted: 2009-01-23 02:41
by 00SoldierofFortune00
Alex6714 wrote:Well after a while of playing in aircraft, you get a sense of how it will play out.


Probably the reason it keeps going on, is because we never get an answer why this things happen. Every time someone asks or comments, all they get is "stop complaining wait and see" or "play another game" but no answer to the question....
I agree with you on the aircraft thing. Realistic or not, the maps are not big enough to have it where the AA lock on and fire before the aircraft know about it. This seems like one of those things that you can see coming and already tell maybe a problem. But I guess we will see....


Andrew Past wrote:I'm surprised that no one has mentioned the marksman kit yet. I think that the fix to marksman with the addition of more lmgs, and a more useful non-deployed mode, will change infantry gameplay quite a bit.
Well, that's what Fox and I were having a discussion on a second ago. The addition of more LMGs is needed, but they may not have that much of an impact on infantry gameplay unless a squad is always next to a spot to request them from.

Re: Major Changes in 0.85

Posted: 2009-01-23 04:22
by Doom721
At least if your team is losing LMG kits left and right, now you have a few extra in the pool so you can usually get one ( odds increased )

Re: Major Changes in 0.85

Posted: 2009-01-23 04:24
by joethepro36
I have absolutely no problem with the aircraft changes because as "everyone" knows, if you are not flying over 1000m until a target has been spotted, you are doing it wrong. I swear I'm the only guy who cruises at 2000-3000m until a target has been acquired and then pops a few flares as I break cloud cover during a anti tank missile strike. On top of that, that's the only real time I break cover because the range on the missiles is quite low. With an attack marker that's accurate, you can hit a target from beyond the range of aa's effectively with unguided munitions.

Imo, these changes merely punish players for being idiots and flying low thinking they can engage targets on the fly. I've seen players fly around at around 200m, using the hills as cover and not get shot down because popping flares is so effective, it can act as a shield of invunerablity most of the time (of course there are times when the flares fail).

As a primarily armour player, laser guided bombs when used well are a bloody nightmare on the battlefield.

And do remember gents, we are at OMG!

Re: Major Changes in 0.85

Posted: 2009-01-23 04:39
by Doom721
I agree I have no complaints about the new AA lock system, it empowers AA, which at this point, versus a pilot popping flares can almost make himself immune at close range, now you have to take the *precaution* of dropping flares as you land in HOT zones instead of popping them as soon as you get the 10ms delay from the current AA lock

Re: Major Changes in 0.85

Posted: 2009-01-23 05:51
by 00SoldierofFortune00
joethepro36 wrote:I have absolutely no problem with the aircraft changes because as "everyone" knows, if you are not flying over 1000m until a target has been spotted, you are doing it wrong. I swear I'm the only guy who cruises at 2000-3000m until a target has been acquired and then pops a few flares as I break cloud cover during a anti tank missile strike. On top of that, that's the only real time I break cover because the range on the missiles is quite low. With an attack marker that's accurate, you can hit a target from beyond the range of aa's effectively with unguided munitions.

Imo, these changes merely punish players for being idiots and flying low thinking they can engage targets on the fly. I've seen players fly around at around 200m, using the hills as cover and not get shot down because popping flares is so effective, it can act as a shield of invunerablity most of the time (of course there are times when the flares fail).

As a primarily armour player, laser guided bombs when used well are a bloody nightmare on the battlefield.

And do remember gents, we are at OMG!
Not really concerned about jets, more about helicopters who can't cruise at 1000+ feet and which are slow.

Choppers are fodder to shoot down. Jets not so much, but choppers are easy if you fire before or during their flair drop.

Re: Major Changes in 0.85

Posted: 2009-01-23 05:56
by joethepro36
00SoldierofFortune00 wrote:Not really concerned about jets, more about helicopters who can't cruise at 1000+ feet and which are slow.

Choppers are fodder to shoot down. Jets not so much, but choppers are easy if you fire before or during their flair drop.
Yeah, choppers have it pretty rough. i'm not sure what the correct solution to enhancing the effectiveness of helis is, wether that be better physics or better use of "fire and forget" (laser targeted) weapons. One thing is for sure, helis take a lot more skill than a jet to use. But let's wait til we test .85 out, hopefully it won't be too bad.

Re: Major Changes in 0.85

Posted: 2009-01-23 07:56
by Maverick
dang, i wonder what happened to the jet timer. is it still 9 seconds? or has it been upped like it should?

Re: Major Changes in 0.85

Posted: 2009-01-23 09:41
by Alex6714
joethepro36 wrote:Yeah, choppers have it pretty rough. i'm not sure what the correct solution to enhancing the effectiveness of helis is, wether that be better physics or better use of "fire and forget" (laser targeted) weapons. One thing is for sure, helis take a lot more skill than a jet to use. But let's wait til we test .85 out, hopefully it won't be too bad.

Jets aren´t too bad, its the helis that are worthless now.

Yeah exactly this, no stabilization = uber nerf basically. Fire and forget missiles bring the balance back and are realistic.

Other main changes would be view distance increase and change in tank turret controls.