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Re: Air Vs Air maps

Posted: 2009-03-02 19:58
by Alex6714
Thats just like saying you shouldn´t have kashan and mestia in the same maplist...

Idea is its 24/7 air maps/maps, or maps with these vehicles on.

I have seen some servers with weird maplists though. Kashan 32, then bi ming 16 after? Not logical, many people will leave etc.



Also, radar, that works to target aircraft long range with missiles. Although can´t see anything without video. :)

Image

Re: Air Vs Air maps

Posted: 2009-03-02 20:04
by Tirak
supahpingi wrote:LOLOLOLOLOL

D0GFI1GH7Z 4R3 N0T TEH RE4L1ST1CZ
srsly tough,they dont happen due to overpowered missilies
And if servers are goign to run this map in thier maplist you will get maps weher you will be stuck without being able to fly(im flying like a whale,so bassicly:i fall out of the sky) and alot of tards that will fly into you for fun

bad idea
Educate yourself sir!



http://www.youtube.com/watch?v=6ZmnVqkKapI

Re: Air Vs Air maps

Posted: 2009-03-02 20:45
by cfschris
Some people are complaining about missile spam, I see....well, basically that wouldn't be TOO large of an issue because-

Both teams fly and meet each other, first meet results in a volley of missles from both sides. After that initial pass, it's then pretty much an old fashioned dogfight with cannons/nose guns. So, you could either bug out to the carrier like a n00b for more missiles (leaving yourself open to attack), or stay and fight tooth and nail. I think most people would stay and use their guns to avoid getting gunned down themselves upon bugging out.


If I can do anything to help whoevers working on this (research, testing, ect), please PM. I'm an aviation maniac, currently training for the private license in C152s :grin:

Re: Air Vs Air maps

Posted: 2009-03-02 23:24
by SocketMan
No need to have the carriers just 2 landing strips at the opposite ends.
Think of Quinling but with water instead of grass and no fog.

Re: Air Vs Air maps

Posted: 2009-03-02 23:27
by Alex6714
You an only have terrain in the centre iirc, unless it is a static. So I guess someone could make a static island. :p

Re: Air Vs Air maps

Posted: 2009-03-02 23:38
by McBumLuv
Either way, I can't work on it unless I get my Windows up and running, and having a parent controlled password = suckzorz. I'll defo try it out over the march break for sure, though.

Re: Air Vs Air maps

Posted: 2009-03-03 02:47
by mp5punk
yea i want this and i want the old training server back.

Re: Air Vs Air maps

Posted: 2009-03-03 03:54
by CAS_117
Image

If you don't get this, then you are too dumb to fly.

Re: Air Vs Air maps

Posted: 2009-03-03 04:01
by CAS_117
Case in point.

Re: Air Vs Air maps

Posted: 2009-03-03 04:02
by Tirak
CAS_117 wrote:Case in point.
A post without context is no post at all CAS. You're just being a ****.

Re: Air Vs Air maps

Posted: 2009-03-03 04:12
by CAS_117
Sigh fine take all the fun out of it...
Alex6714 wrote:Thats just like saying you shouldn´t have kashan and mestia in the same maplist...

Idea is its 24/7 air maps/maps, or maps with these vehicles on.

I have seen some servers with weird maplists though. Kashan 32, then bi ming 16 after? Not logical, many people will leave etc.



Also, radar, that works to target aircraft long range with missiles. Although can´t see anything without video. :)

Image
Quote:
6: There was Radar in DC - PR doesn't have anything to facilitate large scale dogfighting.
Actually, there is a radar system being tested for Attack Helicopters that is showing promise. I see no reason why it could not be adapted for jets as well. Or even better, with the two seats, second seat is a radar officer for enhanced teamwork.

Re: Air Vs Air maps

Posted: 2009-03-03 04:13
by cfschris
Colonelcool125 wrote:^This dude gets my point.
As do I. Look bud, I hate shitty pilots as much as the next guy, but there's no way to tell if they suck without actually seeing them fly ingame.

Re: Air Vs Air maps

Posted: 2009-03-03 04:15
by CAS_117
cfschris wrote:As do I. Look bud, I hate shitty pilots as much as the next guy, but there's no way to tell if they suck without actually seeing them fly ingame.
Image

Re: Air Vs Air maps

Posted: 2009-03-03 04:20
by cfschris
CAS_117 wrote:Image
Are you saying that keyboard+mouse flyers are bad at flying? As much as I'd like to agree with you, there is actually a considerable amount of pilots who fly solely keyboard+mouse. I highly respect that skill, as flying that way is a helluva lot less accurate and harder than it is with a stick :-P

Re: Air Vs Air maps

Posted: 2009-03-03 08:26
by CAS_117
I am not saying that you are less skilled if you use a mouse, I'm saying that for fixed wing aircraft, you will be a worse pilot. Mice have inherent physical limitations in them. Don't try to dogfight with a mouse, use the arrow keys or number pad. The advantage you gain in cannon accuracy with a mouse is negligible considering the rate of fire of most of them is over 9000 rpm. So you have to do a buzzsaw kill anyways.

Re: Air Vs Air maps

Posted: 2009-03-03 09:07
by Snazz
I fly with mouse and keyboard, it is more work to sustain turns and control throttle.

As for which is better, I believe it mostly depends on what you're used to.

Also if using a mouse it helps to have a decent one with sensitivity buttons so you can set it to max when turning and minimum when strafing.

I am curious about how the sensitivity of a mouse compares to a joystick.
Truism wrote:It was highly impractical for fixed wing aircraft to capture them, and so the game was about establishing air superiority so that helicopters could hover at the point until capping it.
I disagree that it was impractical. It was definately a bit harder to cap the flags in a jet then it was in a helicopter, but the majority of the time I still witnessed jets doing it.

Personally I'd rather maintain a tight circle around the cap radius in a fighter then fly a helicopter into a jet battle.

I think your idea of forced jet/helicopter teamwork would probably involve the helicopters capturing points with a smaller capture radius then the jet's turn radius, or points on the ground.

I keep in mind that DC flight physics are significantly different to PR's, but it might be possible for the capture radius to be adjusted appropriately.

Truism wrote:1: Air combat doesn't work very well in PR. It's very complicated, but doesn't have very much depth. For the most part it's just a question of being behind the guy at the right time and spamming missiles at him.
Agreed, although I consider it more of an engine problem then PR's. In my experience with BF2 mods only DCon seemed to resolve this, and that's because they ditched heat-seeking missiles for proximity fused missiles. It was unrealistic of course, but it enabled more interesting dogfights.
Truism wrote:2: Flares are too effective.
Can't relate to this point.
Truism wrote:3: Helicopters aren't very much fun to fly in PR compared to DC - evasive maneuvres are mostly too easy because of the extremely good accelleration on PR Helis and their miraculous ability to pull out of inverts.
DC choppers were demanding in their own way, but I've never found PR's to be as boringly easy as you imply.



Anyways, I like the base concept of 2 runways at either end.

The objectives of the map could be either:
- Fighting merely for air superiority (large cap radius or asset-ticket based).
- Airstrikes against high value targets below.
- Capturing areas at sea level using helicopters/little boats/amphibious vehicles with heavy air cover.
- A mix of all the above.

Concerning the massive air maps being water based I think static oil rigs, ships or islands as targets/flags might be a solution if someone wants to create the assets. Not sure of the availability of placeholders for such an ambitious project but I presume the Essex could be one of them.

Unsure as to whether I'd support much AA (or any at all) on the map as it could just interfere with the air combat.

IMO such a map scenario would be unrealistic (2 airfields so close together with balanced air power is far fetched) but could be very fun.
Considering some other PR map scenarios aren't much more realistic either (understandably due to the engine limitations and gameplay considerations) I don't see it being too radical in that aspect.
Seeing lots of jet action within the map area (whatever it eventuates to be) probably wouldn't be as strange to see in real life as a big red conspicious truck with an aircraft bomb stuck to the back.


Good luck to whoever has the will and the skills to create such a map. :)