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[1.0] Anti-Aircraft Changes
Posted: 2013-03-06 01:29
by Archerchef
I was wondering if there was going to be any changes to the anti-aircraft missile in 1.0. The anti-tank missiles from helicopters now have to have a direct hit to do any significant damage to armored vehicles. That means it will take more time for a pilot to self-aim the missile. AA in PR has always been a hit and miss. Will aircraft be harder to take down or will they get squishier? Perhaps no change at all?
Re: [1.0] Anti-Aircraft Changes
Posted: 2013-03-06 05:39
by smgunsftw
Looking at some gameplay videos, I can tell you that Handheld AA can not longer be hipfired. They now must be fired while aim through its iron sights or scope.
Re: [1.0] Anti-Aircraft Changes
Posted: 2013-03-06 07:47
by F33bz
So do they need a lock-on to be fired or can they still be fired without a lock-on?
Re: [1.0] Anti-Aircraft Changes
Posted: 2013-03-06 08:34
by mat552
PR 1.0 WIP sound showcase - YouTube
We can see here some of 1.0's AA work. MANPADS have received a significant buff, enough to render flares apparently useless (especially impressive is the frontal aspect shot at 1:40), as well as a significant increase in range, demonstrated against the transport in the distance in the next shot. There's no way to firmly determine the health of the Su-25 that was destroyed, but it was not smoking, suggesting that it was at greater than 75% or 85% health.
Re: [1.0] Anti-Aircraft Changes
Posted: 2013-03-06 08:40
by Professorson
fairly sure thats on single player , where every single AA already hits.
Re: [1.0] Anti-Aircraft Changes
Posted: 2013-03-06 22:02
by smgunsftw
F33bz wrote:So do they need a lock-on to be fired or can they still be fired without a lock-on?
I believe they still can be fired without a lockon, but the rocket will heavily deviated from its intended target.
Re: [1.0] Anti-Aircraft Changes
Posted: 2013-03-06 22:23
by Rudd
mat552 wrote:PR 1.0 WIP sound showcase - YouTube
We can see here some of 1.0's AA work. MANPADS have received a significant buff, enough to render flares apparently useless (especially impressive is the frontal aspect shot at 1:40), as well as a significant increase in range, demonstrated against the transport in the distance in the next shot. There's no way to firmly determine the health of the Su-25 that was destroyed, but it was not smoking, suggesting that it was at greater than 75% or 85% health.
if your flying directly towards the manpad dropping flares (ingame, dunno about RL) you're always gonna have a bad day....the flares are behind the aircraft and the missile barely has to manouvre to get the jet...that works in 098 right now
Re: [1.0] Anti-Aircraft Changes
Posted: 2013-03-08 04:18
by mat552
[R-DEV]Rudd wrote:if your flying directly towards the manpad dropping flares (ingame, dunno about RL) you're always gonna have a bad day....the flares are behind the aircraft and the missile barely has to manouvre to get the jet...that works in 098 right now
If we were discussing a radar threat, then I might be inclined to agree with you. The problem is a dual one, in that a frontal aspect shot is the worst shot you can make with an IR guided sam due to the comparatively low amount of thermal energy on the leading edges, combined with the high thermal signature of the flares behind the aircraft. The ideal time to make a shot with a MANPAD is as the threat is pulling away from you. There isn't really anything that can be done about this though, because PR's MANPADS don't actually look for a thermal bloom, there's a neat little box attached to the aircraft, and you just have to aim in the general direction of the box for free twenty tickets.
Re: [1.0] Anti-Aircraft Changes
Posted: 2013-03-08 06:23
by 40mmrain
mat552 wrote: free twenty tickets.
jets and gunships are 10. Also the strela is a gigantic piece of dogshit, it's more like free kills if the enemy is completely retarded
Re: [1.0] Anti-Aircraft Changes
Posted: 2013-03-08 15:05
by mat552
40mmrain wrote:jets and gunships are 10. Also the strela is a gigantic piece of dogshit, it's more like free kills if the enemy is completely retarded
When one jet goes down, the other inevitably gets tasked to the former target because "what are the odds of it happening twice in a row." The stinger has similarly poor performance now, which is why I described it as a buff.
Re: [1.0] Anti-Aircraft Changes
Posted: 2013-03-08 16:41
by izoiva
40mmrain wrote:Also the strela is a gigantic piece of dogshit, it's more like free kills if the enemy is completely retarded
Strela-2 was designed in 1967. We need Igla in game.
Re: [1.0] Anti-Aircraft Changes
Posted: 2013-03-08 18:43
by Mikemonster
Got me laughing with that comment.. Hahaha..
Re: [1.0] Anti-Aircraft Changes
Posted: 2013-03-11 13:19
by gipakok
CrazyHotMilf wrote:they need to remove all of the hendheld AT's and AA's cause its stupid and worthless to have it inside the game , we need to keep only the tow's and the AA manpad's , because i am getting tired of this lonewolfs that solo with a hat in the middle of no where and then suddenly kill you , this is stupid , and the removal of the anti-tank / AA kits is gonna effect the game so there will be more teamwork and less lone wolfs , its worthless and stupid that i / somebody , have to lose their vehicle for 20 min because of a random guy that solo HAT / AA and i have to suffer from it because he cant play teamworkly , i hope this is post will bring something to your mind dear dev's cause if it wont then i will just have to say "GG"
Your post brought my mind cancer.
Re: [1.0] Anti-Aircraft Changes
Posted: 2013-03-11 13:28
by viirusiiseli
bevakasha timzoz li crazy
Re: [1.0] Anti-Aircraft Changes
Posted: 2013-03-11 13:29
by ExeTick
just ignore him. he wants everything to be perfect when he is doing cas. nothing should be able to kill him in his cas.
I say AA and hat is good as it is, except for stinger that have to be fixing with hipfire.
Re: [1.0] Anti-Aircraft Changes
Posted: 2013-03-11 13:32
by viirusiiseli
On a serious note, HAT and AA kits are really mostly for lone-wolfers. HAT kit in PR is often just a way to run around by yourself without any support since all you need is enough ammo and you can fight anything from attack-helicopters to infantry with it, not requiring anything but a good distance to the enemies.
TOW/AA emplacements take care of the same role but it requires teamplay.
Re: [1.0] Anti-Aircraft Changes
Posted: 2013-03-11 13:38
by ExeTick
they are mostly "lonewolfs" that use them, but Hats and AAs are needed ingame if infantry find them selfs having an apc/tank/Attack heli coming towards them and need to take it out.
if they were removed infantry wouldnt be able to defend them selfes against any kind of armored vehicle or heli.
Re: [1.0] Anti-Aircraft Changes
Posted: 2013-03-11 15:58
by Murphy
Back when they had removed HATs and all AT safe for TOWs from Silent Eagle the game became so unbalanced for infantry. Tanks literally only had to avoid FOBs until the TOW position was marked/called out by friendlies then it was often easy enough to wait for the TOW guy to get stupid or get killed. It made for a lot of bad situations for infantry and I can't even imagine would it would be like if we switched AT for AA and slow, loud, obvious tanks for jets.
Re: [1.0] Anti-Aircraft Changes
Posted: 2013-03-11 16:08
by chrisweb89
There has already been one thread with those stupid ideas posted, don't bring them here. How does it make a difference if you get killed by a lonewolf HAT or a squad's HAT? Does it make you feel better knowing 6 people were sitting around the HAT when he shot.
About the head on stuff, going head on even with lased AA is a bit about luck, and a bit about skill. If you can avoid going head on, like dropping a bomb at it while flying level, flying level in a chopper and letting your gunner shoot, then it removes some of the risk from the AA shooting into the flares. Other than that there will always be a chance of dieing when you go below the clouds, no matter how many flares, or where they are. Just to keep it fun for both sides.