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AA missiles after 1.4.17

Posted: 2017-08-03 18:46
by DogACTUAL
...are too OP now. Tested it with a guy on test airfield. Even if you lock only the flares a kill is very likely, even at big distances. Ground aa is a monster now, the constriction to one missile per second doesn't matter much since one missile is already enough to get the kill in most cases.

On the other hand another important issue: Stormer AAV is very ineffective against aircraft, the proximity fuse of the starstreak missile doesn't seem to be working properly. Did test it on test_airfield too, several times the missiles was within 50m, even 25m of the flying helicopter/jet and didn't explode. You basically have to get the starstreak missile extremely close to the aircraft for the proximity fuse to trigger, so close that it is almost a direct hit, like 1m-5m.

Re: AA missiles after lastest update

Posted: 2017-08-03 18:53
by AlonTavor
Work in progress.

Re: AA missiles after lastest update

Posted: 2017-08-03 19:57
by Jabil_One
Former version for AA generally

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ObjectTemplate.detonation.radiusDetonateWithAirVehicles 1
Former starstreak_hvm and 5m less splashradius

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ObjectTemplate.detonation.radiusDetonateWithAirVehicles 35
Current version for AA generally REMOVED

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ObjectTemplate.detonation.radiusDetonateWithAirVehicles 1

Except for Stormer, its still in with 50m splash

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ObjectTemplate.detonation.radiusDetonateWithAirVehicles 35
When the startstreak have an splash radius of 50meters and the rocket blowup itself in a distance of 35meters so the target would be in 15meter splashdamage ......

Mostly all AA's having the splashdamage ~ 675 and material of 53 except Stormer, he has material 3702
Jets generally have a default material of 32 and ~1800 HP

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MaterialManager.createCell 53 32
MaterialManager.damageMod 7.5
MaterialManager.setEffectTemplate 0 e_mExp_m_armor
MaterialManager.setSoundTemplate 0 S_Tank_Shell_Metal

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MaterialManager.createCell 3702 32
MaterialManager.damageMod 1
MaterialManager.setEffectTemplate 0 e_bhit_20mm_metalsolid
MaterialManager.setEffectTemplate 1 e_bhit_20mm_metalsolid
MaterialManager.setSoundTemplate 0 S_Impact_25mm_metal
Look at the damage multiplier! I will never get in any airvehicle anymore, except there are Stormmers on/in the enemy team.

All AA missiles, except starstreak, will kill instantly. Starstreak need 3 shoots but its the fastest one.

Re: AA missiles after lastest update

Posted: 2017-08-03 20:15
by chrisweb89
Only really flown once, and that was on bamyan alt, so not the most reliable gameplay source. The one AA that I know that was shot at me hit my flares and made the A10 smoke, so it will be nice to see the larger changes and affects.

Re: AA missiles after lastest update

Posted: 2017-08-03 20:34
by Jabil_One
A10a default material 184 - 1800 HP

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MaterialManager.createCell 53 184
MaterialManager.damageMod 4
MaterialManager.setEffectTemplate 0 e_mExp_m_armor
MaterialManager.setSoundTemplate 0 S_Tank_Shell_Metal
A10 has the bigger default material and you lucky that the missile explode not to close to you.

I mentioned only the splashdamage of the missiles. DIRECT HITS (seekclosesttargetcomp :? ) having nearly the same damage and the same material that comes ADDITIONALLY to the final damage. Only the jet have maybe a thicker material for direct hits.

I'm asking me how much damage get loss over distance.

Re: AA missiles after lastest update

Posted: 2017-08-03 21:09
by TBob
Damage falloff vs A-10 should look something like this:

Image

A-10 can start smoking with 360 damage.

Re: AA missiles after lastest update

Posted: 2017-08-04 16:34
by DogACTUAL
I don't care what you dug up about the starstreak missile in your files, i am telling you, effectively ingame they won't trigger unless they pretty much hit the aircraft directly.

So something must be going wrong here.

Re: AA missiles after lastest update

Posted: 2017-08-05 00:19
by TBob
DogACTUAL wrote:I don't care what you dug up about the starstreak missile in your files, i am telling you, effectively ingame they won't trigger unless they pretty much hit the aircraft directly.

So something must be going wrong here.
I may have found the issue. In this update the other AA missiles had these lines removed:

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ObjectTemplate.detonation.triggerRadius 25
ObjectTemplate.detonation.triggerType MTYVehicle
ObjectTemplate.detonation.triggerVictimMinSpeed 5
ObjectTemplate.detonation.radiusDetonateWithAirVehicles 1
But the Starstreak instead kept those lines but removed this one:

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ObjectTemplate.detonation.detonateDistanceToTarget 35
However... also unlike other missiles, the Starstreak had a value of 35 here:

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ObjectTemplate.detonation.radiusDetonateWithAirVehicles 35
Which is supposed to be a Boolean, so I think that is nullifying its trigger mechanism after the other line got removed.

Re: AA missiles after lastest update

Posted: 2017-08-05 10:07
by Mats391
As said in other threads, the check rate for when a heat seeking missile should explode got increased from 4 times per second to 30 times per second. That was done to reduce chance of missile flying through flares and redirecting into some other target. The vehicle trigger got removed at same time to make shooting unguided heat seeking missile impractical. They wont detonate close to aircraft unless they have a lock, so unguided missile needs direct hit.
The stormer is not heat seeking and only uses the vehicle trigger. We believe that this trigger has similar check rate to the one of heat seeking missiles (4 times per second) which is why it rarely explodes close to target. Then again the Starstreak has no proximity trigger in r/l, so all good.

Re: AA missiles after lastest update

Posted: 2017-08-05 11:03
by Jabil_One
And how about damage? Jets blowing up in thousand pieces by one near hit. Pilots never got a change to get out (eject). I would understand when they get so much dmage that they are doomed but now its only insta BLACKSCREEN. .....

Re: AA missiles after lastest update

Posted: 2017-08-05 12:42
by LEGIYA

Re: AA missiles after lastest update

Posted: 2017-08-05 14:56
by Jacksonez__
LEGIYA wrote:https://www.youtube.com/watch?v=53alaPLcOaY

It seems accurate enough...
Damn nice video :-P

Re: AA missiles after lastest update

Posted: 2017-08-05 18:29
by DogACTUAL
[R-DEV]Mats391 wrote:Then again the Starstreak has no proximity trigger in r/l, so all good.
That argument would only be valid if we had unlimited view distance, a fully stabalized sight (that has some other useful features that make it easier to track the target) and three submunitions that seperate in flight.

Since that isn't the case, the weapon system ingame is very ineffective when compared to other AA systems. That's why giving it a proximity fuse would be a good way the make it up to par with the other AA systems.

Re: AA missiles after lastest update

Posted: 2017-08-05 18:34
by FFG
DogACTUAL wrote:That argument would only be valid if we had unlimited view distance, a fully stabalized sight (that has some other useful features that make it easier to track the target) and three submunitions that seperate in flight.

Since that isn't the case, the weapon system ingame is very ineffective when compared to other AA systems. That's why giving it a proximity fuse would be a good way the make it up to par with the other AA systems.
People have been HAT'n and Hellfiring choppers for years....

Re: AA missiles after lastest update

Posted: 2017-08-05 18:48
by DogACTUAL
...and have they been doing that to fast flying jets on a regular basis too?

Re: AA missiles after lastest update

Posted: 2017-08-05 19:15
by PacD
Pls reduce the splash radius of AA missiles. Jets are fast enough to run away from flares but... since the update i have never seen helis surviving even one AA missile. Osprey died today twice by the first shot of a manpad, MANPAD, OSPREY.

https://youtu.be/-sQtUVSiM9E

Don't tell me its working as intended. Do you think a heli can escape this?

Re: AA missiles after lastest update

Posted: 2017-08-06 02:56
by DogACTUAL
Do AA missiles really explode on flares irl? Doesn't there need to be a bigger object close to the missile for it to trigger?
Depends on the fuse mechanism i guess, but afaik most need an aircraft sized object to trigger.

Re: AA missiles after lastest update

Posted: 2017-08-06 18:18
by viirusiiseli
Save your breath.

Reality when it suits them, gameplay when it doesnt...

Re: AA missiles after lastest update

Posted: 2017-08-06 19:27
by AlonTavor
viirusiiseli wrote:Save your breath.

Reality when it suits them, gameplay when it doesnt...
[R-DEV]AlonTavor wrote:Work in progress.
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Re: AA missiles after lastest update

Posted: 2017-08-06 19:56
by Rabbit
I am starting to get the feeling viirus is some fat overweight finnish kid.