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Mobile AA Autocannon

Posted: 2007-07-30 15:08
by Cp
First of all, this thread has nothing to do with the missiles so I don’t want an debate about the need for more accurate ones because there is already at least 10 other threads you can go to.

The auto cannons on the mobile AAs, the Tunguska, the Linebacker and the Chinese type 95 (or PGZ-95), are useless against jets that isn’t flying straight towards or away from you, Its almost impossible to hit a f-16 flying past you at 1800 km/h. IRL these AA systems have auto aim. In a nutshell, the gunner selects a target on his screen and hits a button and the turret acquires its target, aims and fires within 10 seconds. This isn’t possible in Bf2 since even if it isn’t hardcoded, giving "aimbots" to the AA would take away the need for any skill in the art of jet pwning.

Enough with the facts and lets move on to the suggestion.
The auto cannon should have a lock-on, a really small circle compared with the missile lock-on, so that you still would need to aim and follow the aircraft with the cannon. When fired, the auto cannon rounds would work somewhat like missiles and home in on the target. I know that homing bullets sounds arcady but it is the only way, I could think of (and I have done allot of thinking about this suggestion), to simulate the RL AA guns without making the Mobile AAs overpowered.

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I want some constructive criticism and someone to tell me that this isn’t hardcoded. :smile:
I am aware that having 2 different lock-ons on the screen at the same time and having homing bullets might be hardcoded.

Posted: 2007-07-30 15:28
by geogob
Nothing is hardcoded. There is always a solution to anything. It just hasn't been found yet. That's what my experience as coder for mods told me.

I think that this could be an interesting idea and worth trying on experimental/closed-beta level before getting it in game. But I do thing that having the turret turn automatically and follow a target might be difficult.

An interesting alternative could be to indicated on the HUD a predictor that tells you where to fire to hit a moving target. Although this isn't perhaps the most realistic way to do things, the current way isn't much better either.

Posted: 2007-07-30 15:28
by geogob
. double post.

sry - pls delete me :P

Posted: 2007-07-30 15:40
by Cp
geogob wrote:But I do thing that having the turret turn automatically and follow a target might be difficult.
no no no, i DON'T want the turret to follow the target automatically, I only want the bullets to follow the target, So that you still have to follow the target with your sight to prevent the mobile AA guns being overpowered.

the bullets will home in on the target, as long as you keep the point in the middle of the sight spot-on on the aircraft. Ofc I dont want the bullets to make a 180 degree turn midd air, but to correct themself somewhat to hit the aircraft

Posted: 2007-07-30 15:43
by eddie
Errrr....... LOL!
Homing bullets, srs?:\

Posted: 2007-07-30 15:53
by Cp
eddie wrote:Errrr....... LOL!
Homing bullets, srs?:\
I know it sounds f*cked up.
The bullets shouldnt have to turn more than 5 degress by themself due to the speed and the spread and also rate of fire, every single bullet wont hit the target.
But something has to be done with the autocannons, they should be feared by everything in the air.
Cp20000 wrote:I want some constructive criticism

Posted: 2007-07-30 16:01
by Gyberg
eddie wrote:Errrr....... LOL!
Homing bullets, srs?:\
did you even read his post? it ius to simulate the fact that the gun itself aims with a computer calculating where to aim in order to hit the aircraft with the current speed and direction.....

EDIT: I like the idea, Im all for making the AAV more powerful, and I also think that this is the easiest way to simulate the aiming process.

Posted: 2007-07-30 16:33
by Cerberus
Cp20000 wrote:no no no, i DON'T want the turret to follow the target automatically, I only want the bullets to follow the target, So that you still have to follow the target with your sight to prevent the mobile AA guns being overpowered.

the bullets will home in on the target, as long as you keep the point in the middle of the sight spot-on on the aircraft. Ofc I dont want the bullets to make a 180 degree turn midd air, but to correct themself somewhat to hit the aircraft
I'm really not a big fan of the idea... maybe just make the anti-aircraft guns more powerful when they do hit the enemy aircraft.

Posted: 2007-07-30 17:19
by robbo
The Tunguska and the Chinese thing i totally agree on but the line backer its just daft i think how are you supposed to hit anything with a cannon that fires at like 300rpm.

Auto cannon lock on would be cool i support your idea fully but they should only lock on the Planes to balance choppers you should manual aim for them.

Posted: 2007-07-30 17:31
by geogob
Cp20000 wrote:no no no, i DON'T want the turret to follow the target automatically, I only want the bullets to follow the target, So that you still have to follow the target with your sight to prevent the mobile AA guns being overpowered.

the bullets will home in on the target, as long as you keep the point in the middle of the sight spot-on on the aircraft. Ofc I dont want the bullets to make a 180 degree turn midd air, but to correct themself somewhat to hit the aircraft
The problem is that if you fire at a fast moving target, both in real life and in game, with the target directly aligned with the guns, you miss. So having the "lock" zone dead center is not a good thing.

Posted: 2007-07-30 18:00
by Cp
geogob wrote:The problem is that if you fire at a fast moving target, both in real life and in game, with the target directly aligned with the guns, you miss. So having the "lock" zone dead center is not a good thing.
I know, its called leading the rounds (aiming infront of your target). That is what we have today in PR, But its impossible to lead rounds on to a target that enters your view distance, crosses it and exits it in 2 seconds and even harder to do it on a target that is moving at 1800 km/h and turning like a dragonfly.

This is why I want the bullets to turn, just a small amount, it wouldnt be too visible since the rounds move at supersonic speeds.
robbo wrote:but they should only lock on the Planes to balance choppers you should manual aim for them.
it aint easy to hit the black hawk or the cobra since they also move at 1000 km/h (ingame speed) and they turn even harder than the jets.
the small helicopters, the littlebird and the Mec eurocopter (?), dont have a heat source so if you use the same heat sources that the missiles uses then the autocannons cant lock on to the small helis.
And a heli pilot should know that hoovering or going slow in the vicinity of an AA gun is suicide.

But I see your point and I suggested this idea mainly because the AAVs autocannons suck against jets, they still make swiss cheese out of choppers fairly easy.


Im still waiting for a Dev to come and say hardcoded and ruin my day :wink: j/k

Posted: 2007-08-13 22:11
by Gyberg
Maybe it is possible to code it so that the HUD in the AAV shows a box where to aim in order to hit the target (heat signature) that would infact be very realistic since that basically is what the radar device does in a modern AAV.

Posted: 2007-08-13 22:12
by Cp
I dont think thats possible but if it aint hardcoded, then that would be a much greater option

Posted: 2007-08-13 22:15
by Mongolian_dude
I think this is a great Idea. I dont think it is as hard to eliminate an aircraft as you make out to be, but you shouldnt have to train for two weeks before your semi-confident with hitting something, after all, this is a game, not a simulation.

Something SERIOUS needs to be dont about the line backer because A. it has a **** RoF and B. it has **** DMG against things. I noticed it lost its blast effect also. Its like trying to shoot something down with an LAV.

This might be comming from a self confessed chopper whore, but i dont think it is a good idea to make them home in on Choppers of any kind. You only have to hit it about 5 times, and with a RoF as high as the Tunguska, its not difficult.

Also, I think attack jets still have too many hitpoints.

...mongol...

Posted: 2007-08-13 22:40
by Cp
The linebacker needs flack rounds that would have a proximity detonation if it is going keep the same rof that it has today, 200 rounds per minute (just like in RL).
I dont really care if it locks on to choppers or not, this suggestion was aimed to boost the effectiveness of the AAVs against jets.

Posted: 2007-08-13 23:21
by Sabre_tooth_tigger
Do AA guns presently fire at 6000rpm? I think thats whats needed

'The dual 2A38M 30 mm cannons are built by the Tulamashzavod Joint Stock Company and are fired alternately. They have a combined rate of fire of between 4,000 and 5,000 rounds per minute, and have a muzzle velocity of 960 m/s. Bursts of between 83 and 250 rounds are fired as determined by the target type. HE-T and HE-I shells are used fitted with a A-670 time and impact fuze.'

Posted: 2007-08-14 00:01
by El_Vikingo
I say wait for 0,7 and then see if this idea is still worth it.

Posted: 2007-08-14 00:40
by 77SiCaRiO77
i like the idea too .

IMO , AA cannons should be like poe2 , the bullets explote when they ae near the plane/chopper , causeing a lot of damage .

Posted: 2007-08-14 00:49
by El_Vikingo
Sabre_tooth_tigger wrote:Do AA guns presently fire at 6000rpm? I think thats whats needed
RPM on BF2 s capped at 1800.

Posted: 2007-08-14 00:54
by 77SiCaRiO77
can a vehicle has 5 guns of 1800 rpm ?