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AAV cannons
Posted: 2007-11-04 23:23
by 77SiCaRiO77
i know that the limit of rpm in bf2 is 1800 , and AAV cannons are waaay more faster than that .
so , my sugestion is ( since in 0.7 AAV will requere 2 crewmans , driver and gunner ) to give the missils to the driver , and the guns to the gunner , BUT give him two "weapons ", first weapon will fire the right cannons and second fire will fire left cannons , then we can have 3600 rpm
the type95 (chinesse AAV) hade four cannons , each one had a rate of fire of 800 rpm , that make 1600 rpm for each weapon . problem is with the tunguska , with had like 1200 rpm for each cannon , that make 2400 rpm for each weapon , witch is impossible due the bf2 engine

. maybe wive him the max rate of fire allowed (1800 x2) but make the bullets like flak cannons , exploting when they are near aircraft and casusing damage even when they dont hit (this can make sence , since tunguska had 30 mm cannons)
comments ?
Posted: 2007-11-04 23:36
by AnRK
I think that lags a pretty big player in this issue, as far as I remember. I seem to remember summet along these lines been suggested before though.
Posted: 2007-11-04 23:46
by Jaymz
Or we just give them an AoE like we do on the A10 and SU25 to simulate a higher RoF.
Posted: 2007-11-04 23:47
by Ragni<RangersPL>
About RPM...
Is it possible to "code in" two cannons in the same position(or very close to each other)? It would solved limited rpm problem. It's like shooting with two cannons from the same barrel.
Just an idea.
Posted: 2007-11-04 23:50
by 77SiCaRiO77
[R-DEV]Jaymz wrote:Or we just give them an AoE like we do on the A10 and SU25 to simulate a higher RoF.
sorry , i dont know what AoE means , age of empires ?
to Ragni<RangersPL>:
AFAIK is impossible , you can only have 1800 rpm for each "weapon " you have in one "click" , no matter how many cannons you have .
Posted: 2007-11-04 23:53
by Eddie Baker
77SiCaRiO77 wrote:sorry , i dont know what AoE means , age of empires ?
Area of Effect
Posted: 2007-11-04 23:58
by 77SiCaRiO77
but then how are you going to simluted the amount of ammo , lower rof=more time firing + AoE + realistic amount of ammo = AAV make a lot more damage than it shoul do .
Posted: 2007-11-05 00:10
by Hotrod525
77SiCaRiO77 wrote:i know that the limit of rpm in bf2 is 1800 , and AAV cannons are waaay more faster than that .
so , my sugestion is ( since in 0.7 AAV will requere 2 crewmans , driver and gunner ) to give the missils to the driver , and the guns to the gunner , BUT give him two "weapons ", first weapon will fire the right cannons and second fire will fire left cannons , then we can have 3600 rpm
the type95 (chinesse AAV) hade four cannons , each one had a rate of fire of 800 rpm , that make 1600 rpm for each weapon . problem is with the tunguska , with had like 1200 rpm for each cannon , that make 2400 rpm for each weapon , witch is impossible due the bf2 engine

. maybe wive him the max rate of fire allowed (1800 x2) but make the bullets like flak cannons , exploting when they are near aircraft and casusing damage even when they dont hit (this can make sence , since tunguska had 30 mm cannons)
comments ?
OK WAIT PLEASE. ill show you some REAL fact about AAV ok

and make some math for you

1st of all, 4 cannons shooting at 800 round per minute =3200 rounds fired by a single gunner ok

You stay whit me men ?
Tungunska :
Two twin-barrel 30mm anti-aircraft guns are mounted on the vehicle. These guns have a maximum firing rate of 5,000 rounds per minute and a range of 3,000m against air targets, but it take 16min to reload.
http://www.army-technology.com/projects ... index.html
http://www.fas.org/man/dod-101/sys/land/row/2s6m.htm
Type95 :
"The 25mm cannon, which is already in service with the PLA in other applications, has a cyclic rate of fire of 600 to 800 rounds per minute per barrel. About 1,000 rounds of 25mm ammunition are carried, and the empty cartridge cases are ejected outside of the turret. The system can be reloaded via an automatic loading mechanism. The 25mm cannon also have a secondary role against ground targets and would be able to destroy most light armoured fighting vehicles" So thats made 1000rounds carried/3200shooted per minute = 20 seconds of firing, then you need to reload you're vehicule.
LineBacker :
Primary Armament : 25mm M242 Chain Gun, 900 rounds carried.
M242 CANNON : Maximum ROF: 200 rounds per minute
http://en.wikipedia.org/wiki/M6_Linebac ... Linebacker
http://en.wikipedia.org/wiki/M242_Bushmaster
So, if you want my opinion, just wait 0.7 for new AAV tweaking, but i still think that would be stupid to scrap out all you're ammo shooting at only 1 plane... then you will need to find ammo crate or a suply car... it will not be usefull...
Too much is like not enought.
Posted: 2007-11-05 13:53
by 77SiCaRiO77
Hotrod525 wrote:OK WAIT PLEASE. ill show you some REAL fact about AAV ok

and make some math for you

1st of all, 4 cannons shooting at 800 round per minute =3200 rounds fired by a single gunner ok

You stay whit me men ?
the type95 (chinesse AAV) hade four cannons , each one had a rate of fire of 800 rpm , that make 1600 rpm for each weapon
alrady said that .
as i said before , 3600 is max rof your are gonna have in bf2 , since is not possible to made the tunguska realistic , adding a flak time of bullets will solve the proble (bullets will detonate when they are NEAR the plane/chopper and making damage even when they not hit)
Hotrod525 wrote:
Type95 :
"The 25mm cannon, which is already in service with the PLA in other applications, has a cyclic rate of fire of 600 to 800 rounds per minute per barrel. About 1,000 rounds of 25mm ammunition are carried, and the empty cartridge cases are ejected outside of the turret. The system can be reloaded via an automatic loading mechanism. The 25mm cannon also have a secondary role against ground targets and would be able to destroy most light armoured fighting vehicles" So thats made 1000rounds carried/3200shooted per minute = 20 seconds of firing, then you need to reload you're vehicule.
as you may notice ,this is a game , IRL the type95 travel in groups of 4 and have a lot of resuplies vehicles vehind them . ingame this is impossble to make due the lack of players and the spawn thing . so adding an extra 1000 rounds will make them more "realistic" .
Hotrod525 wrote:
So, if you want my opinion, just wait 0.7 for new AAV tweaking,
i dont have another option

, but this is a suggestion forums so..
Hotrod525 wrote:
but i still think that would be stupid to scrap out all you're ammo shooting at only 1 plane...
ermm, misils for planes , guns for choppers/low flying planes , thats how they work IRL .
Posted: 2007-11-06 05:58
by Falkun
You can also...sort of...increase the ROF by changing the amount of bullets that come out at the same time. With the maximum ROF of 1800 combined with the weapon shooting out 2 bullets every time you fire, we have an effective ROF of 3600. It's essentially what you were saying in the original post, except that it's a little simpler.
Posted: 2007-11-06 07:05
by 77SiCaRiO77
something like a AA shotgun? is that possible ?

Posted: 2007-11-06 07:42
by nedlands1
77SiCaRiO77 wrote:something like a AA shotgun? is that possible ?
Yes, yes. I'm not sure how the ammo counter would fair. You'd click briefly once and get several rounds coming out at the same time but the ammo counter would reduce by one.
Posted: 2007-11-06 08:42
by Swe_Olsson
Surface to Air Nukeclear missiles, I think the rate of fire is alright atm the cannons just needs to do alot more damage to airvehicles
Posted: 2007-11-06 15:29
by 77SiCaRiO77
Swe_Olsson wrote:Surface to Air Nukeclear missiles, I think the rate of fire is alright atm the cannons just needs to do alot more damage to airvehicles
they have a higher ROF IRL for a reason , the chanse of hitting a air vehicle ingame are few (lag,hitbox problems , no computer calculation,etc) thats why the more rof the more realistic .
example :with the current phalax , one shell is enough to kill a plane , but in game is hardly impossible to hit one , so no matter how much damage can make single shells , if you dont have a high rof you will not hit him .
Posted: 2007-11-06 15:32
by Swe_Olsson
dont think those cannons are used against aircrafts thought, more for Helicopters right ?
Posted: 2007-11-06 15:39
by 77SiCaRiO77
well, phalax are desingned to kill planes , but yea you are right if you are talking about the AAV cannons , they are used to kill choppers and low flying planes (a10s and su25s) .
still, a higher rof is realistic

Posted: 2007-11-06 15:46
by Ninja2dan
Swe_Olsson wrote:dont think those cannons are used against aircrafts thought, more for Helicopters right ?
The Phalanx was actually originally designed to defeat incoming anti-ship missiles, but can also engage slower-flying air targets. Many older aircraft (non-supersonic) can be accurately enganged with the Phalanx system, but normally your ships would have a buffer zone of air superiority aircraft operating which would prevent other planes and helos from getting into Phalanx range. Anti-ship missiles however can't be engaged by other aircraft accurately, hence the reason the Phalanx was designed.
In BF2 there are no AShM's, and the Phalanx aboard the carriers were designed to safeguard the carrier while friendlies launched their planes or waited for new planes to spawn. The mobile AA are still jacked up though, being too light on their ROF and radar effectiveness. Also the ingame AA missiles are largely ineffective against PR aircraft, as their tracking range and turning radius is lower than the aircraft. I rarely see a plane go down from AAM's, even when the missile had a solid tone and decent engagement range. The DEVs have agreed though that AA is underpowered and will be fixed in an upcoming patch. Increasing the ROF and lowering the shell damage is one method of balancing it out, but adjusting the tracking system and missile operation is another required fix.
If you want to see the ground-based Phalanx, designed for defeating missiles and artillery, check out this video. Notice the ROF on the real unit.
Phalanx Test, Ground-based deployment