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Posted: 2008-05-11 16:35
by hall0
Ok i searched a while and dont find anything so that´s why suggest this
Idea:
How would it be to have two firemodes for all AA vehicles? One with missiles and guns and one without missiles. The idea behind this is to have a firemode without a lock on sound for the enemys.
Why:
As we know 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 them but thats why we have the missiles, so the first part of the paragraph is useless

But these guns are meant to be effective against choppers and they are against transport and low flying attack choppers. As we all know after Moras videos the chopper should fly
very high to be effective in this versions and thats the problem. Because if the fly high you have a very long distance between you and the enemy. Lets just say the chopper fly 600m above the ground thats normal not the distance between you and the helicopter. You mostly have something like more than 800m cause of the angle. So you aim to the chopper and shot with the guns or not (doesnt matter for this situation) wait for the lock, which isnt the problem, but know the pilot heares the lock sound and use his flares and piss off and because of the long travell time of the missiles they will miss most of the time. Thats the point were i had the idea. Why dont give the aa no firemode without the missiles so that the enemy dont hear the lock sounds and give you time to shot your guns which are very effective against choppers if you hit them.
How:
Think this could be done very easy. Think most of you know how to fly the jets in BF2 vanilla and if you are good pilot which know how to fighting with the jet you use the MG with the Groundattack Hud just because the enemy dont hear the lock on sound of your missiles and so he dont start to fly like a rabbit on speed.
So give the AA the gun as main weapon like the mg of the jets and two alternative weaponslots, one with the missiles and one without anything in it.
Btw.
Even with gun only the small square which shows you that there is something you can shot at must stay.
So i hope you like the idea and lets hope this hasnt been suggested multiple times before

??:
Re: AAV two firemodes
Posted: 2008-05-11 16:43
by Rhino
wow two good suggestions in one week? something is wrong here
nice idea, should be pretty easy to do to, just add a dummy weapon onto the AAVs

Re: AAV two firemodes
Posted: 2008-05-11 16:46
by Maxfragg
i guess he has it form POE they did it, and it works great

Re: AAV two firemodes
Posted: 2008-05-11 16:58
by hall0
Maxfragg wrote:i guess he has it form POE they did it, and it works great
No i dont at least i dont know that POE have this

I just had some annoying choppers last night

Re: AAV two firemodes
Posted: 2008-05-11 17:06
by Alex6714
hall0 wrote: As we all know after Moras videos the chopper should fly very high
Were you on the enemy side?

Re: AAV two firemodes
Posted: 2008-05-11 17:14
by hall0
Yes but not on his videos

Posted: 2008-05-11 17:20
by Mora
Uhm what??? "wait for the lock, which isnt the problem, but know the pilot heres the lock sound and use his flares and piss off and because of the long travell time of the missiles they will miss most of the time."
Maybe you don't know but there is something like 0.5 or 1 second before the aa missile reaches the attack chopper.. and it donates when it comes close to it leaving the chopper for ether burning or for instant death.
In my chopper videos the chopper may seem to be super pwnzors but thats only because i edit everything bad out of it.
The AAVs are VERY effective against attack choppers no matter what range.
In my opinion the aavs are even too powerful against it.
when you get locked you have about 20% chance of survive.
So there is no need to make it even more powerful.
Re: AAV two firemodes
Posted: 2008-05-11 18:13
by Waaah_Wah
Mora wrote:Uhm what??? "wait for the lock, which isnt the problem, but know the pilot heres the lock sound and use his flares and piss off and because of the long travell time of the missiles they will miss most of the time."
Maybe you don't know but there is something like 0.5 or 1 second before the aa missile reaches the attack chopper.. and it donates when it comes close to it leaving the chopper for ether burning or for instant death.
In my chopper videos the chopper may seem to be super pwnzors but thats only because i edit everything bad out of it.
The AAVs are VERY effective against attack choppers no matter what range.
In my opinion the aavs are even too powerful against it.
when you get locked you have about 20% chance of survive.
So there is no need to make it even more powerful.
I think i suggesten this a while ago

Brilliant idea

Re: AAV two firemodes
Posted: 2008-05-11 18:35
by Mora
Witch idea?
Re: AAV two firemodes
Posted: 2008-05-11 18:57
by hall0
Mora wrote:Uhm what??? "wait for the lock, which isnt the problem, but know the pilot heres the lock sound and use his flares and piss off and because of the long travell time of the missiles they will miss most of the time."
Maybe you don't know but there is something like 0.5 or 1 second before the aa missile reaches the attack chopper.. and it donates when it comes close to it leaving the chopper for ether burning or for instant death.
In my chopper videos the chopper may seem to be super pwnzors but thats only because i edit everything bad out of it.
The AAVs are VERY effective against attack choppers no matter what range.
In my opinion the aavs are even too powerful against it.
when you get locked you have about 20% chance of survive.
So there is no need to make it even more powerful.
Everyone have different oppinions that´s what the world makes interesting.

I can just say how it was last night or several times before. I shot immediately after lock on and the missiles didnt hit.

Re: AAV two firemodes
Posted: 2008-05-11 19:18
by Mora
And because the missile didn't hit you posted a threat? lol
But seriously the AAvs are already deathly enough against choppers. The flairs are there not for nothing, and i think i know who you are, you where that guy in the aav. I got your aa missiles on tape while we where in a fight with the cobra. strangely enough all your aa missiles mist us. It might be because we where dropping flairs when we got locked by both the aav and the cobra. We where very lucky

Re: AAV two firemodes
Posted: 2008-05-11 19:34
by (HUN)Rud3bwoy
I dont really think that it is a good idea. But if we get tweaks for the attack helos as well (like expand the gunner's cam angle, or stabilisers), then it is okay.
When you have 2 approximately equally competent teams then it is quite common that you will loose 4-6 or even more attack helos in a round, and the average lifespan of a helo in the air rather short (these rounds last very long usually), making the AAV this powerful will just increase the number of crashes and decrease the lifespan, and i wont be good. There are not many squads of 2 that can handle the helos good enough as it is (I know practice makes perfect, but the things these rookie pilots do sometimes is just furiating).
Long story short: if the attack helos get tweaks, then it is OK.
Few questions while we're at it:
-If I fire an AA rocket before lock-on and it gets the lock mid-flight will it track the target or will it just act like non locked?
-If I fire the AA on a locked target, but the target drops flares, will it track the originally locked target until the next lock on a flare or will it just confuse?(Or in other words: are flares useful only when the AA is locked on them, or will they break the original lock as soon as they are dropped?
Re: AAV two firemodes
Posted: 2008-05-11 19:56
by hall0
Mora wrote:And because the missile didn't hit you posted a threat? lol
But seriously the AAvs are already deathly enough against choppers. The flairs are there not for nothing, and i think i know who you are, you where that guy in the aav. I got your aa missiles on tape while we where in a fight with the cobra. strangely enough all your aa missiles mist us. It might be because we where dropping flairs when we got locked by both the aav and the cobra. We where very lucky
I posted i because i think its a good idea. If you dont OK
Dont think you know who i am cause yesterday i was mec so i fought against a cobra.

I get killed 5 times in a round with my tank by a cobra so i decidet, with my driver who picked up the AAkit, to use the AAV and hunt the cobra but not one of our missiles hit. Dont know if god hates us
-If I fire an AA rocket before lock-on and it gets the lock mid-flight will it track the target or will it just act like non locked?
Will act like non locked
-If I fire the AA on a locked target, but the target drops flares, will it track the originally locked target until the next lock on a flare or will it just confuse?(Or in other words: are flares useful only when the AA is locked on them, or will they break the original lock as soon as they are dropped?
They will confused and hit the flair instead of the enemy.
Re: AAV two firemodes
Posted: 2008-05-11 20:07
by Mora
(HUN)Rud3bwoy wrote:Few questions while we're at it:
-If I fire an AA rocket before lock-on and it gets the lock mid-flight will it track the target or will it just act like non locked?
It will not track when you fired it before you acquired a lock. It will just go up as if you randomly shoot.
-If I fire the AA on a locked target, but the target drops flares, will it track the originally locked target until the next lock on a flare or will it just confuse?(Or in other words: are flares useful only when the AA is locked on them, or will they break the original lock as soon as they are dropped?
If you fired a missile while tracking the real target it will proceed to that target unless there are flairs dropped, then the missile will lock on a new target and donate near it (you cannot see on witch it has locked). Its like in vbf2, when a AA missile misted its target it will proceed to a next one near it, it doesn't matter if its friendly or not.
But when you are too late with the flairs it will still kill you because it donates neat it and because of the splash damage. And even when the flairs are dropped its still very dangerous because the splash damage is pretty big.
Re: AAV two firemodes
Posted: 2008-05-11 20:55
by HughJass
wow good suggestion. This can balance some things with the AA.
i didnt read the whole thing but make sure to put in some warm up time when switching, nothing major like 7 seconds or something.
Re: AAV two firemodes
Posted: 2008-05-12 14:42
by Gunwing
HughJass wrote:wow good suggestion. This can balance some things with the AA.
i didnt read the whole thing but make sure to put in some warm up time when switching, nothing major like 7 seconds or something.
Well in all fairness and realism all Mobile AA guns never shoot the main gun 25MM cannons, at the same time as a AA rocket is fired. Why? They can't! You have to switch between weapons in real life. So if you make it so you have to do this in PR it's like flip the switch and wait for the missiles to arm. You should however have no problem switching back to AA rounds instantly though just to make it so you can deal with the infantry that harrass Mobile AA tanks 24/7
Re: AAV two firemodes
Posted: 2008-05-12 15:39
by IAJTHOMAS
I remeber this from POE as well. It would be good if it were combined with the adding of radar-seeking missile to some form of air asset. Means AA wouldn't be able to search the sky indefinely without getting toasted, but at the same time they could switch off the radar to prevent getting hit.
Re: AAV two firemodes
Posted: 2008-05-12 15:57
by M.Warren
I must agree that this is a good idea.
Truth be told and I've even said this before to a few people myself that "Even a tank needs to be discreet sometimes.".
One of the largest issues when trying to play the AA role is that whenever you look around you can aquire a target with a tone and shortly thereafter you get the lock on your target. And thusly without question almost always freak out and run off dumping flares off all over the place.
As an avid player of the support roles, I'd even appreciate to see a Radar On/Off feature put in the game for all AAV's. As I've said, even a tank needs to be discreet as sometimes you can be lucky enough to catch an enemy off guard and deep within your kill zone with little chance of escape or survival. This applies more to AAV's than possibly any other vehicle out there.
My suggestions:
Firemode 1. Anti-Aircraft Missle Radar - Off / Anti-Aircraft Cannon(s) - On
Firemode 2. Anti-Aircraft Missle Radar - On / Anti-Aircraft Cannon(s) - Off
I feel that it would be in good measure to devise a very short delay method for the radar system. So that when the radar is off and attempting to turn it back on there should be a 2 second delay before the radar system returns to normal operational status and can once again begin the "target aquisition phase". The true wait period should be the time posed when the AAV has to remain on stand-by as it enters the 3 second "target aquisition phase" itself before reaching the "lock-on" mode. Meaning it could take up to a total of 5 seconds alone to get the radar up and running again after it was previously off and to earn a full "lock-on" mode after aquiring it's target.
Essentially players could have Firemode 2 on, scanning for aerial targets. Soon as they hear the distinctive "target aquisition tone" knowing where the aircraft is, they then switch to Firemode 1, thusly turning off the radar allowing the enemy aerial vehicle to possibly get closer. From that point on they can either attempt a missle kill by reactiving thier radar in Firemode 2, or try to destroy thier target in Firemode 1 with the main cannons.
However, this could pose a problem to the Anti-Aircraft Vehicle itself if it has it's main cannon operational. Thusly meaning the radar system is offline... So if the AAV is distracted engaging enemy infantry or armor and not paying attention to enemy air (Helicopters or Jets), it too then can be nutralized.
This will also help facilitate player skill and abilities, rather than the current method of luck and chance.
Also this is not an irregular battlefield tactic. For those that are familiar with the Kosovo war, apparently an F-117 Stealth Fighter was shot down. The SAM (Surface to Air Missle) systems used were infact turned on and off frequently and randomly at times so that the source of the radar activity would be more difficult to detect. Reason being is that there are missles developed called HARM's (High speed Anti-Radiation Missle.). These types of missles are utilized to track down and nutralize enemy AA emplacements by utilizing thier own detection methods against them.
Re: AAV two firemodes
Posted: 2008-05-12 16:07
by Sabre_tooth_tigger
For the same reasons, if the Apache class attack helicopters could switch between AA and hydras that would also be usefull as the AA lock can give your position away even when you have nothing to launch
Re: AAV two firemodes
Posted: 2008-05-12 16:10
by IAJTHOMAS
Only thing I was thinking of is the diffrent types of AA missiles used in the different vehicles. I think the Linebacker fires stingers which are IR guided, and the tunguska some kind of radar guided missile. No idea what the chinese one uses. So does the bradley have some kind of FLIR as opposed to radar, so would that create radiation for a missile to seek?
Secondly, if it does, once a stinger is launched and a target acquired the FLIR could be turned off (presuming it does create radiation) whereas the Tunguska would have to keep tracking the target for the missile to hit?
For simplcity's sake we could have all the AA operating the same sort of system, which may be better then the current set up, but may not be entirely realistic..
*Awaits arival of knowledgable person or persons*