Proximity for AA cannon rounds?

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Waaah_Wah
Posts: 3167
Joined: 2007-07-26 13:55

Proximity for AA cannon rounds?

Post by Waaah_Wah »

Is it possible to have the cannon rounds on the AAs blow up when close to the target instead of blowing up on impact? You guys have done something similar to missiles, but i have no idea if its possible to do this with cannon rounds.

This would make the guns on mobile AAs more effective against jets and especially chopters. Because right now, its pretty much impossible to kill even a slow flying jet with the cannons.
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Dude388
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re: Proximity for AA cannon rounds?

Post by Dude388 »

Kinda like the AA guns from Battlefield 1942?
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CAS_117
Posts: 1600
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re: Proximity for AA cannon rounds?

Post by CAS_117 »

Yes we can do this. Some cannons on jets currently use this system to compensate for poor hitboxes, and lack of lead computing gunsights. The results are limited however. Essentially the rounds will do 50% of the damage they would normally do, as the blast is approximately twice the distance from the plane. Since you can't get a "direct hit", the impact damage is also not taken into account. The best solution would be to remove impact damage and have rounds only do blast damage. This would result in an exaggerated area of effect against stationary targets however. But yes, the rounds can be set on a proximity fuze.
Waaah_Wah
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re: Proximity for AA cannon rounds?

Post by Waaah_Wah »

Hm... Is it possible to have a "partymix"? Every other round is fused, the rest explode on impact. Like if one of the cannons on the Tunguska fires fused rounds and the other one fires normal ones.

Would be a nice compromise :)

Btw, any reason why this isnt done? Apart from the big AoE on ground targets?
Last edited by Waaah_Wah on 2008-10-27 18:46, edited 2 times in total.
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EOD_Security-2252
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re: Proximity for AA cannon rounds?

Post by EOD_Security-2252 »

This sounds nice, then the AA guns will fire flak instead of some sort of HE round.

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Waaah_Wah
Posts: 3167
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re: Proximity for AA cannon rounds?

Post by Waaah_Wah »

[R-DEV]CAS_117 wrote:Yes we can do this. Some cannons on jets currently use this system to compensate for poor hitboxes, and lack of lead computing gunsights. The results are limited however. Essentially the rounds will do 50% of the damage they would normally do, as the blast is approximately twice the distance from the plane. Since you can't get a "direct hit", the impact damage is also not taken into account. The best solution would be to remove impact damage and have rounds only do blast damage. This would result in an exaggerated area of effect against stationary targets however. But yes, the rounds can be set on a proximity fuze.
Since you guys have managed to make 2 firemodes for the LMGs, shouldnt it also be possible to make 2 firemodes for the AA's cannons? One normal where the rounds explode on impact, and then the other where rounds will blow up within close proximity of the target?

Or simply have 2 ammunition types for the cannons.
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Mora
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re: Proximity for AA cannon rounds?

Post by Mora »

But will it be realistic? those bullets are not smart bombs you know :P

And do they actually fire against fast and probaly high moving aircraft?
Waaah_Wah
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re: Proximity for AA cannon rounds?

Post by Waaah_Wah »

This is Wikipedia, but meh:
Wikipedia wrote:The cannons are fired alternatively with a combined rate of fire of between 3,900 and 5,000 rounds per minute (1,950 to 2,500 rpm for each gun), and have a muzzle velocity of 960 m/s[12]. Bursts of between 83 and 250 rounds are fired as determined by the target type, with an engagement range between 0.2 and 4.0 km and to an altitude of 4 km. HE-T and HE-I shells are used and fitted with a A-670 time and impact fuze which includes an arming delay and self destruct mechanism
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Alex6714
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re: Proximity for AA cannon rounds?

Post by Alex6714 »

Waaah_Wah wrote:Since you guys have managed to make 2 firemodes for the LMGs, shouldnt it also be possible to make 2 firemodes for the AA's cannons? One normal where the rounds explode on impact, and then the other where rounds will blow up within close proximity of the target?

Or simply have 2 ammunition types for the cannons.
How would that be useful? Then what is the point in using the explode on impact version if we can use the much better rape all version?

Basically, the reason for not having them only proximity detonate I think is because other wise it is the perfect anti infantry weapon etc...
"Today's forecast calls for 30mm HE rain with a slight chance of hellfires"


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Jaymz
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re: Proximity for AA cannon rounds?

Post by Jaymz »

Since the M6 Linebacker is being replaced by the HMMWV Avenger come 0.85, "AA cannons" will only be present for the MEC & PLA factions. CAS, You should apply realistic RoF's to the Tunkguska/Type95 cannons again. I'll tweak the materials of the projectiles to prevent them raping tanks and APC's. This will significantly help with regards to them not being able to hit jets.

I think that regardless of what's done to the cannons on the Tunkguska/Type95, AA missiles themselves need a larger explosion radius so there's a better chance of damaging a jet when you hit a flare.
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Caboosehatesbabies
Posts: 335
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re: Proximity for AA cannon rounds?

Post by Caboosehatesbabies »

[R-DEV]Jaymz wrote:Since the M6 Linebacker is being replaced by the HMMWV Avenger come 0.85, "AA cannons" will only be present for the MEC & PLA factions. CAS, You should apply realistic RoF's to the Tunkguska/Type95 cannons again. I'll tweak the materials of the projectiles to prevent them raping tanks and APC's. This will significantly help with regards to them not being able to hit jets.

I think that regardless of what's done to the cannons on the Tunkguska/Type95, AA missiles themselves need a larger explosion radius so there's a better chance of damaging a jet when you hit a flare.
OUCH! I can feel the infantry rape now! LOL Don't mind though, call in a plane, heli, APC, or tank while it's distracted by the soft targets to take it out.
Everyone wants to easily kill their opponent but nobody wants to be the one easily killed. That line of thinking escalates weaponry to the point where practically every soldier has a shoulder-mounted nuke launcher that when fired, automatically displays the text "pwnt".- [R-CON]Wolfe

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Outlawz7
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re: Proximity for AA cannon rounds?

Post by Outlawz7 »

[R-DEV]Jaymz wrote: I'll tweak the materials of the projectiles to prevent them raping tanks and APC's.
Does this mean Type 95&Tunguska will need to fire loads of 30mm rounds to destroy an APC or will they get nerf guns? :roll:
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Waaah_Wah
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re: Proximity for AA cannon rounds?

Post by Waaah_Wah »

[R-DEV]Jaymz wrote:Since the M6 Linebacker is being replaced by the HMMWV Avenger come 0.85, "AA cannons" will only be present for the MEC & PLA factions. CAS, You should apply realistic RoF's to the Tunkguska/Type95 cannons again. I'll tweak the materials of the projectiles to prevent them raping tanks and APC's. This will significantly help with regards to them not being able to hit jets.

I think that regardless of what's done to the cannons on the Tunkguska/Type95, AA missiles themselves need a larger explosion radius so there's a better chance of damaging a jet when you hit a flare.
The problem with hitting jets is hitboxes being fubar. Proximity triggered rounds will somewhat fix this.

Dont the AA missiles already have an insane blast radius?

Btw, it should rape APCs. Loads and loads of 30mm shells flying at pretty high velosity should give APCs some major trouble.



[R-CON]Alex6714 wrote:How would that be useful? Then what is the point in using the explode on impact version if we can use the much better rape all version?
This:
CAS wrote:The results are limited however. Essentially the rounds will do 50% of the damage they would normally do, as the blast is approximately twice the distance from the plane. Since you can't get a "direct hit", the impact damage is also not taken into account.
Basically, the reason for not having them only proximity detonate I think is because other wise it is the perfect anti infantry weapon etc...
Like it is IRL.....?

There is a reason that is can aim to -10 degrees with its cannons IRL :)
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Alex6714
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re: Proximity for AA cannon rounds?

Post by Alex6714 »

Waaah_Wah wrote:Like it is IRL......?

There is a reason that is can aim to -10 degrees with its cannons IRL :)
Believe me, I am all for having it realistic. :)
"Today's forecast calls for 30mm HE rain with a slight chance of hellfires"


"oh, they're fire and forget all right...they're fired then they forget where the target is"
Jaymz
Retired PR Developer
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re: Proximity for AA cannon rounds?

Post by Jaymz »

Waaah_Wah wrote:The problem with hitting jets is hitboxes being fubar. Proximity triggered rounds will somewhat fix this.
Trust me, I don't think you'll have to much trouble hitting them when you're shooting 80 rounds a second. Dodgy hit boxes or not.

Also, by the material tweaking I just meant to the point where it's not insta-kill. That's what it would be with no material tweaks. You'd probably take out tanks in a second or two.

WRT AA missile explosion radius', yeah they are. There's also other ways we can improve their effectiveness without resorting to increasing the blast radius. So don't worry, it probably won't come to that.
"Clear the battlefield and let me see, All the profit from our victory." - Greg Lake
Cptkanito
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re: Proximity for AA cannon rounds?

Post by Cptkanito »

People rely too much on missiles when using the AAV, and changing the cannon rounds to have a fuse is not going to make them use the guns anymore than people are now, in my experience only the missiles are used against aircraft and the gun is used on things such as infantry and APC's...
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Alex6714
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re: Proximity for AA cannon rounds?

Post by Alex6714 »

Cptkanito wrote:People rely too much on missiles when using the AAV, and changing the cannon rounds to have a fuse is not going to make them use the guns anymore than people are now, in my experience only the missiles are used against aircraft and the gun is used on things such as infantry and APC's...

You can´t mod the players...
"Today's forecast calls for 30mm HE rain with a slight chance of hellfires"


"oh, they're fire and forget all right...they're fired then they forget where the target is"
Waaah_Wah
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re: Proximity for AA cannon rounds?

Post by Waaah_Wah »

'[R-DEV wrote:Jaymz;836447']Trust me, I don't think you'll have to much trouble hitting them when you're shooting 80 rounds a second. Dodgy hit boxes or not.

Also, by the material tweaking I just meant to the point where it's not insta-kill. That's what it would be with no material tweaks. You'd probably take out tanks in a second or two.

WRT AA missile explosion radius', yeah they are. There's also other ways we can improve their effectiveness without resorting to increasing the blast radius. So don't worry, it probably won't come to that.
Seems like you guys have some good stuff going on :)

Heh, 80 rounds a second.. Hoho, thats gonna be fun. One last question, wont this be a bit laggy? From what i understand shrapnel in grenades wasnt possible because 100s of small projectiles would apparently cause lots of lag. Wont this kinda be the same?
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Psyko
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re: Proximity for AA cannon rounds?

Post by Psyko »

but i'v killed loads of jets with tanguskas. Every AAA has it's strengths and weaknesses. you just have to use them enough to discover them i guess -_-
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