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| PR:BF2 General Discussion General discussion of the Project Reality BF2 modification. |
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#41 |
![]() Join Date: Aug 2008
Location: London, Ontario
Posts: 1,449
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If you were to do something as crazy as remove the lock on AA systems you would have to also remove the whole laser target system as well. With the way the game is now, if you use teamwork, and coordination, any AA threat on it's own is defenseless. Get a spotter to get eyes on the AA, come in from way up high where they can't usually see or lock you, lock on to your lased target, or just drop your bomb on an attack marker. Less skill involved(after learning to fly) in flying that mission than running any AA system in the game. And less danger.
But, i wouldn't mind seeing a change from AA vehicles and emplacements, to more portable AA launchers and cannons/50cals. It would not only remove the crazyness of flying around in the same 16km2 with a vehicle that pops out so many AA missiles in a split second.(not to mention thousands of rounds) But, it would also encourage vehicles to stick around infantry. Right now, there is a tendency on big maps like kashan, for armor groups to travel with an AA vehicle, and drive off into the sunset. Which leaves the infantry, transport and logistics chain to be ambushed at will, while the tanks have an epic tank battle in the corner of the map somewhere. I know AA vehicles are realistic, but how many do we really need on a map like kashan? They should be valued assets, not the left overs that can still be one manned without a squad. I love doing AA and dedicating my time to shooting down aircraft, but these things are counter productive to the game play PR tries to encourage. At the very least they need to be made like the tanks, and require a driver present to operate the gunners seat. And their numbers on maps like Kashan should be cut in half, if not more. Also, It would be nice if the firebase emplacements could be changed to cannons. Or better yet, a .50 cal on a tripod, with full 360 movement. That could easily engage ground targets and air targets simultaneously. On maps with fast moving jets, you would still have an AA vehicle to counter them. I feel the AA kits are the most overlooked kit of PR. They need to be respected in the same manner as the heavy anti-tank kit. But, they're not, because we don't have a bunch of tow humvees and tow emplacements on every map and at every firebase. So the HAT kits are needed, where as the AA kits are just a luxury. The only time i'll ever have problems requesting an AA kit is on Op Archer. Those taliban love their SA7s Lock on weapons FTW |
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#42 | |||||||
![]() Join Date: Dec 2006
Location: Kernow, but now mostly London.
Posts: 990
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Also, your team should be letting you know about where AA is located so you can avoid it and wait for them to neutralise it. Its like complaing that you stumble in to a tank no one has told you about in a AAV and it kills you with one shot without any warning. If you travel in an area thats not been scouted you run the risk of threats being there, that goes for whether you're in a plane, tank or on foot. Quote:
For that matter, the times I've seen the AA guns in use at the main bases they've been singularly ineffective, probably for the reasons CAS explained. Quote:
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The tunguska is far better against helis as they often fly low and slow enough to hit, but vs jets it take a Stormer anyday. Quote:
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I'd love to see something like this in PR, but I feel the scale of the maps would be far too small for this, let alone the coding issues that would probably arise. Tactics involving when and where to turn on air search radars, missiles that remember the last position of radar emission or even deploy parachutes and wait for the radar to be turned back on would add a whole new dimension to A2G and A2A combat. | |||||||
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Last edited by IAJTHOMAS; 08-10-2009 at 09:28 PM..
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#43 |
![]() Join Date: May 2008
Posts: 450
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To be honest, I have a hard enough time trying to hit my target with AA. Timing, and flares make it all too difficult.
I wonder why it's the opposite when I'M on the receiving end. |
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#44 | |
![]() Join Date: May 2009
Posts: 10
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#45 | ||||||||||||
![]() Join Date: Feb 2009
Location: Victoria
Posts: 998
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I know it seems radical after using them for the last 4 or so years. Personally having played DICE games and BF mods since Codename Eagle (99) I'm from the perspective that lock-on weapons were a step backwards as far as game play.
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I'm not after advice on using flares but thanks anyway. I doubt the average pilot knows where enemy AA is all the time and can do their role without risking being within range. By your logic we may as well not fly on most maps due to AA cover. Ideally teammates on the ground would handle it, but you know how it is. Regardless, if the AA was unguided but remained effective you'd still get shot down going close to it. Main difference is you won't hear a warning tone. Quote:
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I like your ideas of using more HMGs and Cannons at least on the helicopter maps but I don't get your reasoning behind your support for lock on weapons in general. Quote:
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Well I'm glad you thought of dogfights as they're also under the topic of lock-on weapons. | ||||||||||||
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#46 |
![]() Join Date: Feb 2009
Location: Victoria
Posts: 998
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Delete this post please.
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#47 |
![]() Join Date: Nov 2007
Location: Vancouver
Posts: 1,032
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i agree its easy to nail a chopper if you know how, but in defence of the AA kit, it takes freakin forever to pull the damn thing out. and lets not forget the flares can be deployed like every 5 seconds in PR so waiting for it to use it's flares then shoot isn't the best option.
also talking of aircraft capabilities, i do believe they are planning to import alot of the aspects of CA into the next release, which includes all the stuff which you've mentioned which flaws the realism argument. ie radar etc. |
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#48 |
![]() Join Date: Jul 2006
Location: Edmonton
Posts: 17
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Honestly, the game needs better Pilots, not harder to use AA.
Sitting in a Tunguska on Kashan Training, its easy to see the difference in aircraft survivability when one is being piloted by an amateur as opposed to by someone who has put in the hours of practice. Low flying A-10 with no idea where I am? Easy to rip apart even with the cannons, much less missiles. Experienced pilot who waits for a spotter to mark me out so he can strafe me quickly and efficiently, that's damn hard to counter. I don't think it's about AA being too easy to use, it's about people not using assets properly. I actually like the fact AA is easy to use, as it penalizes a team for NOT using their aircraft effectively. |
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#49 |
![]() Join Date: Jul 2009
Location: New York City
Posts: 513
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What would be good is giving the aircraft and attack choppers a Shrike anti-radar missile.
Basically, it could be that once an AA locks onto and fires at the enemy aircraft, his position is discovered due to the radar signature his heat-seeking missiles give off. So if the pilot is skillful and survives the attack, a laser target will then appear on his screen showing where the enemy AA is so he can engage it. The pilot should only have one missile, as to avoid cheap and easy kills against noob AA. This rewards both sides. If the AA gunner is good, he can kill the aircraft with his first shots. If the pilot is good, he can avoid the AA and then counter with his own precsison attack. |
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#50 | |
![]() Join Date: Aug 2008
Location: London, Ontario
Posts: 1,449
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You talk about lock on weapons being a step back. But, i see them as a step forward. These are realistic weapons systems used in the real world today. You can't just dismiss them in this type of game. It's a different thing when we have to sacrifice realism in order to accomidate the the game engines limitations. Like in the case of turret stabilization for example. But this was part of vbf2 already. IMO removing it would be a huge step back. Back to the WW2 generation of flak guns and large caliber machine guns shooting down aircraft. Sure, you could have an epic D-day night map where A10s come flying through loads and loads of flak guns firing up randomly. But it'd still be a huge step back. | |
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| jets, lockon, missiles |
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