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Old 04-22-2007, 07:41 AM   #31
bobfish
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Quote:
Originally Posted by [R-DEV]Rhino
It really depends on the map you are refering too, if you think you can do a better job than us plz go ahead and crate your own mod.
Basra is what I'm thinking about when it comes to Anti-Air, the rest aren't so bad. Easy enough to tell what works though, if people never use them, then it's pointless it being there, just another object being loaded into memory.
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Old 04-22-2007, 07:46 AM   #32
[R-DEV]Rhino
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Quote:
Originally Posted by bobfish
Basra is what I'm thinking about when it comes to Anti-Air, the rest aren't so bad. Easy enough to tell what works though, if people never use them, then it's pointless it being there, just another object being loaded into memory.
ye but like i said, basrah is going though a buch of changes, not sure how much the AA guns are being changed will talk to duck about that thou.


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Old 04-22-2007, 07:51 AM   #33
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I do agree that AA emplacements are in really stupid places and US air power on Basra seems overpowering...

But speaking as someone who always plays as an AA rifleman on the Insurgents side I can guarantee you that within a few minutes of both A10's taking off they will both be destroyed. I'm not bragging or overestimating myself, A10's die so easily to SA-7's the AA emplacements are essentially useless. Cobra's can be harder to take down, but as long is it flying away from you it is easy to hit. Black Hawks are almost as easy to take down as A10's.

Basically I don't really care too much about the AA guns, the SA-7 can win the map for the INS.


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Old 04-22-2007, 08:53 AM   #34
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Quote:
Originally Posted by Title
Why is Anti Air placement so absurd?
Quote:
Originally Posted by El_Vikingo
Gameplay Balancing Issues
Quote:
Originally Posted by Mr.Licht
What a dumb response. Keep things realistic and leave the balancing to the mappers.
Looks like you didn't think that post through.



Quote:
Originally Posted by (R-DEV)Rhino
f the game was not blanced, you would not be playing it cos it would not be fun.
Exactly.


Quote:
Originally Posted by jackal22
it always seems that the usmc have to have the upper hand in every map they are on otherwise it isnt balanced, thats bull.

eg. bashrah.

us get 2 a-10s and 2- cobras. if you have a decent team insurgents cant move out of the dam buldings because of the gunners cobra gun. the a-10s pretty much rape every spawn car that moves as well.
Yet, the insurgents still have it easy.


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Old 04-22-2007, 12:43 PM   #35
Guerra

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Vikingo, you're the kind of guy who drives hummers to get to the cobra first, you're also the kind that team switches just so you can get in the cobra. So whatever you say, its with the inherent bias of increasing your K ratio in the cobra.

This is Project Reality, not Project Vanilla Balance. If there are to be Anti Air guns on Al Basrah, they should be in realistic positions. You can destroy them long range with TV missiles if you like, thats the sort of thing the Americans did when they attacked Baghdad, long range missile strikes to take out enemy AA gun emplacements.

Also, Basrah, while being a brilliantly asymmetrical map, is actually in USMC favor. Problem is, the USMC are so distracted by all the air goodies that they don't attack on ground.

Just like how there are commander elections, there should be pilot elections at the beginning, so if you don't get it, you don't spawn near the Cobras, Blackhawks or A10s and can't get the pilot kit. Once you die, you lose the position. That'd be nice.

Anyways, back to AA guns, right now, Basrah has stupid placement of AA guns, A10s and Cobras should not be flying super slow and hovering over the streets, A10s should do fast strafing runs, at the current speed, they would stall and crash. AA guns would force the A10s to fly faster and more realistically. It would also provide a fun challenge. Choppers shouldn't be hovering over the city like it does, in reality, there are way more Anti Air launchers, such as the Stinger and SA-7, an entire city would have quite a bit more than two. Increased Anti Aircraft guns would force pilots to fly in a more realistic manner, so quick strafing runs, long range TV missile attacks.

(By the way, why do people say AAA? Isn't it just AA? What the hell does that 3rd A stand for?)

Anti Aircraft guns on rooftops and on the ground with unobstructed views of the sky would not only be rational and add to realism, but it would give the added bonus of balance. Since they'll be up on buildings, it'll be rather difficult to be hitting infantry, so whoever's concerns that was, should sleep easy.
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Old 04-22-2007, 12:54 PM   #36
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AAA = Anti-Aircraft Artillery
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Old 04-22-2007, 01:04 PM   #37
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Quote:
Originally Posted by Guerra
Vikingo, you're the kind of guy who drives hummers to get to the cobra first, you're also the kind that team switches just so you can get in the cobra. So whatever you say, its with the inherent bias of increasing your K ratio in the cobra.
.
You haven't seen me play, so that comment isn't valid.

The rest of your post brought me to think that voting could be the best way.

Take for example, the commander post.
Here comes the question.

Is it possible to create a position (a la commander) for pilots?


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Old 04-22-2007, 01:40 PM   #38
Lothrian
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Errr ... is it only me that thinks that the Basrah AAA is quite well placed?

Seriously ... 2 at Industry, 2 in Subs and 1 below Mosque. We could put some out west ... but what would be the bloody point? No one fights to the west. Once Village has gone, its all in the bloody centre (the AAA below Mosque) and east (the rest).

Not only are there 5 AA in and near the combat zones (Choppers, and jets always going near and in line of fire), but there are 2 PKMs which a full mag will take out a blackhawk, as well as 2 AAs which require 4 seconds to lock on and boom, normally either destroying the aircraft or chopper or making it retreat ...
Finally, not only that, but the RPG dude is an unlimited kit ... 2 hits will take out any of the air ... as well as an APC and no less than 4 T62 tanks ....

Jesus! Some people dont known when they have it lucky. I love playing INS ... you always ruin a Chopper/Jet Whores day
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Old 04-22-2007, 01:46 PM   #39
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Quote:
Originally Posted by Lothrian
Errr ... is it only me that thinks that the Basrah AAA is quite well placed?
yes

Quote:
Originally Posted by Lothrian
Not only are there 5 AA in and near the combat zones (Choppers, and jets always going near and in line of fire), but there are 2 PKMs which a full mag will take out a blackhawk, as well as 2 AAs which require 4 seconds to lock on and boom, normally either destroying the aircraft or chopper or making it retreat ...
in RL one hit of a sa7 in the cabine and the chooper is down , BUT in pr you hit the rotos and the chooper just go away and repair

Quote:
Originally Posted by Lothrian
Finally, not only that, but the RPG dude is an unlimited kit ... 2 hits will take out any of the air
if you have the luck of hit something at more than 40 m , also rpg would be limited in .6

Quote:
Originally Posted by Lothrian
... as well as an APC and no less than 4 T62 tanks ....
tanks that can be destroyed by moving in a street (seriusly , remove the colition of the gun , its really annoying)

PD: OMG 1000 POST !
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Old 04-22-2007, 02:03 PM   #40
Dr. Litch
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Quote:
Originally Posted by El_Vikingo
Looks like you didn't think that post through.
The point is, if you have AA on a map it needs to be placed in a REALISTIC position, since that's the whole damn point of the mod. Mappers can alter vehicles, # of AA's, moble AA, etc in order to 'balance' their placement, but NERFING them is exactly what BF2 did, something this mod is supposed to be moving away from.
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