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Old 08-20-2008, 07:29 PM   #51
[R-MOD]Bob_Marley
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Default Re: Remove the Vulcan and MEC AAA from Kashan.

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Originally Posted by ReaperMAC View Post
Yes, but the DEVs' intent was to have it solely used against aircraft.
Which is just plain silly, as those weapons were desinged to engauge ground targets as well and have been used to do so in numerous engaugements around the world.

The key to modernising any weapon is covering them in glue and tossing them in a barrel of M1913 rails until they look "Modern" enough.

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Old 08-20-2008, 07:37 PM   #52
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Default Re: Remove the Vulcan and MEC AAA from Kashan.

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Originally Posted by [R-MOD]Bob_Marley View Post
Which is just plain silly, as those weapons were desinged to engauge ground targets as well and have been used to do so in numerous engaugements around the world.
I meant having Deployable AA weapons. Which is why they switched to the AA ML cause it is used to engage aircraft.

And of course I/DEVs know they are used on ground targets. But we have the .50cal deployables for that role now. Don't think we'll see those AAA's deployable soon and I hope they keep it that way.


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Old 08-20-2008, 09:29 PM   #53
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Default Re: Remove the Vulcan and MEC AAA from Kashan.

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Originally Posted by echo View Post
That's the problem. If their is no vulcan cannon, next it's the C4, heavy AT, etc... and so on.
Maybe in some cases, but a lot of the time, it is a guy with a pilot kit, probably in a squad by himself or with one other person. So, getting C4 isn't very likely, and the HAT kit is often being used by infantry. Since he is often in a 2 man squad, he can't get a LAT.
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Old 08-20-2008, 10:06 PM   #54
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Default Re: Remove the Vulcan and MEC AAA from Kashan.

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Originally Posted by [R-CON]77SiCaRiO77 View Post


the top of biuldings is not a AAA fault , but a coding fault in the distance of deploying . and besides , i odnt see how a AAA in the top of everithing can be a danger , they didnt had any crosshair and you couldnt point them to low (just 1-2 degrees). Finaly i have news for you , AAAs are not intened to be used only againts air vehicles , they can (and are) used againts infantery and light vehicles , just like they were used in PR


have you even heard of .6? Did you even touch that version? Super AAA guns were deployed in mr FOB at basrah, and all the gunners would do is spray the north side of the city blindly.

And not to mention kashan...just look at the .6 promo! there is a scene of the dude on a AAA engaging a hostile in one of those big bunkers.


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Old 08-20-2008, 10:25 PM   #55
CAS_117
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Default Re: Remove the Vulcan and MEC AAA from Kashan.

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If it doesn't ruin gameplay, then why has it been taken out?
Kind of "The Lord works in mysterious ways" argument there don't you think?

I can't disagree with the removal entirely though. The thing is that it really wasn't great to begin with. The round the gun fire(d/s) did about 30 times less damage to apcs than the standard 25mm HEI that they used. They didn't have aimers or any kind of optic either, and after about a second of fire they produce a large amount of gas that obscures the target. The M167 fires at 900 rpm currently, which is maybe 1/4 - 1/5 of its real life value. So basically:

- Low damage (compared to similarly dimensioned rounds in PR)
- Low accuracy (no aimer)
- Can't be reloaded (except for more enterprising players)
- Exposed driver
- Low rof (M167)
- Static

I can say with certainty I've never been hit by one in the air, and only vaguely recall being hit on the ground. I do remember killing a lot of people who were in them, sometimes after they started shooting at me. They simply are not suited for air defense in the slightest, and don't fair well in ground defense. These guns basically were area denial weapons; you place them in a valley or in the center of a city and then fire wildly at places you'd except infantry to hide, and occasionally catch a squad in the open. The only thing I really liked or missed about them was their ability to target and dispatch incoming fast vehicles.

And as per their removal I have seen way more truck/jeeps driving into flags as there isn't a whole lot that can hit them short of a manned ATGM, especially on infantry only maps. But the lack of zoom or sight to acquire targets combined with makes them sort of useless. Like most weapons, the AA was most effective when you didn't know it was there. And once you did (you can hear them from across the map), all they really needed was some well placed rifle shots and at the very least the guy usually got out. If he kept firing it didn't take much to either get a headshot or destroy the gun completely.

*incidentally I think one of the main reasons that they're used on ground targets is the lack of air targets on 75% of the maps.
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Old 08-21-2008, 06:38 AM   #56
[R-DEV]77SiCaRiO77
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Default Re: Remove the Vulcan and MEC AAA from Kashan.

Quote:
Originally Posted by HughJass View Post
have you even heard of .6?
yes
Quote:
Originally Posted by HughJass View Post
Did you even touch that version?
of course , i still think that was one of the best versions of PR

Quote:
Originally Posted by HughJass View Post
Super AAA guns were deployed in mr FOB at basrah, and all the gunners would do is spray the north side of the city blindly.
hardly ever played basrah , and when i did , i was in the insurgent team (i find insurgency mode very boring ) and i dont remember beging killed by a vulcan in in that map , never .

Quote:
Originally Posted by HughJass View Post
And not to mention kashan...just look at the .6 promo! there is a scene of the dude on a AAA engaging a hostile in one of those big bunkers.
i fail to see whats wrong with that ?
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Old 08-21-2008, 07:46 AM   #57
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Default Re: Remove the Vulcan and MEC AAA from Kashan.

I miss Oman AAS, sitting on one of those MEC AAA's, watching as a 'hawk flew in & the sky was suddenly filled with bright tracers, and the sound of 3 or 4 of these monsters opening up was just epic.

FGS Please bring them back ! I've never been able to destroy APC's with them Take seven gates for example, hiding in an AAA emlacement, open up on warrior. BOOM BOOM a few HEAT rounds im dead ...

As CAS said, they were pretty disadvantaged as they were !

+1 for bringing them back !

Signed,
Sarge.


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Old 08-21-2008, 10:34 AM   #58
AnRK
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Default Re: Remove the Vulcan and MEC AAA from Kashan.

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Originally Posted by darkwarrior666 View Post
Players are hardcoded. Removing things because of players won't change anything, they'll just find other means.
Yeah but the means in discussion is particularly effective. If you really wanted to you could destroy a grounded jet with an assault rifle, but that's not gonna work very well. You can use C4 and stuff for those means, but there are plenty of more vigilant players such as myself willing to put a bullet inbetween their eyes as soon as they pull and crap like that.

No-one here as advocating trying to make PR intentional TK proof, but this weapon IS pointless in this context considering there is a better weapon for the job (and there are THREE of them), and I'd say at least 99% of the kills attributed to them are TKs. To me that's more then enough to get it removed.
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