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Old 10-29-2008, 02:24 PM   #11
Caboosehatesbabies

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Default re: Proximity for AA cannon rounds?

Quote:
Originally Posted by [R-DEV]Jaymz View Post
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.

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Old 10-29-2008, 02:48 PM   #12
[R-DEV]Outlawz7
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Default re: Proximity for AA cannon rounds?

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Originally Posted by [R-DEV]Jaymz View Post
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?


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Old 10-29-2008, 04:50 PM   #13
Waaah_Wah
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Default re: Proximity for AA cannon rounds?

Quote:
Originally Posted by [R-DEV]Jaymz View Post
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.
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Quote:
Originally Posted by [R-CON]Alex6714 View Post
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:
Quote:
Originally Posted by CAS
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.
Quote:
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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Old 10-29-2008, 04:57 PM   #14
Alex6714

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Default re: Proximity for AA cannon rounds?

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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.

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oh, they're fire and forget all right...they're fired then they forget where the target is
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Old 10-29-2008, 05:07 PM   #15
[R-DEV]Jaymz
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Default re: Proximity for AA cannon rounds?

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Originally Posted by Waaah_Wah View Post
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.


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Old 10-29-2008, 05:11 PM   #16
Cptkanito

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Default re: Proximity for AA cannon rounds?

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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Old 10-29-2008, 05:16 PM   #17
Alex6714

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Default re: Proximity for AA cannon rounds?

Quote:
Originally Posted by Cptkanito View Post
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...

"And in the PR world ALL nations signed the treaty, now there "
"Today's forecast calls for 30mm HE rain with a slight chance of hellfires"


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oh, they're fire and forget all right...they're fired then they forget where the target is
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Old 10-29-2008, 05:19 PM   #18
Waaah_Wah
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Default re: Proximity for AA cannon rounds?

Quote:
Originally Posted by [R-DEV]Jaymz View Post
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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Old 10-29-2008, 05:32 PM   #19
Psykogundam
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Default re: Proximity for AA cannon rounds?

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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Old 10-29-2008, 05:48 PM   #20
Ghost1800

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Default re: Proximity for AA cannon rounds?

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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 -_-
What is the Linebacker's strength? It's mobility and AA missile capability are pretty much identical to the Tunguska, but it's main gun is laughable in comparison (as it should be). Apparently it should be able to carry a small load of troops, but that isn't depicted in game.
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