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Old 10-29-2008, 05:58 PM   #21
[R-DEV]Jaymz
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Default re: Proximity for AA cannon rounds?

Quote:
Originally Posted by Ghost1800 View Post
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.
It won't be in PR any more come 0.85. Being replaced by the HMMWV Avenger.



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Old 10-29-2008, 05:59 PM   #22
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Default re: Proximity for AA cannon rounds?

:O

Awesome! Mobility!
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Old 10-29-2008, 06:21 PM   #23
[R-DEV]Outlawz7
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Default re: Proximity for AA cannon rounds?

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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...
I shot down silly attack choppers hovering in mid sky with the cannons before and I regularly shoot down Blackhawks with them, one issue I do have is the fact that you can't turn the radar off, somehow every time I get a full lock on, most pilots seem to know they're locked on and release flares even though I haven't fired.
Another thing is that the only way to shoot down jets with the Tunguska is if they fly low and away/towards you.

I fired at friendly A10s and such on Training (where TK is off, mind you) with the US team's Tunguska and even though I tried leading and such, very little of the rounds would impact the jet, I could usually tell from the explosions on the side of the aircraft if it was a hit.
Perhaps speeding up the velocity of bullets could fix the whole not being able to shoot down air assets due hitboxes, but that kinda takes the realism factor away and turns Tunguska's into laser cannons


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Old 10-29-2008, 06:32 PM   #24
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Default re: Proximity for AA cannon rounds?

Iw allways found BFV zsu to be the meanest of all antiairs
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Old 10-29-2008, 07:23 PM   #25
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Default re: Proximity for AA cannon rounds?

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Originally Posted by [R-DEV]Jaymz View Post
It won't be in PR any more come 0.85. Being replaced by the HMMWV Avenger.

Ummm, are you going to condense it down to one seat or will the US have the only 2 seat required AAV in game?


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Old 10-29-2008, 08:04 PM   #26
waldo_ii
Default re: Proximity for AA cannon rounds?

I doubt that they will condense it to one seat. If they did, it would be something like the gunner seat of attack helicopters (cockpit view, FLIR), but the problem with that is the player model stays in the same spot. On the Avenger HMMWV, the gunner seat is in the turret.

I'm down for a 3rd seat. I don't see why not. It could be a spot for an engi for a 2xTank+AA squad.


I'm actually worried about balance. The M2, in game, seems to have a fairly slow rate of fire. Not fast enough to be suitable for an AA. Also, the Tungusta has it's beastly cannons, which are incredibly effective against infantry, much more so than the Bradley or a M2.
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Old 10-29-2008, 08:05 PM   #27
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Default re: Proximity for AA cannon rounds?

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Originally Posted by Tirak View Post
Ummm, are you going to condense it down to one seat or will the US have the only 2 seat required AAV in game?
3 available seats. One driver and one gunner who operates the vehicle. While the 3rd person just sits there. The gunner can operate the AA missiles or the 50 cal CROWS machinegun on top, so it would be like a Stryker with AA missiles...i think lmao, but hey, it makes sense
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Old 10-29-2008, 08:25 PM   #28
Tirak

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Default re: Proximity for AA cannon rounds?

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Originally Posted by CanuckCommander View Post
3 available seats. One driver and one gunner who operates the vehicle. While the 3rd person just sits there. The gunner can operate the AA missiles or the 50 cal CROWS machinegun on top, so it would be like a Stryker with AA missiles...i think lmao, but hey, it makes sense
I know what's available, but by that logic every AAV should have at minimum two seats for driver and gunner. This was condensed into one seat because they didn't want to take people away from the battlefield.


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Old 10-29-2008, 08:30 PM   #29
[R-DEV]Outlawz7
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Default re: Proximity for AA cannon rounds?

Quote:
Originally Posted by waldo_ii View Post
I'm actually worried about balance. The M2, in game, seems to have a fairly slow rate of fire. Not fast enough to be suitable for an AA. Also, the Tungusta has it's beastly cannons, which are incredibly effective against infantry, much more so than the Bradley or a M2.
Asymmetrical balance. Now bend over please.


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Old 10-29-2008, 08:41 PM   #30
Bringerof_D
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Default re: Proximity for AA cannon rounds?

this is brobably a good idea, i've personaly never had any problems with it myself, i just ahd to lead the plane quite significantly.

Missiles, theres a way around the flare problem, This may or may not be fixed later on, but if you zoom in so then the plane takes up most of your screen and with the tail just off screen, then when he deploys the flares, they dont stay onscreen long enough to affect your lock
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