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Old 10-29-2008, 09:15 PM   #31
Cptkanito

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Default re: Proximity for AA cannon rounds?

Quote:
Originally Posted by [R-CON]Alex6714 View Post
You can´t mod the players...
Thats not the point, what i meant was that it wouldn't make a difference having fuses or not...


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Old 10-29-2008, 09:31 PM   #32
Colonelcool125

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Default re: Proximity for AA cannon rounds?

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Originally Posted by Bringerof_D View Post
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
Leave that. That way it takes skill to lock on to the plane rather than the flares.


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Old 10-29-2008, 09:44 PM   #33
CAS_117
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Default re: Proximity for AA cannon rounds?

I have a few ideas for dealing with the blast radius issue. It would entail using a directional blast and a slightly larger fuze. At a long distance the cone will be bigger (could be 10-20m), but hitting a flat surface such as ground or a building, the cone will be small. I think.

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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.
Lol, yes its a rather exciting shoot isn't it? I think I still have that version laying around somewhere.
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Old 10-29-2008, 10:23 PM   #34
Truism
Default Re: Proximity for AA cannon rounds?

I <3 this thread.
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Old 10-29-2008, 10:24 PM   #35
CodeRedFox
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Default Re: Proximity for AA cannon rounds?

thread title changed from :
fuse for AA cannon rounds to Proximity for AA cannon rounds

Fuse would be a set time to explode as a proximity would be exploding near an object.



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Old 10-29-2008, 10:52 PM   #36
Bringerof_D
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Default Re: Proximity for AA cannon rounds?

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Originally Posted by Colonelcool125 View Post
Leave that. That way it takes skill to lock on to the plane rather than the flares.
wait what? how does it take any skills to zoom in and fire? in took out an A10 3 times in one round cause of that zoom. lol of course he kept flying by me so thatw as also his fault. i just find it unrealistic that your camera zoom affects how many targets your radar can pick up.
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Old 10-29-2008, 10:57 PM   #37
Truism
Default Re: Proximity for AA cannon rounds?

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Originally Posted by Bringerof_D View Post
wait what? how does it take any skills to zoom in and fire? in took out an A10 3 times in one round cause of that zoom. lol of course he kept flying by me so thatw as also his fault. i just find it unrealistic that your camera zoom affects how many targets your radar can pick up.
Flares are unrealistic anyway. Radar will never prefer the real heat source to them despite the statistical chance that it would. If you are lagging, it is almost impossible to use SAMs effectively as well. I am all for changes to AAA to make them work more/less effectively depending on factors like player skill, and the situation.
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Old 10-29-2008, 11:15 PM   #38
Bringerof_D
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Default Re: Proximity for AA cannon rounds?

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Originally Posted by Truism View Post
Flares are unrealistic anyway. Radar will never prefer the real heat source to them despite the statistical chance that it would. If you are lagging, it is almost impossible to use SAMs effectively as well. I am all for changes to AAA to make them work more/less effectively depending on factors like player skill, and the situation.
good point, but there are other countermeasures which i asume are also represented by the flares in game.

on another note, i do agree the AAA should be made more deadly to planes. and of course more skill oriented then it is lagg or "how many flares he's got?" oriented. i mean realisticly if you're flying that low you're pretty much screwed to begin with if there was an AAA threat
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Old 10-30-2008, 02:31 AM   #39
CAS_117
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Default Re: Proximity for AA cannon rounds?

Quote:
on another note, i do agree the AAA should be made more deadly to planes. and of course more skill oriented then it is lagg or "how many flares he's got?" oriented. i mean realisticly if you're flying that low you're pretty much screwed to begin with if there was an AAA threat
To be honest flying low (<50m) makes you less vulnerable to pretty much anything except enemy planes. The time that you are exposed is significantly less, especially in rugged terrain or near obstructions such as buildings or trees. This is why it has been such a popular approach method since long range radars/sams have been around. However in PR our ranges are short so flying high and out of range is an option.
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Old 10-30-2008, 02:44 AM   #40
Truism
Default Re: Proximity for AA cannon rounds?

Quote:
Originally Posted by [R-DEV]CAS_117 View Post
To be honest flying low (<50m) makes you less vulnerable to pretty much anything except enemy planes. The time that you are exposed is significantly less, especially in rugged terrain or near obstructions such as buildings or trees. This is why it has been such a popular approach method since long range radars/sams have been around. However in PR our ranges are short so flying high and out of range is an option.
Flying low and in open terrain doesn't make you vulnerable to AAA the way it should. Heres to hoping these fixes will make it that way. Can't wait to try it out.

AAA has always been a favourite role of mine.
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