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PR Highlights Highlights of what work the Devs are currently working on

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Old 01-30-2016, 12:19 AM   #11
SyriousT

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Default Re: CLOS SAM Systems

This is really cool especially the tunguska
ps: pr music is awesome
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Old 01-30-2016, 01:51 AM   #12
piratepengu
Default Re: CLOS SAM Systems

Zwilling is my favorite dev <33333333
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Old 01-30-2016, 06:21 AM   #13
AnimalMother.
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Default Re: CLOS SAM Systems

Is there going to be a separate GB AA emplacement with this too to mimic the 3-missile starstreak launcher used, and the shoulder mounted variant, as a placeholder in the event that maybe one day we'd see these assets in game?

I can't see how this is making AA overpowered, most of the stuff for the last few versions has been how useless AA is. I mean with this you can foil an emplacement with a smoke grenade...

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Old 01-30-2016, 06:36 AM   #14
[R-DEV]Outlawz7
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Default Re: CLOS SAM Systems

Quote:
Originally Posted by dalianplant[x64] View Post
Why would the Starstreak have the ability to:
A: Destroy enemy light/heavy vehicles with it's guided missiles and kill helis without even having to lock them
Because it does.

https://en.wikipedia.org/wiki/Starstreak_(missile)

Quote:
A demonstration was conducted in September 1999 that showed the missile being used against an FV432 armoured personnel carrier, showing the missile's effectiveness as a surface-to-surface weapon.[6] Each sub-munition dart travelling at 1,250 metres per second (4,100 ft/s; 2,800 mph) has comparable kinetic energy to a shell from a Bofors 40 mm gun and probably has sufficient energy to penetrate the front armour of an infantry fighting vehicle. However, it lacks the armour penetration capabilities of a purpose-built anti-tank guided missile or of a dual purpose missile (such as the Air Defence Anti-Tank System).
Quote:
Starstreak has a number of advantages over infrared homing guided, radar homing guided, and radio command guidance MCLOS/SACLOS (Blowpipe or Javelin) missiles:

It cannot be jammed by infrared countermeasures or radar/radio countermeasures.[15]
It cannot be suppressed with anti-radar missiles.[15]

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Old 01-30-2016, 06:38 AM   #15
Chefmoto1
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Default Re: CLOS SAM Systems

These seem really cool, I'm just worried they'll be a bit OP on PRF. Plus that Stormer is going to be nuts against armor, I'll probably primarily use it as an ATGM vehicle.
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Old 01-30-2016, 07:03 AM   #16
[R-DEV]Rhino
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Default Re: CLOS SAM Systems

Quote:
Originally Posted by Teewurst View Post
This will fuck up alot of helicopters
It isn't so easy to kill choppers as one might think, since the proximity fuse only works on fast moving vehicles, so the chopper will need to be flying pretty fast in order for it to work, otherwise you need to get a direct hit on it.

Quote:
Originally Posted by dalianplant[x64] View Post
Does that mean the British AAV now fires missiles and they do not give a lock to the enemy aircraft?
If yes, then good job on yet again destroying another balance aspect over new useless features a sensible player wouldn't care about.

Imagine Burning Sands.Why would the Starstreak have the ability to:
A: Destroy enemy light/heavy vehicles with it's guided missiles and kill helis without even having to lock them
B:Why would MEC not have the same weaponary to counter it's enemy?

...snip...
I'm sorry but things do not need to be symmetrically balanced, to be balanced. One of thing things people love about PR is each side doen't always have the exact same kit facing off aginst each other and some of our asymmetrically balanced maps are the most popular maps in the mod.

As such the Stormer can be pretty easily balanced out by doing a few things, like increasing its spawn time, giving the other side more vehicles or other more powerful vehicles to counter it, etc.

It is also worth noting that it's a pretty weak Anit-Vehicle platform, taking two missiles to destroy an APC, which is more it takes in r/l even. On top of this, the British do not have any other ATGM Vehicles, where the MEC/Russians have both the Shturm and the Spandrel, the PLA have the WZ550, and the Americans have the TOW HMMWV. This is also not to forget that the British is also one of the few factions that has no ATGM Missile Launchers on their APCs or IFVs, and has one of the worst APC cannons ingame, where the MEC has things like the BMP-2M with four anti-tank missiles along side its cannon etc. As such it really isn't hard to balance out the Stormers new ability with just mixing up assets a bit.

Quote:
Originally Posted by dalianplant[x64] View Post
You keep adding stuff that is literally just there to probably make the game even lag more and the servers to crash, instead of fixing the broken shit and unbalance you've created in the last 5 patches
I'm sorry but first of all, this change isn't going to affect the performance or the server stability, no more than firing off a normal wire guided ATGM at a tank. If anything it will probably be easier for the server to deal with than normal IR Guided missiles, since the server will not have to process where the missile needs to go, all it needs to do is track where the missile is.

We are also constantly fixing known bugs all the time. Here is just one screens worth of issues already fixed in v1.4 and there are two more pages of closed issues for v1.4 on top of this one:


We can also only fix the bugs we are aware about so if you want to help fix them, you can always help by reporting them at the very least

Quote:
Originally Posted by AnimalMother. View Post
Is there going to be a separate GB AA emplacement with this too to mimic the 3-missile starstreak launcher used, and the shoulder mounted variant, as a placeholder in the event that maybe one day we'd see these assets in game?
Not until we at least get a proper Strastreak LML launcher model for the deployable, or a Strastreak MANPADS model for the AA kit. I have also hardly ever seen any Strastreak MANPADS in use in training etc, only really ever seen the LML versions so I'm not sure how many of them there really are or if they are really used at all and the Stinger is still somewhat used in the British Forces

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Old 01-30-2016, 07:25 AM   #17
sweedensniiperr
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Default Re: CLOS SAM Systems

Quote:
Originally Posted by [R-DEV]Rhino View Post
It isn't so easy to kill choppers as one might think, since the proximity fuse only works on fast moving vehicles, so the chopper will need to be flying pretty fast in order for it to work, otherwise you need to get a direct hit on it.
oh that's really interesting.

This means that if a chopper(say CAS)spots the missile he can slow down, and then dodge it? That's neat.

Also to all people saying that it will be an OP AT vehicle: on top what Rhino said, if it's being used as an AT vehicle it isn't used as an AA vehicle.

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Old 01-30-2016, 07:56 AM   #18
[R-DEV]Rhino
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Default Re: CLOS SAM Systems

Quote:
Originally Posted by sweedensniiperr View Post
This means that if a chopper(say CAS)spots the missile he can slow down, and then dodge it? That's neat.
Problem with slowing down thou is you make yourself an easier target to get a direct hit on, which will inflict more damage on yourself too than it exploding near you, but ye, means the missile may totally miss you too

Quote:
Originally Posted by sweedensniiperr View Post
Also to all people saying that it will be an OP AT vehicle: on top what Rhino said, if it's being used as an AT vehicle it isn't used as an AA vehicle.
Indeed, and its putting itself unnecessary, in harms way and it isn't very armoured itself so even an APC could take it out.

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Old 01-30-2016, 09:56 AM   #19
[F|H]Zackyx
Default Re: CLOS SAM Systems

Quote:
Originally Posted by [R-DEV]Rhino View Post
It isn't so easy to kill choppers as one might think, since the proximity fuse only works on fast moving vehicles, so the chopper will need to be flying pretty fast in order for it to work, otherwise you need to get a direct hit on it.
I think the proximity fuse should be removed/not added since the realism argument is being used by other devs, because sometimes when something is added to the game and people complain about the impact that it might have the gameplay you reply by saying that its "Realistic", but at the same time you justify unrealistic features (proximity fuze) with the gameplay argument.
It doesn't make sense...


Quote:
Originally Posted by [R-DEV]Outlawz7 View Post

Quote:
Originally Posted by dalianplant[x64] View Post
Why would the Starstreak have the ability to:
A: Destroy enemy light/heavy vehicles with it's guided missiles and kill helis without even having to lock them
Because it does.

https://en.wikipedia.org/wiki/Starstreak_(missile)
Also its quite "easy" for someone skilled to direct hit helicopters with a HAT. So i really dont understand the need for the proximity features (maybe for high-speed target such as fast moving jets).

Watch this video to see that Hating helicopters is not that hard :



I also think all AA missile with realistic speed should have their speed reduced by 40/50% because engagement distance in PR are extremely short compare to real life (under 600m for most maps).
The second reason is that Physics dont apply to missile in PR they dont accelerate and they dont decelerate so having a missile leaving the "launching platform" at maximum speed and keeping that speed no matter how hard it maneuvers and how long it flies making the missiles look completely unrealistic.


Quote:
For example the Vympel R-77 has stated range of 100 km. That is only true for a head-on, non-evading target at high altitude. At low altitude, the effective range is reduced by as much as 75%?80% to 20?25 km. If the target is taking evasive action, or in stern-chase position, the effective range is further reduced. See Air-to-Air missile non-comparison table for more information. The effective range of an air-to-air missile is known as the "no-escape zone", noting the range at which the target can not outrun the missile once launched.
Most modern jets/helicopters in PR are equipped with DIRCM, MAWS(optical & radio), ECM in real life capable of detecting missile launch (optic),radio command guidance and suppressing/jamming them.

Its already highly unrealistic for a HAT to be able to shoot down a fast moving helicopters with no warning what so ever for the pilot, by adding an "Anti-Air HAT" it might destroy the balance and game-play of air assets.
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Old 01-30-2016, 10:20 AM   #20
Koskettelija
Default Re: CLOS SAM Systems

lol stormer is good against ground vehicles already in PR, bet most of the complainers never even been in one. It already does shit ton of damage and launches missile pretty much where u aim it at. But no one complained about it before. Funny.

Nice work devs.
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Last edited by Koskettelija; 01-30-2016 at 10:50 AM..
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