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View Full Version : v1.0 Open Beta [Official] Vehicles Feedback


BloodyDeed
2013-06-29, 05:03
If you got any feedback regarding vehicles post that in this thread.
This includes sounds, balancing, functionality and armament.

Unhealed
2013-06-29, 11:12
Technical gunner is too vulnerable, he is getting killed in a two seconds. Even when mounting up armored technical. It's almost useless against infantry now, unless you camp real hard.
Also MH-6 little bird is too tough, I was firing at it with my PKM, my clan-mate was firing a browning m2 at the same time and it didn't even smoked. It was really close, like 150 meters from us and we fired at a pilot's cabin for 6-8 seconds straight with no result.

UTurista
2013-06-29, 19:13
Transport Helicopters with the new wheel system are AWESOME but we need a parking brake. I was constantly struggling in keeping the Helo in their helipad

F33bz
2013-06-30, 10:03
The .50 cal door gunner in the marine CAS huey has to reload far too often. Needs a larger belt, slower rate of fire, or just remove reloading for it.

Unhealed
2013-06-30, 11:22
I have tried techicnicals again, they are still really usefull, but mostly when you camp around a cache for example(that overheat indicator and pkm on the front seat and splash damage from 50 cal really helps btw), which is not a bad thing at all, I am really glad that nobody is making those ridiculous drive-bys anymore, another aspect of gameplay has become more realistic. Nice job!

PoisonBill
2013-06-30, 13:57
The Russian trans heli went tripping balls on me when I land, those wheels go really fast either back or forward if I don't land it on a completely flat surface. I like the damage thing so you can fly back to main though!

Bluedrake42
2013-06-30, 18:45
are the spawn times drastically reduced? I don't like that, they shouldn't be any shorter than they were before

Grober
2013-06-30, 20:51
China WZ 550 (TOW stuff)
Can be solo operated
Gunner and Driver can be in separate squads

Grober
2013-06-30, 20:52
And i like new lower time dellay for assets but i think there is a little to many of them(kind of)

40mmrain
2013-06-30, 22:09
Technical gunner is too vulnerable, he is getting killed in a two seconds. Even when mounting up armored technical. It's almost useless against infantry now, unless you camp real hard.


Then please "camp" with the techi. It's a vehicle that has an exposed .50 gunner, if what youre saying is true and they've removed the invisible .50 gun shield, for a real one, then simply adapt to the new changes, instead of trying to force a vehicle that is not suitable for a role into a role. Use it to fire at helicopters, vehicles, set up ambushes, use it at long range with a spotter (use the tracers). Driving straight into the face of 6 guys with rifles and machine guns is just dumb. A small 1.5x times zoom or something to improve long range utility, as you're facing infantry with optics would be nice. Think of it as you focusing very intently down the sights. The .50 rover for the british already features a small zoom.

edit: there is already a small zoom for .50 techis. Thank you based devs.

The M240 on the blackhawk has a small zoom when you use the sights. I adore that feature, very glad the door guns have been made more viable.

K4on
2013-06-30, 22:55
China WZ 550 (TOW stuff)
Can be solo operated
Gunner and Driver can be in separate squads

cheers for the report!


if you can post stuff like that in the bug section please. helps our developing progress

40mmrain
2013-06-30, 23:21
The door guns on the CAS huey are AWESOME pleasedont change them

QCRulzz
2013-07-01, 00:01
The backwards moving Havok is REALLY annoying. Give me some sort of parking brakes or something... If I dont compensate the gunner can barely catch up and hop in the chopper.

Please add wheels, but not at the price of choppers moving at 10 kph backwards...

viirusiiseli
2013-07-01, 08:40
Guncam screen rocking while firing the main gun on an APC is a pain in the ass. Is this added because of reality reasons or just for the feel of it? If latter, please do remove or make it smaller. Tracking moving targets through your guncam rocking and having the huge smoke effects infront of your camera is impossible at large ranges.

Col.Everret
2013-07-01, 08:55
The Hind D on black gold is very slow, too slow.
It's useless as a transport because of it (and the Mi-8 is faster).
And as an attack chopper, too easy target for apc or tank

And still on black gold when a tank driver is standing on the turret, if the gunner moves it even a little bit the driver dies.(happend to me twice with chinese tank)

velocity
2013-07-01, 17:16
The splash damage radius on the 57mm rockets for the Zhi 9Wa seems to be tiny. I had 3 land at my feet and it didn't kill me. it must be less than 2m :/

Unhealed
2013-07-01, 17:33
Then please "camp" with the techi. It's a vehicle that has an exposed .50 gunner, if what youre saying is true and they've removed the invisible .50 gun shield, for a real one, then simply adapt to the new changes, instead of trying to force a vehicle that is not suitable for a role into a role. Use it to fire at helicopters, vehicles, set up ambushes, use it at long range with a spotter (use the tracers). Driving straight into the face of 6 guys with rifles and machine guns is just dumb. A small 1.5x times zoom or something to improve long range utility, as you're facing infantry with optics would be nice. Think of it as you focusing very intently down the sights. The .50 rover for the british already features a small zoom.

Jesus man, learn to read before answering. I have already said that I adapted and that I'm fine with those changes. :roll:
BTW why you can see a vechicle's health bar when playing as a specialist? Is it a bug or how it's supposed to be? I don't play often as a specialist.

Dukuu_npanop
2013-07-01, 19:03
Hi all! Found non-existent model of Mi-24V. Mi-24 can have either two/four-barrel moving turret or immovable coaxial 23/30 mm gun. I have already seen this mistake in AiX mod http://cs319431.vk.me/v319431742/796b/PdUqcr60kAs.jpg

Should be:
http://cs319431.vk.me/v319431734/a685/X0Uk6rwvu8w.jpg

Steeps
2013-07-01, 19:24
It was done on purpose as a placeholder for the two separate models. If the team acquires rights to both the P and V variants they'll use them.

Rhino
2013-07-01, 22:14
Hi all! Found non-existent model of Mi-24V. Mi-24 can have either two/four-barrel moving turret or immovable coaxial 23/30 mm gun. I have already seen this mistake in AiX mod

Because it is the AIX model we are using with permission as a place holder. We are well aware of this and only the nose turret works on our "V" version and on our "P" version the nose turret isn't there, with only the fixed forward guns working.

tANNERRRR
2013-07-02, 05:15
The backwards moving Havok is REALLY annoying. Give me some sort of parking brakes or something... If I dont compensate the gunner can barely catch up and hop in the chopper.

Please add wheels, but not at the price of choppers moving at 10 kph backwards...

Yes, the wheels are getting very annoying. You can't even type to someone in your squad without ramming into something by rolling backwards.

Mats391
2013-07-02, 09:18
I played some armor in past days and encountered some problems:
when we were taking fire both my and my gunners framerate dropped to almost 0, making it impossible to run away or engage the enemy. In addition the camera shake when shooting and when taking fire makes it really hard to hit anything.
At last, the respawn times are too low. Winning a tank fight is not rewarding when you know the enemy will be back by the time you repaired.

viirusiiseli
2013-07-02, 09:20
Hydra/hellfire/heli cannon splash damage almost inexistent against infantry.

Chinese TOW APC's gun cannot be manned at the moment I think. Even with a driver it says you can't man this vehicle position by yourself or something along those lines. I assume this is because of the fix attempting to make the vehicle un-soloable, but failing and making it completely unmannable?

ShaddyDaShadow
2013-07-02, 14:19
Chinese WZ550 ATGM vehicle after latest patch is now bugged, at least it was for me and my friends when we tried it, Driver seat is fine you need a crewman for it, but for the gunner even if you get the crewman which it now says youre required to have as part of the latest update, it says you cant operate this vechicle by yourself even if you have a driver inside of it. We tried both without the crewmen kits and we also tried to make a new squad to see if it had something to do with that but no.

So yeah the patch fixed that you now need a crewmen to gun it, but it created a new bug that says you cant operate it by yourself even if the whole vechicle is manned and results in a black screen and your death in a few seconds.

Nvm I saw this was already noted in the bug reports section, but I will just keep it so it wont be reposted here again either, since I thought it was kinda fitting to vehicles feedback.

K4on
2013-07-02, 16:11
hydras got fixed for next update

viirusiiseli
2013-07-02, 19:28
K4on;1910683']hydras got fixed for next update

What about hellfire splash to infantry? At the moment it's quite small. Here's a couple of examples of how it actually is...

hHlk6Ss6Czo

sgucy4xTC50

Rhino
2013-07-02, 19:56
What about hellfire splash to infantry? At the moment it's quite small. Here's a couple of examples of how it actually is...

The most common hellfires and other similar type of missiles have shaped charges, designed to penetrate though the armour of a tank. As such when they hit the ground, most of the energy from the warhead goes into the ground, with actually not that much around the blast area taking much of a hit, since the charge is designed to get into a tank, not explode out off the armour and the same thing happens when it hits the ground.

Your examples show perfectly how a hellfire behaves vs infantry, with only the infantry right near the strike getting taken out, with a guy only 15m or so away being unharmed as well as the surrounding buildings etc. Same applies ingame.

Gracler
2013-07-02, 23:51
While flying the Little-bird over Ramiel I wondered why I never heard any sounds of bullets rushing past or when they actually hit the helicopter..... all I got was the red flash indicating that I was hit. No bullet sounds or impact sounds at all where heard.

And to clarify.... The helicopter was not "bleeding" the red flash was from actual impacts with no sounds.

The scenario was with long range incoming fire.


Same goes when I was a gunner on the Chinese tank (forgot the name). There was no sounds when I took a direct hit from an enemy Tank.

Also with this scenario the range to the enemy tank was almost out of view distance.


Last I want to mention that all 6x6 trucks are soooooo slow. It's almost quicker to walk if your driving on a road that goes up-hill. It feels like your driving a FORD A from the 1930.

Im sure they are slower than they used to be..... why is that? Give them a little power back plz :p

izoiva
2013-07-03, 11:47
How to aim with rocket technical?

Rhino
2013-07-03, 12:45
How to aim with rocket technical?

Vertical aim controlled by "W" and "S" (vehicle throttle controls) for down and up rotation, and the driver needs to point the vehicle in the correct direction of the target for horizontal aim, then LMB to fire (all default keys).

As for getting the right elevation for the target, its mostly guess work :p

K4on
2013-07-03, 15:45
I would love to see a moveable horizontal angle of 15 degrees for the rocket pod.

Rhino
2013-07-03, 17:43
K4on;1911532']I would love to see a moveable horizontal angle of 15 degrees for the rocket pod.

L48-0Gu9CTw#!

Also even if you could rotate it a little to the sides, fine tuning the aiming a tiny bit is pretty much pointless, especially at long range due to the massive spread of the rockets.

QCRulzz
2013-07-03, 18:32
Sorry, remove this reply, skipped a post.

Mats391
2013-07-03, 21:54
just played a bit with AAVP as driver and i still took damage when getting shot at. When i got out to heal myself i was heavily coughing.
Is this a feature now or just unfixable?

viirusiiseli
2013-07-05, 09:05
just played a bit with AAVP as driver and i still took damage when getting shot at. When i got out to heal myself i was heavily coughing.
Is this a feature now or just unfixable?

Ah yes... I remember this happened in 0.981 aswell. 14.5mm or higher shooting to the front in the correct place would kill/wound the crew really easily.

simeon5541
2013-07-05, 13:36
When you drop bombs from Su-34,they don't fell off.
I mean you couldn't use them anymore,but they remain attached to the hull.

Zander
2013-07-05, 15:43
AH-1 Cobra
I heard that Cobra diving will be removed in 1.0
After playing awhile and talking to pilots I may assure that there is no big difference in update.
That way Cobra still a massive air striker, like artillery.

Were there any changes made to AH-1 flight model?

dhdl96
2013-07-06, 14:49
I think BMP1 and 2 have too much health point. In map 'Fools Road', Challenger 2 can't destroy BMP1 and 2 with one shot. But It can destroy T-62 with one shot. Very unreal.

PR0_SNIPE
2013-07-06, 15:30
The armor for the technicals' turret (and humv's, I haven't been in one) really blocks my view of things. I know this was probably intentional but it really annoys me as I have to look around a lot to get an idea of what's around me.

Rhino
2013-07-06, 15:38
Protection comes at a cost, for the Techie, and in some cases the HMMWV too, there are versions with less/no protection :)

Tarranauha200
2013-07-06, 15:56
Technies and civilian cars still feel like they are equipped with armor plating. They can take ridiculous amounts of hits from small-arms.

dwt110
2013-07-07, 04:06
I don't know if this is supposed to be more realistic with the helicopter physics, but smaller helicopters specifically like the little bird and Kiowa flip over when landing/taking off INCREDIBLY easily. Like I could not fly trans because 70% of the time when I was landing it would just start tilting onto its side if its leans more than a few degrees to that side. It is most prominent in the little bird so it looks like its only really a problem with that. I forget the name of the large Russian trans helicopter, but those have some weird ground movement and like to constantly lurch forward and then bounce around on the ground a ridiculous amount, such as if it bumps into a wall rolling on the ground at 5kph, it will bounce back 20 meters at 100kph and then proceed to flip over or explode or something along those lines.

Also, I noticed on black gold that (only tested with the Chinese jets), up a very high angle while holding down the booster key causes the jets to increase speed to 4000-6000kph and then get stuck pointing up, and they will keep going up until you totally let off the throttle. I got one up to 25000 meters height the other day.

kangaroo
2013-07-07, 05:20
I don't know if this is supposed to be more realistic with the helicopter physics, but smaller helicopters specifically like the little bird and Kiowa flip over when landing/taking off INCREDIBLY easily. Like I could not fly trans because 70% of the time when I was landing it would just start tilting onto its side if its leans more than a few degrees to that side. It is most prominent in the little bird so it looks like its only really a problem with that. I forget the name of the large Russian trans helicopter, but those have some weird ground movement and like to constantly lurch forward and then bounce around on the ground a ridiculous amount, such as if it bumps into a wall rolling on the ground at 5kph, it will bounce back 20 meters at 100kph and then proceed to flip over or explode or something along those lines.

Also, I noticed on black gold that (only tested with the Chinese jets), up a very high angle while holding down the booster key causes the jets to increase speed to 4000-6000kph and then get stuck pointing up, and they will keep going up until you totally let off the throttle. I got one up to 25000 meters height the other day.


That's with all jets when you go over about 4500 <- Unless they've changed it. You're speed goes up and you can't steer.

TheShaydeeOne
2013-07-07, 07:22
The kickback from the MTLB Shturm (the TOW mounted one) seems a little bit too harsh compared to most of the other TOW initial recoil. Makes it a bit harder to aim at longer ranges and defeats the point of ambushing with the vehicle. Maybe this is because I've only used it a little bit and haven't got a chance to get a real feel for the recoil of it yet due to the small timeframe of the beta but it seems a bit excessive in the short time I've used it. Guess I'll wait for release and dedicate some time to playing with it.

Overall, I'm loving the changes you guys have made so far. Still haven't tested it all for myself yet, so hurry up and get it released! I don't think anyone can go back to anything pre 1.0 Beta now.

Prevtzer
2013-07-07, 15:07
-tank HE rounds seem to have very little splash damage
-shaking and recoil on APC's is unbearable

K4on
2013-07-07, 15:29
-tank HE rounds seem to have very little splash damage
Nothing has changed at all here:

you can still kill Infantry oneshot within 8meters, and hurt them in 15/16 meters

Prevtzer
2013-07-07, 15:35
K4on;1914239']Nothing has changed at all here:

you can still kill Infantry oneshot within 8meters, and hurt them in 15/16 meters

Probably my bad luck or the new ragdoll animations then :)

Dukuu_npanop
2013-07-07, 19:19
Hi all! Bots cannot use mec_jep_uaz_mg, when bot tries to get to the rear gun it causes CTD.

40mmrain
2013-07-07, 20:27
Technies and civilian cars still feel like they are equipped with armor plating. They can take ridiculous amounts of hits from small-arms.

yeah it's always been like that, it's insane, you can dump a full belt from an M249 into a techie and it still drives like it's new

Murphy
2013-07-08, 00:57
When crewing an APC (Happened to me as Chinese and USMC) if you are shot by a BTR80a the impacts force the gunners cannon to aim into the sky. It turns an APC into an AAA platform almost instantly. I like the shaking in the vehicle when you are hit, this way there is no mistaking if you have been hit or not, but the rate of fire of the BTR80a and the size of the rounds seems to win it fights that it should lose without even needing to have the enemy vehicle turn into a rattle.

viirusiiseli
2013-07-08, 13:19
K4on;1914239']Nothing has changed at all here:

you can still kill Infantry oneshot within 8meters, and hurt them in 15/16 meters

This seems odd to me, I myself and my gunners have shot at infantry very close with tank HE rounds and not much happens, they just run away. Same feel in APCs. And it's not the effects because a second later we've driven toward them only to find out everyone is alive. Could swear the kick in those rounds is different.

40mmrain
2013-07-08, 20:41
Got to really cut loose with the Hind-E on Saareema last night.

Here is my feedback.

- It feels a tad slow, handling and max speed wise, though this may be just me used to the very quick attack helicopters from 0.98. It wasn't impractically slow.
- The .50 cal lacks any zoom altogether, so it's just not useful at any kind of medium to long range. A full zoom would be nice, though certainly it wouldnt be on par with the CAS huey, and other lighter attack helicopters at that point, a smaller zoom, like the one the doorguns get would be helpful, though.
- Overall, the thing is quite well armoured, making it quite useful, and even practical to transport infantry, however, I had my gunner get struck and bleed out in the cockpit after taking fire. From what I understand the Hind's cockpit is the most armoured part of the heli, so im not sure why this happens
- The HUD is identical to the havoc, so it has an air radar/IR detection that allows you to see enemy aircraft and flares, and lazes as the pilot, not sure if this is intentional, but it improves utility greatly.

Not_able_to_kill
2013-07-08, 20:45
All the sounds are awesome, everything is awesome except for one thing.

Jet cannons.

Jet cannons just don't sound that far, it makes me sad to see tracers coming from it, hitting the ground and making some neat explosions sounds, but I never hear the cannon.

And the cannon should make a badass buzz noise from a distance, or something like that.

Of course the GAU-8 should sound different, but the other cannons like the ones on the F16, F18 should be a buzzing sound.

They should play really far as well, maybe the entire map should hear it.

tankninja1
2013-07-10, 03:27
AA seems to be super powerful now. Speaking from both sides of the AA launchers helicopters seem to drop like flies around them. Flares seem to be useless because even if AA rockets are distracted by them the splash from the rockets always seems to do severe damage to helicopters.

MADsqirrel
2013-07-14, 21:30
Had my first games since BETA and I really liked the Armored vehicle changes in the BETA.
APCs and tanks seem to survive longer if they are engaged with hand held AT (i guess because of working AT ballistic now its harder to hit.)

Same is with CAS not killing tanks with splash alone is really helpfull.

The games I played just now where fun and all but nobody was using APCs, mainly because they are weak as hell and are mostly a deathtrap.

Also having less FOBs around is helping alot so you dont meet everytime you try to get a attack moving.

So its a bit late but, IMO, the armored vehicles in 1.0 work great.