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Author Topic: Improved AA helos and ambivalence on support vehicles  (Read 2199 times)
jerebaldo1
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« on: September 13, 2006, 06:12:09 AM »

         Well, I think any positive changes that you make to stingers' homing characteristics is a good thing. The only problem is that the AA helos have these horribly slow and innaccurate stingers. I think that in order to make this helo worth using at all the stingers should be as potent as those of the stinger soldier and aircraft sidewinders.


          Also, I am wondering why only the support vehicles are two seaters and not tanks. We see this in mod after mod where tanks receive preferential treatment even though they are the most deadly land vehicle. Yes, I believe in teamwork...but that includes tanks too. I feel that if you decide to make vehicles two seaters that it should be done for all vehicles...especially in light of the change in the bradley's anti tank missiles. And if the aa bradleys and tungusta don't have countermeasures than they probably should because they get trounced now by strike fighters since I must remain stationary to engage them. Teamwork required on my part, but not on the strike fighter's part...

           In general I'm just worried about the changes to vehicle balance. Before I felt that there was an excellent interplay between the vehicles..only exception being the aa vehicles being able to target ground. Now it seems as if tanks and strike fighters are going to dominate. But maybe the new vehicles in 4.0 will change this?
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NAW-LawDog
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« Reply #1 on: September 13, 2006, 09:19:34 AM »

Tanks are being worked on.  Cant say much more than that.

Youll like what you see though.

Law
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Smagma Dactyl
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« Reply #2 on: September 13, 2006, 10:52:42 AM »

We are looking into the effect of where the aa position is, I have already made a back up that will put the reticle right above the horizon if the are deemed ineffective. You still wont be able to spam bases but it will cover more ground. We are in the process of making our own tanks to replace BF2. We will also make 2 "Super" tanks if you will, these will be like you've said "Dual personel"!
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jerebaldo1
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« Reply #3 on: September 13, 2006, 06:30:09 PM »

      Good! Glad that these issues are being addressed or even overhauled for the next release. As far as I'm concerned:  as long as the two seaters are powerful enough to offset the inherent disadvantage of needing  2 people, then they are alright.

      Like for instance if there are regualr joe tanks that are one seater...then as long as they don't own ground based anti-tank I'm all for 'em.

      Really excited guys. I'll mess with the bradley's antitank missiles for shits and giggles. For some reason I never ventured to fire the thing. Love the pickup kits...which spawns another question.

      On maps that don't have uav trailers will the kits be placed on another easy to spot location?
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Smagma Dactyl
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« Reply #4 on: September 13, 2006, 08:24:06 PM »

Actually, most maps have the uav trailer, we did it this way instead of map wise because we had SO MANY maps and wanted to get them in these also. Future maps may have pickup kits map wise. The maps the do not have the uav trailers are small infantry based maps that they arent in need of the pickup kits.
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Ammond
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« Reply #5 on: September 14, 2006, 06:14:23 AM »

The secret seems to be that the nose of the AA helo has to be slightly below the targeted aircraft. Look at the missiles on the whirly bird. They angle slightly up, so slightly nose down to fire the missile. I generally hit all but the Hellion which I think has two widely spaced heat sources that confuse the processor. I say that because I don't seem to have problems with a side shot, but head-on the missiles seem to always miss. Probably a bug.

         Well, I think any positive changes that you make to stingers' homing characteristics is a good thing. The only problem is that the AA helos have these horribly slow and innaccurate stingers. I think that in order to make this helo worth using at all the stingers should be as potent as those of the stinger soldier and aircraft sidewinders.
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jerebaldo1
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« Reply #6 on: September 15, 2006, 06:41:32 AM »

        Ahh, I shall try that next time, thanks!

       So I tried the bradley's missile gunner seat. I was like, "alright, well, it can't turn form side to side so maybe it's TV guided. Found out it was normal lock on like before. So the problem is that when I try and engage other vehicles I cant lock on because the missile view is tied to the turret. I may want to beg for one of three things: making them tv guided, or else decoupling the laser guidance screen from the turret (a la the original bombers' laser guided view) allowing it to turn independently, or else allowing the gunner to fire the missiles as well like in the days of yore.

       Personally, I would prefer that the gunner retain control over the missiles as well because then it will be consistent with the AA vehicles. It would be better for gamplay while still requiring teamwork to move and shoot.

       With respect to the UAV trailers and pickup kits: Dalian 2 for instance doesn't have a UAV trailer. With all of the air assets and expansive nature of the map though I think that there should be pickup kits in there. But perhaps it will get a UAV trailer with the kits in the next version?

       Thanks for discussing this!
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N@W.ManX
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« Reply #7 on: September 15, 2006, 08:39:30 AM »

I like ur input here jerebaldo1 and im glag to see that some 1 is taking the time to post up ideas and sujjestions from the community,im sure that the dev's look on this as constructive ideas.....

keep em comming!!!
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Smagma Dactyl
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« Reply #8 on: September 15, 2006, 08:58:54 AM »

Amen on that Manx, Dalian Plant has concerned me for awhile and my thoughts are anything with JETS needs UAV trailer (the maps big enough for planes then its big enough for .50 cal snipers and stingers.

there will probably be a "patch" for this map! Wink

On to the bradley missile. Grin If during 3.9.6 "testing" we find that the missile control is a hhindrence then I will see if I can make it rotate independently of the turrent, if that cant be done OR is TOO weird to look at then it will return to the gunners control!
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MadSlob
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« Reply #9 on: September 15, 2006, 08:30:02 PM »

I am really pleased to hear about the "new tanks" in NAW.and very good to hear about changes to be made about having to have more people to crew a tank Grin
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