AA missiles after 1.4.17

Post Reply
Acecombatzer0
Posts: 554
Joined: 2010-09-26 14:10

Re: AA missiles after 1.4.17

Post by Acecombatzer0 »

Piipu wrote:That's quite the lifetime achievement. Unlike you, I haven't been able to focus on PR full-time, as I've been too busy working after getting my master's in engineering.
Dude no one cares what you do in RL. I'm sure your college education taught you "ad hominem"

And comments like that will derail this thread... stop.
CrazyHotMilf: can you release PR 1.0 today cause its my birthday and i want to play it ? because its gonna be very nice and every thing
Piipu
Posts: 50
Joined: 2009-06-20 19:59

Re: AA missiles after 1.4.17

Post by Piipu »

Acecombatzer0 wrote:Dude no one cares what you do in RL. I'm sure your college education taught you "ad hominem"

And comments like that will derail this thread... stop.
It was actually a technical university, not a college.
Image
MY STRONG PC SPECTS
viirusiiseli
Posts: 1171
Joined: 2012-02-29 23:53

Re: AA missiles after 1.4.17

Post by viirusiiseli »

Piipu wrote:That's quite the lifetime achievement. Unlike you, I haven't been able to focus on PR full-time, as I've been too busy working after getting my master's in engineering.
I'm not sure thats relevant but ok

Do you think there's nothing wrong with the videos shown in this thread?
PatrickLA_CA
Posts: 2243
Joined: 2009-07-14 09:31

Re: AA missiles after 1.4.17

Post by PatrickLA_CA »

I'm very busy IRL, can you please nerf assets that kill me when I stand on rooftops?
In-game: Cobra-PR
Jacksonez__
Posts: 1090
Joined: 2013-07-28 13:19

Re: AA missiles after 1.4.17

Post by Jacksonez__ »

Piipu wrote:It was actually a technical university, not a college.
Irrelevant & stop posting so you don't make greater fool of yourself.
/thread/

I literally never fly CAS but I think it (CAS) has been nerfed into oblivion. 20 min spawn is kind of harsh, since it takes no skill to shoot down a jet for instance but requires lots of skill to be even moderately effective with CAS.
No CAS crew is getting anything done anymore.
User avatar
Mineral
Retired PR Developer
Posts: 8533
Joined: 2012-01-02 12:37
Location: Belgium

Re: AA missiles after 1.4.17

Post by Mineral »

back to topic, you can talk about your degrees here.
Image
CAS_ual_TY
PR:BF2 Contributor
Posts: 920
Joined: 2016-01-04 12:30

Re: AA missiles after 1.4.17

Post by CAS_ual_TY »

We did some testing. The ghost redirek happens to happen every time you see the missile "explode" without hitting a solid object (prop). We tested it with diving, as well. Jet behind the diver dies.

Tested it only with lock so far, will do some more tests soon
Image
Image Image
DogACTUAL
Posts: 879
Joined: 2016-05-21 01:13

Re: AA missiles after 1.4.17

Post by DogACTUAL »

Ironically the most unbiased feedback of CAS/AA balance by far is made by people who do CAS (since they also do all other roles including AA), while the people who never do CAS, let alone fixed wing CAS reek of bias and ignorance concerning this matter. All the while having a bad case of cognitive dissonance and accusing CAS players of the very thing they are (very biased and out of touch), going so far as to explain away obvious gameplay breaking bugs as wanted features and balance.

It seems INF only players generally just have an entitlement to be able to destroy any CAS asset just because they can see it, no matter what counter measures the CAS is taking at that moment (manouvering/flares/distance/speed/positioning). All the while the same notion is not applied to any armoured ground assets anywhere near the levels it is to CAS, which is a huge and obvious double standard.

Faux realism arguments are also used in an excuse to justify CAS/AA being broken, while completely ignoring that air combat (A2A as well as A2G) in PR is heavily scaled down to much smaller distances as it is in reality and therefore AA must also be scaled down to match this. All the while many realism arguments that are in favour of CAS and actually apply quite well to the scale of the game are ignored and dismissed with the excuse of 'gameplay', while not caring for actual CAS gameplay at all.

If pretty much everyone that does CAS regulary, even people that barely post on the forums, come out of the woodwork and say that CAS/AA is broken, then you can't just dismiss them all as biased and only out for more kills. They want to have fun again doing CAS, not being forced to sit on the sidelines the whole game.
UTurista
PR:BF2 Developer
Posts: 985
Joined: 2011-06-14 14:13

Re: AA missiles after 1.4.17

Post by UTurista »

DogACTUAL wrote:Ironically the most unbiased feedback of CAS/AA balance by far is made by people who do CAS
No its not. Both sides are being biased with casualty being the only one that is making an effort to make and show the current status of the flares/missiles.

I've re-read the thread and there's not even consensus within the "CAS whore" community of what is "wrong!". Everyone is just saying "they're to OP!" but not explaining "how are they OP?". Except virus, indeed he blames not the AA itself but the amount and range of it, hereand here.

This being said, he also says v0.98 flares/AA was the best but for what I remember that was still one of those versions where literately everyone would hide the moment CAS spawned until its death. I also remember perfect placed AAs not doing anything, even when they made a perfect triangle overlapping each other, CAS could go dive in the centre, kill the target and flare away. That is why there's so many AAs (static, handled, mobile) available.

I'd suggest clear topics of what is wrong with AA (maybe even making dedicated threads), cause if there are any I'm missing (except like I said the amount one).

The point is that you're right, most of us don't do CAS so we don't know the struggle BUT
  • "CAS whores" are not explaining the problem correctly
  • There's some contradiction even in this small group
  • Most people only see "CAS whores" as K/D horders
Image


Dont question the wikipedia! Just because it reports different things on different languages does not make it unreliable source!
viirusiiseli
Posts: 1171
Joined: 2012-02-29 23:53

Re: AA missiles after 1.4.17

Post by viirusiiseli »

DogACTUAL wrote:It seems INF only players generally just have an entitlement to be able to destroy any CAS asset just because they can see it, no matter what counter measures

Welcome to the PR community, where we hate good players as opposed to other games. Your next step: get good enough so people hate you and you can begin getting banned xD

DogACTUAL wrote:They want to have fun again doing CAS, not being forced to sit on the sidelines the whole game.
That would burst the bubble all of our esteemed 'professional' infantry players have, which Murphy verbalised earlier in this thread. Good CAS puts infantry in their place, and thats okay, because it's realistic and how it should be. Murphy's idea of the picking order on the battlefield is unfortunately wildly untrue, if we consider realism at all.

And I'm not saying it should get 100 kills, I'm saying the infantry should be afraid of CAS and armour as well. CAS only ever got 100 kills because the crews were the best in the mod, probably ever, and the infantry was not afraid of CAS/armor, allowing for too many easy kills. Maps have plenty of cover, it's simply a choice whether to use it or not.

Instilling the fear for assets that used be common through 0.87-0.98 would already cut CAS/armour kills by a half or even more. People didn't so much as peek if someone said a tank was out there. That's why assets didn't have as much power as far as influencing the game went, but were at the same time effective.

Now people run at assets like headless chicken, so of course it's easy to post up somewhere and let them run into you. Even if you are marked on the enemy team's map it doesn't matter, stay in the same good spot and keep killing the dummies. I firmly believe people will eventually learn, but it would have to start with the infantry squadleaders teaching their babies to be afraid of the big bad world.

CAS and armour both are quite easily avoidable/manageable/vulnerable depending on the map if you know a little bit about them, such as their tactics, weaknesses and strengths.

I barely get killed at all by CAS or armour unless I make a mistake myself, by bad positioning or being otherwise careless. Same goes while leading an infantry squad, those rare times that I do.

Nerfing CAS is just easier than having to learn how to counter the good players on the opposite team. It's also difficult to consider the option that infantry squads just got outplayed by assets for a long time due to their stupidity. Isn't being BAD an option?
Last edited by viirusiiseli on 2017-12-15 12:53, edited 6 times in total.
Jack_Howitzer
Posts: 40
Joined: 2016-03-16 21:33

Re: AA missiles after 1.4.17

Post by Jack_Howitzer »

'[R-CON wrote:UTurista;2178604']No its not. Both sides are being biased with casualty being the only one that is making an effort to make and show the current status of the flares/missiles.

I've re-read the thread and there's not even consensus within the "CAS whore" community of what is "wrong!". Everyone is just saying "they're to OP!" but not explaining "how are they OP?". Except virus, indeed he blames not the AA itself but the amount and range of it, hereand here.

This being said, he also says v0.98 flares/AA was the best but for what I remember that was still one of those versions where literately everyone would hide the moment CAS spawned until its death. I also remember perfect placed AAs not doing anything, even when they made a perfect triangle overlapping each other, CAS could go dive in the centre, kill the target and flare away. That is why there's so many AAs (static, handled, mobile) available.

I'd suggest clear topics of what is wrong with AA (maybe even making dedicated threads), cause if there are any I'm missing (except like I said the amount one).

The point is that you're right, most of us don't do CAS so we don't know the struggle BUT
  • "CAS whores" are not explaining the problem correctly
  • There's some contradiction even in this small group
  • Most people only see "CAS whores" as K/D horders

Jesus christ can't you read? The problems have been explained dozens of times in this thread so far. Hell, even I've said the same things again and again in several posts. It's just that different people have different ways of explaining the same problems. If there is some problem with reading comprehension with you guys, I will make one more simplified explanation for you with few main points:

*Flares are useless*
-They fail to deceive missiles, instead attract them TOWARDS the AIRCRAFT. This is both UNREALISTIC AND
UNPLAYABLE, so exact opposite of how things should be

*MANPAD*
- too good (range, kill propability), shifts the AA focus on lonewolf kit instead of coordinated effort (AA emplacements, vehicles) which requires teamwork and organizing which PR is all about? AA emplacements and AAVs used to have upper hand on MANPADs as they had more missiles = bigger probability of kill with multiple missiles launched. Now probability of kill is so high, that MANPAD has replaced both aforementioned assets as 1 missile is most of times enough to kill enemy air asset. MANPAD is almost impossible to spot from aircraft, MANPAD can hide easier, can move undetected to places where AAV and FOB AA could be spotted.

*Dogfight*
-See first, kill first. No skill required in air combat anymore, dogfights are just one big furball of jets one-shotting eachother until the last man stands. Gun is close to useless as missiles work too good and flares are useless, gun ammo is reduced and the high bullet drop combined with ridiculous BF2 netcode requires huge amounts of lead to hit enemy aircraft. If infantry warfare would be exactly like dogfights right now, every player would have aimbot and 1 HK gun. Would that be fun and skill-demanding?

*Inherent flaws of PR compared to real life*
-Limited view distance, this is great drawback FOR CAS, not for infantry so much. IRL CAS jets could engage even enemy AA systems outside of their reach. Google SEAD for more info. In PR limited view distance puts jets in great disadvantage as unguided munitions are hard to hit on target and puts the jet in great risk as it has to go low to see anything. This makes it very easy for AAs to hit jets. Even MANPADs can bring down fighters, which in real life is not likely to happen as MANPADs have range of ~8 km and jets can fly up to 20 km. This is why MANPAD range would have to be limited to match RL scenario. MANPADs are IRL used primarily against helicopters and LOW-FLYING aircraft.
-Lack of teamwork, comms and intel. You can't expect inf and armor squads to give reliable intel to CAS, they have to be self-sufficient in that sense.

*Requirement for lases*
-It's very demanding to get enough spotters to have targets for CAS airplanes. Jets can't go around the map finding targets alone like tanks and APCs can. Therefore, even with COMPLETE AIR SUPREMACY, and TOTAL LACK OF ENEMY AA, jets are still challenging assets to get kills/damage to enemy team as it pretty much always requires A LASE to hit enemy targets. Most CAS squads couldn't even rack up 20 kills in a round even if there was no enemy CAS or AA. The biggest inherent trouble of CAS jets, is the requirement for lases which is unique to PR assets, and thus, a great handicap. This is why sometimes you see other team with air supremacy and STILL NOT GETTING ANY KILLS.

*Ground attack airplanes are useless*
-They lack the speed which fighters have, which puts them into even more vulnerable position. IRL, they make up the lack of speed in durability. Planes like SU-25 and A-10 can take A LOT more punishing by both triple AA and AA missiles compared to rather fragile fighters. In PR, A-10 and SU-25 can be one-shotted in the same manner as any other jet. Google A-10 Iraq war or SU-25 for more info and pics.

*AA missile damage and physics*
-In PR, every AA missile is of a short range, low-damage type. MANPADs, FOB AAs, and even AAVs fire the same heat-seeking, short range, rather low damage missiles such as Stinger or Strela. There is no long-range high-power AA missiles such as PATRIOT, BUK etc. This should be taken into account when designing the blast radius of missiles.
Also the missiles either have huge blast radius which blow up the aircraft from very far away, or there is a bug where AA missiles explodes and goes through multiple flares to destroy the jet, as per Casualtys video. IRL even jet fighters have some chance of surviving AA missile hit if the missile is of a smaller type. Plus, in PR missiles don't blow up on flares anymore either leaving the jet unharmed or damaging it slightly, AA missiles are a kill or miss type, usually the first choice. Where armored vehicles can sustain a hit and repair, CAS jets and helis go down with the first hit.

Hornet hit by SA-7:

Image

F-14 hit by unknown SAM:

Image

Etendard hit by SA-7:

Image

A-10 hit by hundreds of rounds of AAA:

Image

https://en.wikipedia.org/wiki/Kim_Campbell_(pilot)

https://forum.keypublishing.com/showthr ... -hit/page2

Here was a small compliation of some of the arguments already presented in this thread, I must've forgotten alot also. Hope this doesn't get dismissed by saying ''there is no effort to make and show the current status of the flares/missiles''.

I would've never had to make this wall of text if the DEVs responsible would actually play this game to see what it's like before they implement new things, but that's probably never going to change.
Last edited by Jack_Howitzer on 2017-12-15 14:35, edited 4 times in total.
blayas
Posts: 135
Joined: 2014-04-01 15:17

Re: AA missiles after 1.4.17

Post by blayas »

I recognize the need for a review on missile and flares systems, but some issues need to be taken into account.
blayas wrote:For any change in this sense it is necessary to remember how the AAv's are portrayed in the PR. While the cas can simply lock and shoot laser, the AAvs:

- The only method of search is visual even for those vehicles that have search radars like tunguska and type 95.
- Engaging with guns is done manually even for all AAvs who have radars for fire control like shilka, m163, tunguska, type
- IR missiles have a locking tone even if they are passive sensors.
- Some Saclos AAvs do not have missiles with agility sufficient to engage jets and neither IFF, like the stormer.
- No AAv in PR can effectively deny air space once something is lased at the best of hypotheses there will be a trade-off between a vehicle and the CAS.
it requires a LOT of patience and dedication from a specialized AAV operator, since it is one of the most specialized and idle functions of PR, often the enemy cas can not be seen during a whole match, and when seen for such brief moments. (yes I must be a maniac, I love being a specialized operator of aav)
 I would suggest that the radar operator's seat in aav's like tunguska and a type, where they could see the search radar and direct their gunner, would certainly be an incentive to see more properly manned AAvs demanding teamwork in between its crew.

And for all AAvs, in an environment where flares are most effective, it would be interesting to have a bigger range to lock targets, would be a more effective way of indicating their presence there, and thus actually produce their function of dissuading the cas from entering this airspace.

Finally, I would like to see a lot of concepts of SEAD and counter-sead war applied to the PR, but unfortunately I think the engine can not handle complex features like radar ligation and shutdown, eccm, complex arm's...
DogACTUAL
Posts: 879
Joined: 2016-05-21 01:13

Re: AA missiles after 1.4.17

Post by DogACTUAL »

No its not. Both sides are being biased with casualty being the only one that is making an effort to make and show the current status of the flares/missiles.

I've re-read the thread and there's not even consensus within the "CAS whore" community of what is "wrong!". Everyone is just saying "they're to OP!" but not explaining "how are they OP?". Except virus, indeed he blames not the AA itself but the amount and range of it, here and here.
If you think that is so, please check out my previous posts in this thread (page 7 and onwards, beginning with SWAT's video). I went into great detail of what exactly is wrong with the flares and AA missiles. Maybe you didn't read all my posts because some of them are quite long so you might have missed some things.
I described everything clearly. Generally speaking, about every 2nd missile fired at a locked flare will ignore any flares between the AA and the jet and go straight for the jet.

And then there is the other bug that was shown by casual that also happens. There is also the issue of AA missiles that are fired at a jet coming right towards the missile not damaging the jet and exploding right behind it, unless it is a direct hit.
Last edited by DogACTUAL on 2017-12-15 19:45, edited 2 times in total.
viirusiiseli
Posts: 1171
Joined: 2012-02-29 23:53

Re: AA missiles after 1.4.17

Post by viirusiiseli »

blayas wrote:to have a bigger range to lock targets
AA can already lock and kill CAS beyond visual range, which is one of the reasons for terrible balance. It has always been easy for AA to spot a target and fire at it, because they always see CAS before CAS sees them, if they bother to look around enough, which is really their only job.

You must have never played CAS if you suggest this. Fairly sure it's an inherent problem with the game engine, but still its probably the single biggest BS thing about CAS, dying to BVR AA. You just see a missile come out of the fog and kill you, with no way to counter it.

Granted, CAS can do it too, but it takes a crazy amount of skill to successfully do BVR tactics and it is almost never properly done, unlike BVR AA which is just point and shoot.
Last edited by viirusiiseli on 2017-12-15 20:45, edited 4 times in total.
DogACTUAL
Posts: 879
Joined: 2016-05-21 01:13

Re: AA missiles after 1.4.17

Post by DogACTUAL »

There are some maps that have lock distance set to view distance (both for AA and laser guided munitions), like kashan desert or black gold, so around 1000m.

Honestly i prefer the BVR lock over that though, feels cooler and plays better imo and extended engagement ranges are always preferred with the limited view distance PR has.
DogACTUAL
Posts: 879
Joined: 2016-05-21 01:13

Re: AA missiles after 1.4.17

Post by DogACTUAL »

Good AA balance would be making CAS flying towards an AA being shot down very likely while making it unlikely to shoot down CAS flying away and flaring. Right now it is the opposite.
Fastjack
PR:BF2 Contributor
Posts: 525
Joined: 2011-09-04 19:47

Re: AA missiles after 1.4.17

Post by Fastjack »

CAS_ual_TY wrote:We did some testing. The ghost redirek happens to happen every time you see the missile "explode" without hitting a solid object (prop). We tested it with diving, as well. Jet behind the diver dies.
What you mean with hitting a non solid object? You mean the flare with non solid object?

AA missiles have 2 Damage sources. ExplosionDamage and ImpactDamage.

Could it be, after the explosion is triggered and the Splashdamage is done, that the missile turns into the GHOST-missile and continoue targeting the jet with the ImpactDamage source?

I know, sounds crazy.
solidfire93
Posts: 491
Joined: 2015-06-26 14:21

Re: AA missiles after 1.4.17

Post by solidfire93 »

i think the bug that missile still kills even when it blows up on flare is a left over of this Old bug that we used to counter while doing CAS.. 1 missile still kills even when it blows up on other objects like enemy Aircraft or Friendly !

1 year old but still the bug its out there.. or maybe im wrong and its a new bug ,but.... you got to love CAS_ual_TY's Reaction. :D

Last edited by solidfire93 on 2017-12-17 06:36, edited 1 time in total.
CAS_ual_TY
PR:BF2 Contributor
Posts: 920
Joined: 2016-01-04 12:30

Re: AA missiles after 1.4.17

Post by CAS_ual_TY »

[R-CON]Fastjack wrote:What you mean with hitting a non solid object? You mean the flare with non solid object?

AA missiles have 2 Damage sources. ExplosionDamage and ImpactDamage.

Could it be, after the explosion is triggered and the Splashdamage is done, that the missile turns into the GHOST-missile and continoue targeting the jet with the ImpactDamage source?

I know, sounds crazy.
- You dive onto the AA in this weird angle
- AA explodes on you but you dont take damage
- Any jet within 900m behind you dies to that AA


I would really like to help figure this out. But I do not know how the code works, nor how to edit it or tweak it.
Image
Image Image
Danesh_italiano
Posts: 574
Joined: 2012-07-23 03:25

Re: AA missiles after 1.4.17

Post by Danesh_italiano »

It is so frustrating dying easily by enemy jet. Even worse is when you are turning then you lose control, spinning out...

Reverse all changes on flares/AA/jet_helicopter physics and ONLY keep the slow fire rate on AA to avoid missile spam. And put back when is working properly.
I only know that I know nothing. Só sei que nada sei. Sólo sé que no sé nada. So solo di non sapere nulla. Tantum scio me nihil scire. Je sais seulement que je ne sais rien. Tiedän vain, etten tiedä mitään. Ich weiss nur dass ich nichts weiss. Ek weet net dat ek niks weet nie. Wiem tylko, ?e nic nie wiem. Heoi ko ahau anake e mohio ana kahore au e mohio. Ngiyazi kuphela ukuthi angazi lutho.
Post Reply

Return to “Vehicles”