UAV discussion, start time, duration

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PatrickLA_CA
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Joined: 2009-07-14 09:31

UAV discussion, start time, duration

Post by PatrickLA_CA »

I think that the UAV being available from the beginning of the round is not such a good idea gameplay wise. If there's a commander on the team, and on public matches that is unpredictable, the team is going to have a huge advantage in the beginning because they will know where all of the enemy logistic trucks and transports are going to, therefore having a good idea of where their FOBs are going to be set up.
Also, armor squads lose their flanking ability as well.

What I have in mind is to have the UAV start off with no fuel so that it can't be deployed in the beginning. This way both teams will be able to properly set up their FOBs as well as move their assets in place without the enemy team predicting their movements from the very beginning. This can somewhat balance out having a commander on one team while not on the other team.

Another thing that this will do is to make the UAV available a couple of minutes before the heavy assets spawn which is exactly when the team is going to need it the most. But most importantly for me, the squadleader to squadleader information will become more important.

I want to see if there are more people who would support something like this so if it turns out well, I can make a suggestion.
In-game: Cobra-PR
DzCrow
Posts: 59
Joined: 2016-02-03 19:33

Re: UAV discussion, start time, duration

Post by DzCrow »

im 2km map uav is almost op and if u have mortar squad the other team that dont have will get rekt . i agree with you
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Mats391
PR:BF2 Lead Developer
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Re: UAV discussion, start time, duration

Post by Mats391 »

Moved it to feedback forum as this is feedback. Also no need for additional suggestion, just discuss your ideas in here and we will keep an eye on it :)
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solidfire93
Posts: 491
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Re: UAV discussion, start time, duration

Post by solidfire93 »

PatrickLA_CA wrote:I think that the UAV being available from the beginning of the round is not such a good idea gameplay wise. If there's a commander on the team, and on public matches that is unpredictable, the team is going to have a huge advantage in the beginning because they will know where all of the enemy logistic trucks and transports are going to, therefore having a good idea of where their FOBs are going to be set up.
Also, armor squads lose their flanking ability as well.

What I have in mind is to have the UAV start off with no fuel so that it can't be deployed in the beginning. This way both teams will be able to properly set up their FOBs as well as move their assets in place without the enemy team predicting their movements from the very beginning. This can somewhat balance out having a commander on one team while not on the other team.

Another thing that this will do is to make the UAV available a couple of minutes before the heavy assets spawn which is exactly when the team is going to need it the most. But most importantly for me, the squadleader to squadleader information will become more important.

I want to see if there are more people who would support something like this so if it turns out well, I can make a suggestion.
+1 on maps like kashan or Khami or burning sands tanks are armor from both side can be spotted easily which is not bad for both side's but like Patrick said they lose their flanking ability... also a good commander can easily spot a super Fob which sometimes can be avoided by armor squad or get rekt by mortar squad.

maybe increasing the start up timed for the UAV or lets say the commander can use it after 5 min when the game start's...
PatrickLA_CA
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Joined: 2009-07-14 09:31

Re: UAV discussion, start time, duration

Post by PatrickLA_CA »

[R-DEV]Mats391 wrote:Moved it to feedback forum as this is feedback. Also no need for additional suggestion, just discuss your ideas in here and we will keep an eye on it :)
Yeah I should've posted it here in the first place, thanks :)
In-game: Cobra-PR
KillJoy[Fr]
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Joined: 2010-12-28 20:51

Re: UAV discussion, start time, duration

Post by KillJoy[Fr] »

To summarize this thread you want to nerf UAV because the opposite side is doing teamwork ?
Au dela du possible ...
PatrickLA_CA
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Re: UAV discussion, start time, duration

Post by PatrickLA_CA »

No, the idea is to give the teams some more time in the beginning of the round to set up their positions with a possibility of surprise and to make the squad leaders more dependent on the intel from each other until the UAV goes up.
In-game: Cobra-PR
Brozef
Posts: 213
Joined: 2015-03-27 02:51

Re: UAV discussion, start time, duration

Post by Brozef »

I said it before and I'll say it again. Remove UAVs and force commander to fly a scout helicopter with FLIR it is still useful but can be destroyed.
KillJoy[Fr]
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Re: UAV discussion, start time, duration

Post by KillJoy[Fr] »

PatrickLA_CA wrote:No, the idea is to give the teams some more time in the beginning of the round to set up their positions with a possibility of surprise and to make the squad leaders more dependent on the intel from each other until the UAV goes up.
I'm a bit sceptic on how it's going to improve communication between squad, most of time the commander seat is left empty the entire round, and sometimes someone reach it for 5 or 10mins, this scenario have a low probability.
Au dela du possible ...
PatrickLA_CA
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Re: UAV discussion, start time, duration

Post by PatrickLA_CA »

Well I play as a commander at least once a day and I've noticed it's too easy to spot the entire enemy team, especially at the beginning when you can predict where they are going to have their FOBs by tracking their logi trucks. If you don't have all of the enemy FOBs marked out in the first 5 minutes of the game, the squadleaders will have to let the other ones know about any FOBs they stumble upon. Then about 20 minutes later in the game the commander can have access to the UAV and start helping the team.
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viirusiiseli
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Re: UAV discussion, start time, duration

Post by viirusiiseli »

Yeah you can find out where all their stuff is but it doesn't mean you can destroy it easily.

Any worthwhile team will protect their FOBs especially on a flag and armor should be careful enough to not get killed just because someone is coming from behind them.

Against mortars there's almost always buildings/underground FOB spots.
fecht_niko
Posts: 347
Joined: 2013-06-29 13:42

Re: UAV discussion, start time, duration

Post by fecht_niko »

I like that idea. Give the UAV a 5-10min delay to enforce more comms!
Tit4Tat
Posts: 514
Joined: 2009-12-11 12:41

Re: UAV discussion, start time, duration

Post by Tit4Tat »

Yes it's very useful (OP) in competitive games, in FH tournaments I would place it just near oppositions main and from the Intel I'd get would put my pre planned plans in actions I.e where to send my armour/anti tank unit etc etc etc to counter ze enemy.

In public, it really doesn't make a difference, in most cases CO is spotting and letting sqds know what's the crack, very rarely a CO will have full control of 50 public players to order a certain sqd to carry out a fob killing mission or mining a certain choke point ...You get picture. Imo, leave it as it is.
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ZektorSK
Posts: 243
Joined: 2015-10-30 08:41

Re: UAV discussion, start time, duration

Post by ZektorSK »

Never played commander, but from what I have seen, UAV is good enaught,and I don't think it needs some diffictulity change
DzCrow
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Re: UAV discussion, start time, duration

Post by DzCrow »

:24_smoker
Last edited by DzCrow on 2016-04-05 15:15, edited 1 time in total.
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Mats391
PR:BF2 Lead Developer
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Re: UAV discussion, start time, duration

Post by Mats391 »

Lets get some numbers in here :)
We got a couple of parameters to tweak UAV deploying:
Start delay: 45s
Land delay: 45s
deploy speed: 50m/s = 20s/km
rtb speed: 50m/s = 20s/km
Fuel deploying: -0.2%/s = -4%/km
Fuel loitering: -0.1%/s = 10s/%
Refueling: +0.2%/s = 5s/%

So with that and assuming a deploy distance of 1km for a 2km map and 2km for 4km a map at start we get:
2km map
deploy time: 45s + 20s = 65s
fuel used: 4%

4km map
deploy time: 45s + 40s = 85s
fuel used: 8%

If we were to start with empty fuel, it would like this:
In order to deploy you need 110% of the fuel needed for the distance.
2km map:
Fuel needed: 4.4%
Time to refuel: 22s
Total deploy time: 87s
Loiter time: 4s

4km map:
Fuel needed 8.8%
Time to refuel: 44s
Total deploy time: 129s
Loiter time: 8s

You probably would wait until you have more fuel in that case, but this is minimum to spot enemy deployment.
We could also reduce the deploy speed and adjust the fuel consumption to keep same maximum up time. The up time i think is fine for UAV right now.
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PatrickLA_CA
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Joined: 2009-07-14 09:31

Re: UAV discussion, start time, duration

Post by PatrickLA_CA »

Yeah I agree, the up time should remain the same.
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ZektorSK
Posts: 243
Joined: 2015-10-30 08:41

Re: UAV discussion, start time, duration

Post by ZektorSK »

The fuel for UAV exists in game ?
bahiakof
Posts: 169
Joined: 2008-04-22 22:10

Re: UAV discussion, start time, duration

Post by bahiakof »

Hello,

The UAV starting the match without fuel would be interesting. The squads have time to organize better.

Another interesting suggestion to the commander:

https://www.realitymod.com/forum/f10-pr ... tives.html
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FlOwMaKeRs
Posts: 85
Joined: 2016-03-14 19:41

Re: UAV discussion, start time, duration

Post by FlOwMaKeRs »

+1 Agree

Also, UAV has to be seen in the sky, as an object.

Any design made.
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