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PSU: Headshots?? Wadda ya mean there are no headshots??
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2012-06-17, 10:53 AM | [Ignore Me] #17 | |||
Sergeant
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the mossie will be able to extend away the moment they feel in danger, and should be able to escape only taking 1 missile hit. the reaver should be able to tank multiple missiles, allowing it to escape even thought it has a lower speed. The scythe is the only aircraft that will really rely on evading the missiles, but its different flight characteristics should make it easier to dodge missiles. yea I was originally worried the reaver would get destroyed in dogfights, but it seems to be inbetween the two other aircraft as far as performance goes. |
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2012-06-17, 10:54 AM | [Ignore Me] #18 | |||
Staff Sergeant
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2012-06-17, 11:41 AM | [Ignore Me] #19 | ||
Brigadier General
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I think that the lock on missiles should be more maneuverable than an aircraft can hope to dodge. Speed and placing obstacles between your aircraft and the missile should be the best option available when you don't have countermeasures installed.
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2012-06-17, 11:53 AM | [Ignore Me] #20 | |||
Second Lieutenant
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I think that it should be very difficult to out-maneuver a missile, but it should be possible fo sho. |
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2012-06-17, 12:00 PM | [Ignore Me] #23 | ||
Master Sergeant
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I think that the angle the missile is at should make a huge difference. If someone gets a lock perpendicular to me, then I should just be able to turn into them to lose the lock. However if they are directly behind or in front of me than it should be much more difficult or impossible.
Can we upgrade the guidance for our missiles? Something along the lines of: Heat seeking (No lock on warning, easily countered with flares) Radar seeking(No lock on warning, can be countered by turning off radar or chaff) Radar guided (Lock on warning, more difficult to counter, shorter lock time) Laser guided (Lock on warning, can be countered by breaking visual contact with the shooter.) Self correcting heat seeking (No lock on warning, difficult to counter while in sight of the shooter) Semi-intelligent Dual guidance heat/radar seeking (The ultimate guided missle, is a fast kinetic kill vehicle as the guidence system took up the payload space; No lock on, cannot be countered with flares or chaff, can only be avoided if the pilot breaks visual contact with the missle for longer than 4 seconds) It's the future, we can come up with some really cool weapon systems |
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2012-06-17, 12:09 PM | [Ignore Me] #24 | ||
Corporal
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the one thing that has me a bit annoyed is that in the E3 footage the pilots had to switch to ther missles as the active wepon to get a lock on, meaning that they coulldent fire ther guns as ther locked on.
i know ther is probably a good reason why they have done it this way but the flight-sim nerd in me still finds it a little annoying. |
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2012-06-17, 01:05 PM | [Ignore Me] #26 | |||
First Lieutenant
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PS1 had similar tricky maneuvers. Flying around trees and over hills sometimes got the missile caught on a tree or the hill and you were free. Flying out of lock range or breaking LOS with some AA platforms (Quasar and Striker) was all you needed in some cases.
You couldn't just shake the missile in mid flight though, and I think those kinds of physics in the game would take a lot of programming.
Last edited by Blackwolf; 2012-06-17 at 01:08 PM. |
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2012-06-17, 01:10 PM | [Ignore Me] #27 | |||
Brigadier General
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If you don't have flares, afterburn behind some cover. |
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2012-06-17, 03:29 PM | [Ignore Me] #29 | |||
Brigadier General
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I suppose having a module that generated ammo for your vehicle out of nanites would be acceptable, so long as it came with heavy tradeoffs, such as generating the new ammo pretty slowly, taking up a valuable module slot, and having a smaller maximum ammo capacity so that you actually had to rely on the regeneration a lot quicker than normal. The explanation could be that the ammo generation module took up a lot of space, so it replaced most of the ammo magazine storage area in the vehicle. To balance how long it took to regenerate the ammo, I would first figure out how long it took for a vehicle to expand all of it's ammo on average in normal battle conditions, and then make it take twice as long as that for the regenerating ammo to generate that many rounds. A regenerating ammo vehicle would still be viable at that point, but at reduced capacity. Seems fair to me. Everything is about tradeoffs. |
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