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Old 2012-03-03, 04:18 AM   [Ignore Me] #31
Knightwyvern
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Re: Rockets Done Right: WWII Hawker Typhoon


No one has any idea of how the flight mechanics will feel/work, let's wait and see.
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Old 2012-03-03, 04:34 AM   [Ignore Me] #32
FastAndFree
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Re: Rockets Done Right: WWII Hawker Typhoon


Originally Posted by Canaris View Post
As long as it nothing like BF helicopters

This is how I remember most people using them
You must be pulling my leg, that's the best part in battlefield!
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Old 2012-03-03, 07:18 AM   [Ignore Me] #33
HoovesMcG
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Re: Rockets Done Right: WWII Hawker Typhoon


Im not sure why everyone is getting their panties in a bunch. For one how can we even imagine what the FM on a reaver would be in real life. Im in the US Air Force, and i have yet to see any plane/helicopter that even comes close to the technology that a supposed Reaver has. And let me stop you before you say "the Osprey". Whilst amazing that thing is propeller driven and only hovers to land or take off. And when it does so it does it slowly.

I for one am not going to even try to adapt RL flight tactics to these new PS2 birds. But what i will do is learn what those things CAN do in a GAME, to beat any adversary.
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Old 2012-03-05, 12:05 AM   [Ignore Me] #34
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Re: Rockets Done Right: WWII Hawker Typhoon


My original post was primarily to point out how much fun can be had without planes being hoverrape machines.

We don't need people to severely retard the enjoyment of others gameplay by having hovering spam tanks.
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Old 2012-03-05, 01:08 AM   [Ignore Me] #35
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Re: Rockets Done Right: WWII Hawker Typhoon


Originally Posted by Whalenator View Post
Also, not to double post or anything but keep in mind altitude must be kept low due to limited viewdistance (I can quote higby saying viewdistance is 1km)



Say if a mossie approaches a skyguard, with the mossie at a "high altitude" (For a game) of 500m, it's a far different situation from a mossie approaching near sea level. Neither can see each other, neither can lock to each other -- It makes Air invunerable to AA.
Akcherly, wasn't the view distance a rectangular box surrounding the player?

I could look at something staight-on and not see it, but turn so it was in the corner of my view, and it became visible because the corner of the "view box" was further from me than the front of my "view box".

It was like our sight distance had a flat ceiling, flat front and sides, and was basically a cube? Which cube was on the same plane as our eyes, so it tilted and rotated with our head.

I could see things in the top corner of my vision further than from the center.
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