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2012-06-17, 09:55 PM | [Ignore Me] #46 | |||
Second Lieutenant
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Well what I was thinking about instead of typing was that when your in the northern area of Indar, where its relatively flat or desolate, what do you do then, or what if you are 300 meters in the air. It would definitely be a balancing act to make missiles work right, I agree with most of your points, and it really comes down to seeing how it works in beta.. which needs to come soon.. |
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2012-06-17, 10:04 PM | [Ignore Me] #47 | |||
First Sergeant
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Last edited by Trafalgar; 2012-06-17 at 10:08 PM. |
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2012-06-17, 10:06 PM | [Ignore Me] #48 | |||
First Lieutenant
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You can get lucky at altitude with AB but without AB the missile would quickly run you down. Typical strategy was to identify the direction the missile was coming from (shows up on the mini map), and AB in the opposite direction in order to break lock with range. Racing upwards towards flight ceiling while racing away improved your odds considerably since it got you out of the firing dome faster. You just have to learn what maneuvers work. It's not like they won't exist at all. You aren't dead the moment you see "missile lock" flash on your screen. Just when you see "Wasp Missile Lock" because then there is almost no escape... |
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2012-06-17, 10:08 PM | [Ignore Me] #49 | ||
Master Sergeant
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Great discussion going on
@Xyntech: I do agree that missiles are going to feel more like area denial and that their effectiveness will be severely limited by LOS and outmaneuvering through terrain. I do remember bugging out through forest and swamp plenty of times in PS1 just to avoid taking that last missile in the end. Your points are valid and I agree, the game could be left at that and I would still be satisfied, but just the ability to stay in the thick of it a moment longer because of that lucky roll would really give me a good amount of fun. I haven't played BF3 either, so I have no idea what evasion in that game is like, either, but I'm expecting that from what we've seen, I agree with the others that it seems like flak and chainguns/purple pew pew lasers will be more effective at taking down aircraft. Flares and chaff will still be incredibly useful if you're completely out of options which will probably feel like most of the time against missiles. In no way do I want missiles to become useless because some hotshot Aces know how to dodge them, but I'm just saying, if they can dodge one every now and again (like once every twenty or thirty attempts), it might make dogfighting a little more hectic. |
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2012-06-17, 10:28 PM | [Ignore Me] #51 | ||
First Sergeant
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I haven't played BF3 either. In Freelancer, there was one section of the game where there was a giant battle with capital ships from two sides shooting each other, and if I tried to fight like it instructed me to, I would get wtfpwned.
So I came up with the very simple tactic of going into an inside loop with my cruise drive enabled - and anything that tried to shoot at me missed completely, and missiles all lost lock and failed to hit me, not that they'd have any luck unless they were smart enough to figure out I was flying in a circle, fly to any point on the circle, and then blow up in front of my fighter when I came back around. (They lost lock immediately after being fired, which is rather peculiar considering I wasn't really flying out of range or behind them or anything) In other games, that kind of thing doesn't always seem to work (one would hope not, since without a cruise drive or afterburners you can't go fast enough to lose lock on anything coming near you, and if they have a proximity fuse and large blast radius they could still be dangerous) but it is frequently possible to trick missiles using a well-timed immelman (optionally omitting the half roll at the end), ideally while using afterburners so it doesn't just hit you while you're doing it. That requires spotting the missile, flying away from it, and looking behind the airplane or spaceship to see the missile approaching, though. So that would require a "look behind/back" button, and some indicator what direction missiles are coming from. Probably can't spin around and shoot the missile while continuing to fly away from it in PS2, since these are airplanes and not space fighters with newtonian physics. Last edited by Trafalgar; 2012-06-17 at 10:31 PM. |
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2012-06-17, 10:37 PM | [Ignore Me] #52 | ||
Brigadier General
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I wouldn't mind seeing something like afterburning straight towards a missile allowing you to get away from it, but consider the balancing act. A Reaver is slower and clunkier, while a Scythe can change directions very quickly. If it were possible for a Reaver to sometimes outmaneuver a missile lock, than it would likely be very easy for a Scythe to outmaneuver a missile like.
I certainly don't think the Scythe is in need of that kind of buff for the moment. Obviously open terrain is going to make buggering out a little more difficult, but that's always the tradeoff. You need to be careful and stay mindful of your terrain. If you can outmaneuver a missile in open air, I think it will quickly render anti-air missiles useless. It is certainly something that would be cool to see and do, but it doesn't seem like it would be very balanced to me. I don't want flares to be the only option in every situation, but if it's the only option in certain situations, I think it will be okay. |
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2012-06-17, 11:18 PM | [Ignore Me] #53 | |||
Sergeant
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Yes calculating wind would be more taxing that calculating bullet drop, but ONLY by 1 extra calculation where the angle between the wind and projectile would be calculated. That is not much more taxing on the system than bullet drop, and nothing in comparison to having realtime projectiles/hitboxes in the first place. The missile flight model could be very simple, but still possible to evade. for instance: the missile is following the aircraft, and will always stay on it no matter what. Then, you simply add a statement saying the total velocity of the projectile must equal a set number (Xvelocity+Yvelocity+Zvelocity=!=?, simple addition which is not taxing at all). Then a second statement that limits the acceleration in any of these directions (deltaX<?). Boom, dodgable missiles with 4 additional calculations per missile. I realize it is more complicated to implement than that, but the impact on performance is still very low per missile. |
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2012-06-17, 11:18 PM | [Ignore Me] #54 | |||
First Lieutenant
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2012-06-18, 12:43 AM | [Ignore Me] #55 | ||
First Sergeant
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Balancing missiles vs pilot skill leaves out one crucial part of the environment. We need to be expecting spam, lots of spam. a dozen people easily in any battlefield just spammng missiles into the air all the time. It's relatively safe, its easy, its fire and forget, you better believe EVERYONE who doesnt feel like shooting will do it.
Shooting missiles is ridiculously easy and low risk. You need to balance pilot skill vs the number of missiles they will be seeing. I would expect 1-2 missiles to be easy to dodge but to make it survivable in an airspace over a real battle you'll need to expect 20-30 active launchers potentially in the area, with the pilot tracking and trying to avoid 10+ missiles, even very simple things to evade become intensely hard. We shouldnt forget the number of missiles that will be out there. Balancing missiles in a low player count environment could lead to large battles just being a death zone for all air vehicles. |
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2012-06-18, 01:04 AM | [Ignore Me] #57 | ||
Private
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ECM I can see being very viable to introduce since it would probably fit into the cert system well. Have different levels increase the difficulty of obtaining a lock from AA.
Also, Flares and Chaff are not, by any means, I win buttons. If you deploy them too early, they might disperse enough for the missile to regain a lock before it detonates or runs out of fuel. Deploy them too late and the shrapnel from the explosion may hit you. They are also limited to how much fit in the launchers. That picture of the C-130 is probably a good chunk of its total flares right there. In real aircraft, they have a computer that you can program to disperse countermeasures in patterns to counter the specific threat that is in the area. Last edited by Novacane; 2012-06-18 at 01:05 AM. |
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2012-06-18, 02:28 AM | [Ignore Me] #58 | ||
Private
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I wish I could remember exactly where I saw it, but I was watching the stream of e3 day 2 with TotalBiscuit, (which has now disappeared again ARGLEBLARGLE RAGE) and somewhere past the half-way mark they showed a mosquito hunting a reaver, and the mossy fired a homing missile at long range. I watched as the reaver pulled a tight turn, then started a vertical climb, making the missile follow. At the peak, he seemed to cut his engines and flip over backwards, dropping down into a dive. I thought this looked absolutely awesome, and I was sure that would be enough to lose the missile, since the thing missed by a mile after the backflip... but the damn thing whipped right back around and followed the reaver into the dive, hitting it at about the same time as the -second- missile fired by the mossy, blowing it out of the sky.
Personally i think that such skillful and -awesome- looking aerial maneuvers should be enough to make a missile break lock, but the darn things seem to be very good at their job right about now. If I could find the stream video again I could find exactly where it was (and check to see I'm just not imagining things) but I thought I should mention it since it seemed pertinent to this topic. |
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2012-06-18, 02:38 AM | [Ignore Me] #59 | |||
Master Sergeant
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2012-06-18, 04:38 AM | [Ignore Me] #60 | |||
First Sergeant
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(Oh, and missiles with the tenacity of a Terminator are a bit disturbing.) Last edited by Trafalgar; 2012-06-18 at 04:41 AM. |
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