Forums | Chat | News | Contact Us | Register | PSU Social |
PSU: Welcome to the club, we've got jackets.
Forums | Chat | News | Contact Us | Register | PSU Social |
Home | Forum | Chat | Wiki | Social | AGN | PS2 Stats |
|
|
|
Thread Tools | Search this Thread | Display Modes |
2012-05-02, 06:00 PM | [Ignore Me] #1 | ||
First Lieutenant
|
Greetings PSU Community,
I would like to know how everyone feels about the subject of AA targeting an aircraft that has landed, or is even unoccupied. For me, this was the most confounding aspect of AA weapons in PlanetSide (particularly flak) because it makes no sense that it would identify aircraft even if they are not airborne. It seemed like flak should explode in proximity of any vehicle regardless of its type, or otherwise that the it should only affect airborne targets that are actually in-flight. I'd like to know how you all feel about this subject, and whether you'd like to see a change from how it was set up in the original PlanetSide.
__________________
|
||
|
2012-05-02, 06:13 PM | [Ignore Me] #3 | ||
Captain
|
A shell that's designed for 'air-burst' would need some kind of fuse to make it do that.
The possibilities that spring to mind are: 1. Timer fuse, so it bursts after nn seconds regardless of where its going. 2. Proximity fuse, so it would burst near anything (including the terrain). 3. Air pressure/altitude fuse, so it would burst at or above a certain height. There would be problems with all of these in isolation, either too easy to hit too much stuff making it OP, or too hard to hit anything making it useless. I'd go with a mix of two - probably altitude and proximity, so as to say that it will burst against aircraft, but only against aircraft flying above 50m (or whatever). Of course, unlike reality that would be 50m above where you are, not above sea level, otherwise being infantry on a hillside would still be hazardous |
||
|
2012-05-02, 09:42 PM | [Ignore Me] #7 | ||
I say Dumb-Fire unless it's above radar clutter or something... basically higher than 6M or 10M smart AA kicks in.
That means flying really low becomes a valid tactic. Maybe different types of AA would have optimum killzone height? |
|||
|
2012-05-03, 12:49 AM | [Ignore Me] #12 | |||
Colonel
|
Future warfare is going to be both awesome and scary. Could be. Just a programming change and a little math. Last edited by CutterJohn; 2012-05-03 at 12:50 AM. |
|||
|
2012-05-03, 01:20 AM | [Ignore Me] #13 | ||
Major
|
My pet peeve, is that AA flak should be able to target anything in the air, including jet packers. If feet leave the ground, they should be vulnerable to standard AA damage.
Sooo, on the inverse, they land and standard AV damage should apply to aircraft, and back to AI damaged for jetters.
__________________
Extreme Stealthing |
||
|
2012-05-03, 05:39 AM | [Ignore Me] #15 | ||
Second Lieutenant
|
I suppose it's a balance issue. I'm a big fan of diversity, so I'd like to see something like.. one faction have proximity flak, which doesnt do nearly as much dmg as the AA missiles of another faction, but it has a higher rate of fire and maybe even can be used against LAVs.. i.e, not against something smaller than a lightning, but with reduced dmg (I assume a lightning have thicker armor than the fighters). And the vanu that prolly have some kind of dumb fire, very high velocity, very high rate of fire energy weapon for AA, that does even less dmg but can be fired at anything that moves.. or something.
|
||
|
|
Bookmarks |
|
|