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View Poll Results: Should a tail gunner be able to shoot down a missile?
No 28 16.47%
Yes 82 48.24%
Yes, but only with an up/sidegrade 60 35.29%
Voters: 170. You may not vote on this poll

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Old 2012-06-17, 11:32 PM   [Ignore Me] #1
Eyeklops
First Lieutenant
 
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Liberator tail gun & missiles.


Should the tail gunner be able to shoot down an incoming an missile? If yes, should this require an up/sidegrade? Discuss.
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Old 2012-06-17, 11:36 PM   [Ignore Me] #2
indirect
Staff Sergeant
 
Re: Liberator tail gun & missiles.


Yes, but with difficulty. Should require precise aim, tailgunner should not get a reticule over the missile or anything.
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Old 2012-06-17, 11:40 PM   [Ignore Me] #3
super pretendo
First Sergeant
 
Re: Liberator tail gun & missiles.


depends on rate of fire of the gun, but it should take more than one hit from the gunner. If it's a very fast gun, maybe several hits
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Old 2012-06-17, 11:42 PM   [Ignore Me] #4
zomg
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Re: Liberator tail gun & missiles.


Could be an interesting mechanic, but it could also render the vehicle immune to missiles with a good gunner.
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Old 2012-06-17, 11:47 PM   [Ignore Me] #5
Sirisian
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Re: Liberator tail gun & missiles.


We had a thread about this already. I think there's another one also, but I forgot what it was called. Basically the concept of missiles and other projectiles having health opens up for some fun skilled gameplay. (People mentioned shooting grenades in another thread )
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Old 2012-06-17, 11:55 PM   [Ignore Me] #6
lMABl
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Re: Liberator tail gun & missiles.


Originally Posted by Sirisian View Post
(People mentioned shooting grenades in another thread )
That would be alot of fun, shooting one mans genade off his belt and take out an entire squad. But it looks like that wont be possible anyways. http://www.planetside-universe.com/s...ible+equipment

Last edited by lMABl; 2012-06-17 at 11:56 PM.
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Old 2012-06-18, 12:04 AM   [Ignore Me] #7
ConsPark
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Re: Liberator tail gun & missiles.


Echoing zomg, I think this'd be best with an upgrade or sidegrade, maybe a turret specifically designed for this that is effective in that role, but nothing else.
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Old 2012-06-18, 12:05 AM   [Ignore Me] #8
Khellendros
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Re: Liberator tail gun & missiles.


Man, I hope the servers will be able to keep up with all this. Imagine a fierce battles and dozens, or even scores, of missiles flying every which way...
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Old 2012-06-18, 12:24 AM   [Ignore Me] #9
Xaine
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Re: Liberator tail gun & missiles.


Good idea, i like it.
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Old 2012-06-18, 12:33 AM   [Ignore Me] #10
Bravix
Sergeant Major
 
Re: Liberator tail gun & missiles.


No.

I can see flak or other AOE explosions taking down a missle...but the odds of a bullet hitting a missile?

If you make it realistic (where the bullet ACTUALLY HAS TO HIT THE MISSILE) then sure. Don't make the hitbox on the missile larger then the missile.

This is pointless anyway, as it won't be implemented. Too much for the server.
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Old 2012-06-18, 12:40 AM   [Ignore Me] #11
maradine
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Re: Liberator tail gun & missiles.


I'd actually be OK with this, with no specialty cert or mods of any kind. If you can get your defensive fire to intersect the geometry of an incoming projectile, by all means, you've earned your 5 seconds of respite. Vaya con dios.
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Old 2012-06-18, 01:12 AM   [Ignore Me] #12
The Degenatron
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Re: Liberator tail gun & missiles.


Seems logical to me. No mods needed. Just it shouldn't be easy.
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Old 2012-06-18, 01:14 AM   [Ignore Me] #13
Zekeen
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Re: Liberator tail gun & missiles.


Originally Posted by Bravix View Post
No.

I can see flak or other AOE explosions taking down a missle...but the odds of a bullet hitting a missile?

If you make it realistic (where the bullet ACTUALLY HAS TO HIT THE MISSILE) then sure. Don't make the hitbox on the missile larger then the missile.

This is pointless anyway, as it won't be implemented. Too much for the server.
How can that be too much for the server? The missile already counts as a physical entity that collides with an aircraft to explode. All you gotta do is make bullet contact signal explosion. It may already be in. It's actually easier for the server is bullet contact explodes it rather than not hurting it or passing through it (you gotta set up special code for it to view the projectiles as a sort of "ghost). Otherwise you're just letting it do as it does.
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Old 2012-06-18, 01:22 AM   [Ignore Me] #14
Sirisian
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Re: Liberator tail gun & missiles.


Before anyone starts going off wild assumptions about the performance cost of such a thing I'll mention, as I did in the previous thread, that they're using PhysX. It has methods for handling continuous collision detection between simple primitives like a bullet (sphere) colliding with a missile (an oriented bounding box). I wouldn't recommend anyone to argue against this idea solely based on a fear about the performance cost.

Also we haven't seen a lot of the guns nor their upper fire rates. It's possible we could see a tank's secondary AI cannon with the fire rate to shooting down a missile from an incoming fighter.

Also regarding balance a lot of it would probably come down to how much armor to give a missile or other object.
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Old 2012-06-18, 03:48 AM   [Ignore Me] #15
Sabot
Second Lieutenant
 
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Re: Liberator tail gun & missiles.


I'm not against it, but I do think a certain type of tailgun should be needed.... specificly one with an incredibly high ROF. It just seems very.... "over the top", to able to shot down missiles fired from hand held launchers with normal sights and a high caliber machinegun (I am guessing the tailgun will be something high caliber, if anyone have seen the actual kinds of guns they have there, please inform).

For instance... If you pick the tailgun with the very high ROF, you'll have the ability to effectively shoot down missiles if you can spot them, but you'll be little more than an annoyance to enemy air cav (test in beta :P). But if you go with the high caliber variant, your chances of shooting down missiles is.. well, say it's possible... but you've got to be one lucky bugger to actually destroy it. But you'll of course pick of enemy air cav with relative ease with it.

Or you could possibly make it a more advanced sight with the ability to identify incoming missiles in real time for you, making it hella easy to to get some shots off at it, but none the less fantasticly hard to actually hit them.

That is if you want any kind of mechanic for it, or just want the missiles to have a hitbox and hp/armor, and then it's up to the gunner to take them out before they hit... I think that's boring though, but that's just me.
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