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View Poll Results: How Much Splash Damage should AtG AT Missiles Have vs Armoured Vehicles? | |||
Little to None, as per the v1.0 Open Beta | 32 | 21.05% | |
~25% so it takes 4 near misses to kill a Tank (less vs APCs) | 39 | 25.66% | |
~50% so that it 2 near misses to kill a Tank (less vs APCs) | 39 | 25.66% | |
~75% so it takes 1.5 near misses to kill a Tank (~1 near miss to kill an APC) | 21 | 13.82% | |
100% so a near miss will kill any vehicle within a 5m (possibly smaller) radius | 14 | 9.21% | |
A Near Miss should kill any Vehicle within a 10m radius like in v0.98 | 7 | 4.61% | |
Voters: 152. You may not vote on this poll |
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Thread Tools | Display Modes |
2013-07-16, 01:02 | #11 |
Join Date: Feb 2012
Posts: 277
United Kingdom
Location: bristol
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Re: AtG AT Missile Splash Damage
in this poll will we be fiddling the statistics?
i.e. the poll has a clear winner but it seems many more exist in a minority. will we allow the minorities to take over? thats just undemocratic!!! anyways bitching aside this is the 2nd most popular. ~50% so that it 2 near misses to kill a Tank (less vs APCs) i dont want one near miss to kill a apc! no freaking way. 8 Guys in a APC nuked just like in 0.98 i dont want this at all. 18 tickets for just staying high. the way it was in BETA was fine maybe add a little more splash to compensate for no stabilization. the BF2 engine is about rock paper scissors. PR is loosley based on this. May i link u to virusilis Videos of CAS on BETA he still dominates not just cuz he is very good but because its so simple to do. Do not make this any easier !!!! A tank shud require a solid hit. A apc isnt a small tank its a game Dynamic dont ruin it with one near miss kills 8 men. If they want to rush a flag fine let them take a Truck. (Personally im in favour of a near/far miss disables a truck. so u get a chance to jump out. all this is moot anyways) if you just watch virus dominate in the havok . SEE LINK BELOW https://www.realitymod.com/forum/f11...-gameplay.html what does it add to the other 48 players per team, . JUST RUINS APC TRANS. IMO APC TRANS NEEDS THIS. |
2013-07-16, 02:05 | #12 |
Join Date: Nov 2012
Posts: 81
United Kingdom
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Re: AtG AT Missile Splash Damage
I voted 25% but I'm happy with any of the top 3 options, preferably minimum splash. Good gunners shouldn't have too much trouble hitting static targets, and the Hellfires are currently devastating against grouped up infantry.
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2013-07-16, 02:31 | #13 |
Join Date: Oct 2010
Posts: 675
Sweden
Location: Stockholm
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Re: AtG AT Missile Splash Damage
I think 25%, the missle should scare the tank crewmen or track them. If it's too buggy then go for the bare minimal.
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2013-07-16, 08:37 | #14 |
Banned
Join Date: Feb 2012
Posts: 1,135
Finland
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Re: AtG AT Missile Splash Damage
In my mind the choice is obvious. Have JET AT missiles kill a vehicle if you hit it in a 5-10 meter radius. This is because it's very hard to get direct hits by firing at a laser. Be it a 2-seater or an A10 it's a slim chance your lase missile hits armor directly.
Have HELI AT missiles kill armored vehicles (APC, TANK, IFV) with direct hits and make quite small but noticeable damage from near misses. This is because it is ridiculously easy to hit a vehicle with helicopter's manually aimed missiles. |
2013-07-16, 08:38 | #15 |
Join Date: Apr 2013
Posts: 30
Slovenia
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Re: AtG AT Missile Splash Damage
needs to be no splash damage, CAS helos need to have a very relegated role, and in .981 it basically does everything and has no problems leading a team to victory even if the armor squads or even INF squads are horrible, it goes against encouraging teamwork and CAS squads are basically free to go roam and kill everything that moves.
Now with no splash damage, intel is extremely important and knowing where your target is , is key to taking it out. The current system basically allows CAS helos to constantly spam hellfires until the armor/target crew is dead, as they can not do anything to counter it besides scream on mumble for friendly cas/AA, which one of which should be nearby if you're smart. With no splash, armor crews will still be running around like decapitated chickens if they dont have proper defense against CAS helos, but they have a LOT more chance to actually fight back/maneuver/run/call for backup if the enemy gunner has to land a DIRECT hit, as opposed to just spraying and praying (which mind you would not work in real life, you can't fire LGMs in rapid succession like you can in PR) CAS choppers need to be just that, close air support, not "go anywhere on the map gods of death" but yeah^^^^ jets should have good splash on their missiles as you can't even dumbfire them(well, single crew missiles like AS10 or whatnot...tornado kedges/brimstones are fine with splash too) so a laze is necessary, whereas a laze for choppers is nice but with a competent crew - completely unnecessary |
2013-07-16, 09:33 | #16 |
Join Date: Aug 2011
Posts: 1,246
Canada
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Re: AtG AT Missile Splash Damage
A slight buff vs unarmoured targets is all. If you cant hit armour directly, aim better.
I agree with virus on the topic of the ASMs fired from jets, theyre much larger and should be splashing like they always did. The utility of the 2 seat fighter bombers was the hyper maneuverable brimstones and equivalent that acted like bombs. The bombs on the fighter bombers are very challenging to use, as they dont guide like the fighter's, so splashing infantry, large targets, or hitting armour while flying at ~1200 speed units diminishes their usefulness. I'd take the fighter over the fighter-bomber in 1.0, it's ground attack weapon is better than everything the fighter bomber has. |
2013-07-16, 10:08 | #17 | ||
Retired PR Developer
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Re: AtG AT Missile Splash Damage
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But choppers still have "laser targeted" missiles and will be kinda odd with that not working vs tanks and jet missiles working fine if we where to do the above... Quote:
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2013-07-16, 10:45 | #18 |
Join Date: Mar 2010
Posts: 87
United States of America
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Re: AtG AT Missile Splash Damage
good discussion, thanks for the poll. i rarely get to gun the attack birds, spending most of the time piloting, so i can only give indirect feedback. i do know that i had two very effective and experienced gunners (years of pr) open up in squad mumble about seemingly direct hits that didn't result in kills or even mobility kills. the same guys that i fly with who often catch other helicopters with lg during the dogfight, for instance.
that system is workable, i think. people will innovate and i'm sure we could adjust into new attack patterns that work with the direct hit changes, but a little forgiveness makes sense with the stabilization or lack of. |
2013-07-16, 11:25 | #19 | |||
Banned
Join Date: Feb 2012
Posts: 1,135
Finland
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Re: AtG AT Missile Splash Damage
Quote:
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Don't understand what you're on about with me killing stuff on 1.0 BETA as if it's too easy. 1.0 BETA was the most requiring version to gun a heli in, but in a good way. Gunning a heli on 1.0 was most definitely not "so simple to do" as you think. I killed things because I hit them dead on. Hellfires didn't have big splash on armored vehicles nor on infantry in BETA. So infantry, light vehicles, armor and helicopters died not because gunning a heli is simple to do, they died because they got hit directly with a missile. If you can't handle that I don't know what to say. | |||
Last edited by viirusiiseli; 2013-07-16 at 11:37..
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2013-07-16, 11:49 | #20 |
Join Date: Jan 2011
Posts: 844
Sweden
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Re: AtG AT Missile Splash Damage
Voted for 100% in a 5meter radius.
but instead of 5 meters I think it should be 100% on 1 meter for tanks and IFVs. |
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Tags |
atg, damage, missile, splash |
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