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PR:BF2 Suggestions Suggestions from our community members for PR:BF2. Read the stickies before posting. |
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2012-08-15, 17:22 | #21 |
Join Date: Jun 2008
Posts: 966
Canada
Location: Nova Scotia
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Re: hellfire missiles (Top Attack)
If it wouldn't be too much work, a Dev could always contact CAS 117( I think thats his name) ask if they can use the code, and then the only work is implementing the different weapons like daniel suggested, putting the code into all the choppers and testing it. I agree with the statements about it being useful, sure it wouldn't change anything on an open map, but a city map like muttrah you wouldn't be hitting buildings on your way to the target. Also this way compared to the traditional way allows you to engage infantry and non vehicles with top attack.
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2012-08-15, 17:28 | #22 | |
Retired PR Developer
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Re: hellfire missiles (Top Attack)
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The problem is implementing the code over the entire range of choppers etc, takes some time to do that and fully test it etc and pretty much all the devs have their plates full with current tasks. Also may be a little unfair to the Z-10 (and other attack helis) which in r/l has HJ-8 missiles (although act like hellfires ingame right now) which do not have top down attack, hell they are not even fire and forget. | |
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2012-08-15, 19:49 | #23 |
Join Date: Jun 2008
Posts: 966
Canada
Location: Nova Scotia
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Re: hellfire missiles (Top Attack)
We could just give all the choppers the same code, may not be realistic, and might take more time, but in the end it would be fair, and since its not the the choppers are that realistic anyways.
If more testers are needed there are plenty of capable players, hint hint. |
2012-08-15, 20:13 | #24 | |
Retired PR Developer
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Re: hellfire missiles (Top Attack)
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The testers do more thorough testing of every possible unforeseen issue they can think of and everything together, with multiple players to ensure there are not any hidden issues, but the testers can't do that if the test build doesn't load up or the weapon doesn't work anything remotely like it should | |
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2012-08-16, 19:32 | #25 |
Banned
Join Date: Apr 2010
Posts: 2,173
Germany
Location: test
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Re: hellfire missiles (Top Attack)
So the Z-10 has to get fixed until 1.0 to have the same target mode (the gunner) as the TOW has!!!??? o_O
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2012-08-16, 21:06 | #26 |
Join Date: Aug 2011
Posts: 1,246
Canada
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Re: hellfire missiles (Top Attack)
The gazelle ought to be the same way. I wouldnt be against that.
Sure the apache and havoc would be superior, but thats not really a problem, we can balance these things other ways, by say, giving the chinese an extra armour piece, or an AAV and not the other side one. It's more dynamic than just "make every side the same". Sure is vanilla in here like that. Though if it's actually wireguided, then the thing might be forced to hover to fire in real life, which would be awkward as hell in game to perform . |
2012-08-16, 22:22 | #27 |
Join Date: Apr 2008
Posts: 328
United States of America
Location: NYC
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Re: hellfire missiles (Top Attack)
The top attack may help the problem of the bomb/missles missing painted targets when the lazer sticks, but it sticks above the target. so any horizontal flying missle would fly right over it, but a top attack would potentially hit the target.
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2012-08-17, 01:42 | #28 |
Join Date: Apr 2009
Posts: 1,565
United States of America
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Re: hellfire missiles (Top Attack)
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2012-08-17, 03:38 | #29 | |
Retired PR Developer
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Re: hellfire missiles (Top Attack)
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ye which is basically the reason why we haven't put it in, although we may look back on it when we implement the Z-9WA with HJ-8 missiles to see if we can get a good workable system but it will most likely end up being the same system the Z-10 uses. | |
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2012-08-17, 04:03 | #30 |
Join Date: Apr 2009
Posts: 1,565
United States of America
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Re: hellfire missiles (Top Attack)
Yeah, just don't let it have LT mode.
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Tags |
attack, hellfire, missiles, top |
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