Jump to content
Sign in to follow this  
l mandrake

More variables for guided missiles

Recommended Posts

The missile system is way too simple at the moment, for example you fly a KA52, lock a target, fire a Vikhr...hit. Fire another...hit. Hit. Hit. Hit. etc.

This is boring and arcade-like. I have been waiting since OFP for this to be improved and it is really overdue. Even simply adding an increased miss % to missile shots based on range would make the game more exciting, instead of always knowing 100% that you can hover in a chopper 5km away from the action and take out every target you see with a single mouse-click.

Plan B would be to increase the difficulty in aquiring and locking targets, instead of the instant tab-fire, tab-fire arcade shooter we currently have. Even a 20 second delay to acquire a solid lock would add to the tension nicely - this would surely help to simulate the fact that IRL targeting computers have to process a lot of information.

Also MANPADS desperately need a more complex locking sequence.

I know I've been bleating about this for years but IMO it really needs sorting!

Mandrake

Edited by Mandrake5

Share this post


Link to post
Share on other sites

Please, if you're going to request something becomes less arcadish, don't make suggestions that will make it a different kind of arcadish, but rather make suggestions that will make it more realistic. Adding some artificial factors to the missiles will not change how arcadish it is, it'll just make them annoying. I'd love to have it done more realistically, but what you're suggesting is simply trading one arcadish behavior with another.

Share this post


Link to post
Share on other sites

Actually, what I'm trying to do is suggest improvements which may be compatible with the known restrictions of the game engine, rather than simply request complex new features which cannot possibly be implemented.

But thanks for your feedback :rolleyes: .

Share this post


Link to post
Share on other sites

I'm with you mandrake5.

Indeed requests need to be somewhat inside the game engine abilities and for the very least it would be nice to have "IR-Radar" only showing white/grey dots and never identifying them into red.

That and no tab-lock but rather aim-and-press-lock would add alot for a small (?) effort from the dev-department.

Maybe at one of the higher difficulty levels? Imagine such a server with no aim and no 3rd person? :)

Share this post


Link to post
Share on other sites

Well, the only way to remove tab-lock is to implement the real way helicopters do it. Anything else will just be a different kind of arcadish control, and just be more annoying.

Share this post


Link to post
Share on other sites

Did you try mando's work?

Share this post


Link to post
Share on other sites

Yes add a little more realism in a simulation style, and forget about animations and such foolish things for a while.

Just look at this.

http://forums.bistudio.com/showthread.php?t=82061

That is what BIS is doing, and i can understand Mandrake5, those areas that really need to be improved are forgotten about, this is not stupidity, this is somthing else.

Edited by arma2disapointed

Share this post


Link to post
Share on other sites

Everything about missiles in arma2 should definitely be changed. Right now we have radio and laser guided SACLOS atgm's, but there is no way to radio jam or even to detect the laser beam since those things are just not modeled.

I've kinda been trying to create a system to use with the lav-25 that does those things and more, but the lack of attention to detail by BIS isn't really making it easy for me.

Share this post


Link to post
Share on other sites

nvm, found it

Edited by Mike84

Share this post


Link to post
Share on other sites
Please, if you're going to request something becomes less arcadish, don't make suggestions that will make it a different kind of arcadish, but rather make suggestions that will make it more realistic. Adding some artificial factors to the missiles will not change how arcadish it is, it'll just make them annoying. I'd love to have it done more realistically, but what you're suggesting is simply trading one arcadish behavior with another.

If a simple solution was implemented that set the weapons a realistic amount of time to gain a lock and increased the chance of a miss to a realistic percentage, how would that be "just another level of arcade"?

It would be fundamentally more realistic, as it would mean the helicopter itself is better represented in terms of a weapon system.

We don't have to go through pre-flight checks or start the thing running manually, so I don't think we really need an overly complicated locking method.

Anything that improves over the current Tab spam system has to be worth implementing.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×