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snoops_213

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Everything posted by snoops_213

  1. snoops_213

    Dynamic Vehicle Loadouts feedback

    Holy crap i just noticed that i can load 24 skapels onto the blackfoot! talk about silent killers! I like the fact that it can carry more than just 1 skapel but 24 seems a bit over the top and the missile clipping is insane :) maybe a triple rack but loose the ability to use the other hardpoints?
  2. I am bagging out a system that works very well at what its supposed to be mobile and deadly which they are. I've made them sound like they dont work and easy to defeat, this is on my part a mistake. They are deadly and will fuck your day right up. As i've said before i am testing with long range stuff and i know some of what im saying doesnt apply to most online play. All my tests have been against AI with remote sharing long viewdistances and shit you wouldn't do online. AI become aware of active radars and given enough distance from target will still lock and kill from outside sam range. Dont get me wrong ai is not smart enough to stop from attacking head first into the other active systems and will get shot down. And this is where mission design is critical with dynamic loads you could arm you plane to the teeth ? I too find it hard to visually find the ground vehicles even when i know where they are but the ai doesnt seem to have that problem even when you try to hide them and radar off.
  3. While i agree with this, it should be problem is there isnt much they can do. While i bag the aa systems out they are good to a point. Now the big problem is with the new sensor systems coupled with high viewdistance nothing stops bombing up to 6000m, above that and targets get hard to distinguish. If you fly at 5000m ( this doest matter about viewdistance) and slowly drop to 4800m aa will engage. Pull back up to 5000m+ and missiles wont get you. Do this 3 more times and the aa killzone just halved. With rwr showing active radar even with a low viewdistance this is easy enough to learn. With practice you can even do this against the gun system rendering it useless without firing a shot. Obviously it gets trickier with the more systems you face, but doable with practice. If we had a system that made it deadly upto say 8000m ( would need to depend on capability of new jet sensors/weapons) it would make this tatic harder and low level a better choice. I know ive not included any type of air cover but again the tatic here would be climb 5000+ stay out of sam range fight the air cover negate sams kill primary go home. Dont get me wrong the aa we have atm is deadly if you come across a silent system on cas runs or against helicopters, but with the jets they have shown recently this might become an even bigger problem. Take the blackwasp, based on f22 fa18e type planes. Would have a much better radar range capability fly faster stealthier, so if they do make radar the radar reflect that advancement say by even 2km over the current planes out to 6km it could out shoot the aa system with no need to even climb. Not to mention how much harder it would be to detect them to begin with. Hopefully bis has something to counter this hiding away
  4. With the current system all that would need to be done is make a search radar with hlad and a 15-20km range. With sams replace titan with the amraam looking model( the long range a2a model) with a range of the current vehicle radar (8km) and when hlad targets come into their radar range they turn their radar on for targeting. The ai would have to learn about the target at some point which it doesn't do so that would need looking at or have their behavi set to combat so the radar is forced on. I don't really expect anything like new models, except that i don't think there's a suitable model in game for a radar, but a few config changes so we get a short range and long range version of the AA vehicles would be simpler and quicker and a good start.
  5. This was what i was saying a couple of pages back. The AA systems are to limited and weak. Even with the new allowmark command to limit rwr targeting i still have planes thats pick them off from outside their killzone (4.9k with sam). Even if they introduced the same vehicle with radar sams that strike out to the current radar range(8km) would be a big help. A radar thats able to detect out to say 15-20km with target handoff would be the ultimate but we'll have to see. This wouldn't be overpowered either because there are enough ways to counter this already although would make a great case for ecms
  6. Which would be a shame if it was left like this. Granted most weapons wouldn't be capable of this and most sensors wouldn't wouldn't be either, but there are some that are, and would add more to gameplay. The data link has potential not just for jets /drones but AAA/SAMs Radar/AWACs and maybe even AI FAC\FO operators. This could also be used in the Tanks DLC as a way to simulate current/future battle management systems that are out there ie real time position reporting, enemy reports on a digital map. I do truly hope that even though it might not make Jets DLC that this will be worked on and expanded to if full. I was testing the V-44 last night and was finding while in loiter 500m orbit radius and 300m alt it couldn't find enemy troops. If i spotted them as pilot/gunners it worked as it should. If a vehicle was in the area it was toast but groups of troops it cant find. Can you make this a bit more sensitive to finding ground troops? This is also where HLAD linked to a radio to reveal (not just report) targets to AI CAS jets/helos would be cool.
  7. snoops_213

    The Blackfish is not powerful enough

    Latest dev branch added weapon pediction point to blackfish yay thanks guys will try this in the next couple of days.
  8. None are co configured that way. After a couple of test turns out radar is not limited to VD, it was all in my head and where i had placed aa. I did notice when in planes if i use the laser spotter and target it i get extended info about it with the radar on. Shouldn't this info be tied to the optical sensor? Meaning the extra info from radar being switched on should come up when locked by the tgt pod not the radar. As for aircraft vs aa imbalance extending the range of the vehicle sams and taking away the ability to lock rwr without an Arm ( i know i keep harping on about it) would be a good start. At the moment even without taking into account rwr lock ability aa is useless over 5km. I'd like to see the sams have the same range of the radar. Maybe even a dual seeker so if radar is on longer range but becomes a bigger target and ir tracking so they can hide but have a shorter range.
  9. snoops_213

    Tanks - Fire-control system

    R3vo On page one
  10. I dont think they are configured that way, so much as it maybe all in my head (I am testing this with VD12k obj 8.5k), when i get some more free time i will test this some more with smaller draw distances. Question is what is the avg view/draw distance are people using? Thank you for looking into the imbalance. I dont mind an imbalance if it falls in the realm of "realism", but what they are doing atm isn't, and you WILL incur the wrath of PvP type that will cry bloody murder over it :) I don't believe it is to late for a clean up or even major changes, are not already doing just that with the sensor overhaul? And what if someone relied on the magic radar? I think that you might be surprised by the response if you did this. That is one of the big problems with progress! And while I fully understand the concerns is it not better the fix up/clean up improve and diversify than leave things the way they are because someone? As dragon01 is pointing out, there is a distinct lack of variety in vehicle weapons. Prime example is the AA. They have different chassis's and that is it. everthing else is the same even the name of the damn weapons.
  11. Cool radars are back. Can i ask why radar range is tied to veiwdistance/drawdistance? I can understand optical sensors tied to this but why radar? Radar was designed for this specific reason, to detect and track beyond visual range. And before the argument of its unfair to people in planes well shit thats what rwr (which doesnt seems to have this limitation) and good planning are for. Again add anti radiation missiles and/or ecm and this wouldnt be an issue. Arms shouldnt destroy the mobile site but take out its radar equipment still leaving visual tracking and if the aa site is quick enough turn its radar off and the arm looses its track( i know HARM has the ability to continue its flight path if it has been tracking long enough) . And as for the sams themselves they need to increase their range both radar and missiles. Rwr still needs to become a nontargeting option. Set a plane at 2000m up 16km from aa site, plane spots it around the 9-10km mark and boom no more radar site(even with my vd set to 3500m down from 12k) yet aa site never even see them let alone fires. I had an armed orca (ai) taking them out with dagr from 4-5km away, will stop and hover launch missiles till dead and move on to next target staying out of the kill zone(need to re run this test as i was copilot and was locking on when the aa showed itself on rwr), but still the point is rwr is a defensive display not offensive unless ARMs are in play. The biggest problem is the fact that aa sites are just plain useless atm. They are out ranged and even with radar off they still seems to be sitting ducks as planes will somehow target the vehicle from over 8km (vd set to 12k obj draw 8500m). Also the the data link should allow for identified enemies to be handed off to other vehicles to engage without thier own radars needing to be on or at least make it so crews become aware of a threat. This tech has been around for a while and would be great for radar sam aaa combos. Hell something like this for jets too as most now are capable of this. This wouldnt apply to ground vehicles ( maybe artillery with ai spotters, i can dream of a non scripted solution)but just markers on the map that fade out after contact is lost.
  12. snoops_213

    Tanks - Fire-control system

    You dont need to switch to laser. You can quickly lase another target and shoot. It seems that there is a 1sec delay (laser cooldown?) before you can lase again but thats fuck all really.
  13. snoops_213

    Tanks - Fire-control system

    This is cool fun. My arma 3 apex preset sets this "auto elevation" to the \ key not T key. Will try to break this during the week :) Good out to 3000m. After that rounds fall short. Any chance of seeing the 105mm upgraded to a 120mm? Or a new more powerful 105mm APFSDS round? I dont see NATO tanks downgrade from 120mm to 105mm without having a even more deadly round to replace their current tank killer rounds
  14. snoops_213

    The Blackfish is not powerful enough

    Yep I second this! The indirect hit range on its weapons should be increased. The 105mm should be increased by at least 1-2m maybe slightly more. And a loiter autopilot and either the guns zero'd to the crosshairs or a lead indicator for it and the sensor systems stabilized.
  15. Yeah radar seems to be affected too nothing is showing up on their screens and the damn missiles wont lock on. Nothing shows on the rwr of planes either when there is an active radar
  16. The ability to lock radar sources with the RWR needs to be changed, shouldn't be able to do this unless there is a dedicated ARM or you are in your sensor range. Currently the AI will take out multiple AA units with active radar with out a problem. It should be they know the area to scan/avoid but unless they have an ARM they cant lock beyond their sensors. Can you make ARM that takes out the radar component of a vehicle without necessarily taking out the whole vehicle? But missiles wont lock on to a target unless the Radar is active. Should the onboard seeker not try to lock its target no matter if the radar is off?
  17. snoops_213

    Dynamic Vehicle Loadouts feedback

    You sir have been reading my mind haven't you? Thats what i was going to say in my previous post asking about the stub wings being tied to RCS, but i got to frustrated with my phone to type it all out. This would be a "cool" feature to have
  18. snoops_213

    Dynamic Vehicle Loadouts feedback

    Since this requires work on the models and this is going to be added to the helicopters, is there any chance we will see stub wings added to the AH-99 and the UH-80 for weapons/fuel tanks in the future?
  19. Whats the EMCON panel about? I guess one would be for Radars forced on/off but the other 2? And yeah NV in the TGP would be good.
  20. Regarding the HLAD, it only works with vehicles with a radar sensor. Could this be expanded to place map icons for ground vehicles? With the Tanks DLC this could be tied in to a radio mast/electronics hitpoint(s) where by if one or either taken out no more reports? Could this also be attached to a GPS/Radio system for infantry? As for the "sides center" can this 1. be a quantifiable object or attached to one? 2. How complex/simple is this "center", and will you grow this feature? Will you possibly make certain reported remote targets lock able? This feature would be good for integrated air defense systems (if the current sensor range on the AA vehicles was increased), as well as AI artillery systems with a bit of work, not to mention AWACS and target handoff that a lot of current and next gen vehicles have. Can we get a key mapped to switch radar range?
  21. After having a quick play around in its current form it would need to have the AI learn to react to it for that to work. At the moment it just shows a white symbol on your sensor display but you cant target it without your sensors knowing about it. If you connect to the uav while in the vtol and detect the target you can order your gunner to target it as chortles said and if you're copilot your pilot will order the gunner target it, but other wise AI don't react. I think with either scripting or expanding the reported targets this has great potential. However if this was made as part of the stock vehicles with AI reaction it would change/break all the missions/campaigns that have been made. What would be good if this info could go to a central point first (HQ/Radar/FDC) then handed off to vehicles with targetable info the AI can react to, the trick here would be to not over power this. With out this "unit" info sharing stays as it is. If expanded to ground units instead of info on sensor display, unit positions on the map would be more realistic. And as not to break current missions make a tatical radio that can be added to enable all this info sharing. Anyway looking forward to seeing where they do take this.
  22. Yep I to am getting CTDs when deleting vehicles. Anyone else getting really bad stuttering even a couple of seconds of pausing while in the cockpit of the vtols both nato and csat? In 3rd person all normal and no stuttering/pausing
  23. This is great news! Will this work for all suitable vehicles? And only vehicles? Could this be then added to say a tatical radio so that troops could send/get said info? This has great potential if so. Only problem would be info over load. Maybe a way to filter who should see what? Maybe cas aircraft only get info on ground tgts and a2a aircraft only get info on similar, infantry and ground vehicles same as cas unless they are anti air? Or make different radar types in aircraft a2a mode a2g mode which would let you see whats possibly out their? And does the reported tgt dissappear after a certain time of lost contact? And as x3kj asked what is the AI like with this info? If this was added to say mortar or bigger artillery would they engage the tgt?
  24. snoops_213

    Dynamic Vehicle Loadouts feedback

    Yeah i've been wondering about new missiles and bombs. I figured since the gbu bug where all were dropped stemmed from them adding salvo i guess we'll see at least some dumb bombs on racks. If i remeber correctly they also made it so that cluster rounds were possible for atleast missiles and maybe bombs? So a mpsm round on rockets should be doable to.
  25. What would be good to see is an update to the rah-66 with external wings to load extra weapons. And maybe even some choice in warheads for the rockets ie smoke and sub munitions and illumination. Will the dynamic load out end up being size restricted as well as weight? So we wont end up being able to load up so many ATG weapons?
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