Author Topic: Realism-Gameplay gunnery balance  (Read 1987 times)

Offline CyranoAH

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Realism-Gameplay gunnery balance
« on: January 15, 2003, 08:42:21 AM »
After reading this very interesting interview posted in the O'Club:

http://airforce.users.ru/lend-lease/english/articles/golodnikov/index.htm

it becomes clear that most of the aces opened fire at extremely short distances compared to what we are used to in AH. The problem is that in RL one would not get hits and well... you know what happens here.

I know this has been discussed before, but here's an idea (dunno if someone already proposed it): why not only show impact flashes at distances of 300yds or less?

I mean, you can fire at whatever distance you want, but you won't know if you are indeed hitting your target if they are further away than 300yds.

I believe that would make people fire at shorter distances, hence making AH engagements more like the ones in RL.

Whatcha think?

Daniel

Online Shane

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« Reply #1 on: January 15, 2003, 08:50:46 AM »
i think maybe you need to fly a faster plane, or at least one that accelerates better.

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Offline CyranoAH

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« Reply #2 on: January 15, 2003, 08:53:05 AM »
Nah wish it was just that, but the spray'n pray is a constant in the MA... I try to fire only at extremely short distances to keep things real.

I think it's a simple change to make and that it could bring good things, that's all.

Daniel

Offline KG45

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« Reply #3 on: January 15, 2003, 09:04:09 AM »
gotta keep in mind that due to net lag, what you are seeing isn't always what is.
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Offline Dowding

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Realism-Gameplay gunnery balance
« Reply #4 on: January 15, 2003, 09:09:15 AM »
I like the concept, but the implementations sounds a bit too artificial for my tastes. Perhaps it would be better to scale the visible damage with the actual damage inflicted - if something gets knocked off you see it get knocked off, debris from cannon shell detonation etc. If only holes are punched in the sheet metal or fabric, then you shouldn't be able to see hit sprites too clearly. I should think when particle effects are introduced to replace the sprites, this will be looked at.
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Offline Zippatuh

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« Reply #5 on: January 15, 2003, 09:10:58 AM »
I think it’s a bad idea and do not believe it would bring good things.  Gunnery is already a very difficult thing to learn.  Taking away the ability to know for sure hits are landing at long distances would create unnecessary difficulty to the game.

Offline Nifty

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« Reply #6 on: January 15, 2003, 09:17:44 AM »
I agree with Dowding's post.   Once they can move from the 2d sprites to the 3d particle system for visual hit cues, things might be better.  Of course, I think you'll still be able to see when you hit with exploding rounds.  ;)
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Offline Jackal1

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« Reply #7 on: January 15, 2003, 09:23:54 AM »
I personaly don`t like the idea. The P51-D is capable of hits at 1k and I like to know if hits are scored.
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Offline beet1e

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« Reply #8 on: January 15, 2003, 09:43:16 AM »
Hi Daniel!

WB/iEN experimented with all this, and they made a right buggery-suet of it - especially as implementation coincided with relocation, and the departure of most of their staff. :(  

In WB, for a long time, you have had to get close - 300 yards or less - any plane, any ammo, but especially the 109 whose cannon dropped sharply - low muzzle velocity? The 109E was very bad for this. The trouble was that in WB, so often you would suffer a LCD - lag collision death. Closing to 200 yards (with a bit of lag thrown in) meant that you were often much nearer. Couple that with the fact that in WB, if your wingtip comes within 10ft of the bogie's wingtip, you get blown up. :confused: :( :mad:

In AH, the F4U-1C cannon is effective beyond 600 yards. :eek: But the 109Gx needs to close to about 300 yards, preferably less.

Offline wetrat

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« Reply #9 on: January 15, 2003, 09:46:44 AM »
I rarely fire from more than 350 yards.. I don't like to miss :)
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Offline straffo

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« Reply #10 on: January 15, 2003, 09:54:10 AM »
Cyrano it suppose that a human is able to evaluate distance correctly ...

Offline Toad

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« Reply #11 on: January 15, 2003, 09:55:26 AM »
I'd love to see a graph of fighter hit percentage for the player base. Bell curve type format.
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Offline Pepe

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« Reply #12 on: January 15, 2003, 09:55:43 AM »
I do agree with Cyrano's post. I can't believe actual way of shooting in WWII was anywhere near AH's. Nothing in the books I've read suggest that a pilot can score regular hits over 500 yds., let alone 1k.

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Offline Yeager

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« Reply #13 on: January 15, 2003, 10:41:19 AM »
Considering the AH is a game and WW2 was for real, Im quite happy with AH.

As it is, the game seems pretty well balanced out for overall....uhmm......gameplay, regarding ballistics at least.  

I myself would prefer a bit more difficulty with gunnery, requireing a bit more effort on my part (and the guy shooting back/at me)but I have fun with it the way it is.  AH a broad appeal game

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Offline hitech

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Realism-Gameplay gunnery balance
« Reply #14 on: January 15, 2003, 10:41:54 AM »
CyranoAH:
What distance do you  get most of your kills at?
What distance do you normaly open fire?

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