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AA vehicles, freebies for AI?

Posted: Sat Oct 12, 2013 9:49 pm
by schmolywar
So, any way to turn OFF the radar of AA vehicles?

The AI is picking them all off at the very start.

RE: AA vehicles, freebies for AI?

Posted: Sat Oct 12, 2013 10:18 pm
by CapnDarwin
No, but we are aware of the issue and it will be corrected in the first update.

RE: AA vehicles, freebies for AI?

Posted: Sun Oct 13, 2013 7:35 am
by Szilard
Be good to see something done about this.

Also: As far as I can see, fixed wing aircraft don't carry out stand-off attacks, regardless of load out - it's always "point blank" range, right? My wild weasel suppression missions didn't work out so well - ie they all got shot down directly over the target before they had the chance to launch.

Finally: Be good to get some more color on AD values. Eg: The sub-unit inspector says that the 0.50 caliber MG on an Avenger has an AD value of 4 versus only 2 for the Avenger's Stinger. An M3A1 Bradley's 25mm has an AD value of 5. This seems screwy, unless it's not apples vs apples - does the Stinger get some AD bonus not reflected in the rating?

RE: AA vehicles, freebies for AI?

Posted: Sun Oct 13, 2013 12:04 pm
by CapnDarwin
ORIGINAL: Szilard

Be good to see something done about this.

Also: As far as I can see, fixed wing aircraft don't carry out stand-off attacks, regardless of load out - it's always "point blank" range, right? My wild weasel suppression missions didn't work out so well - ie they all got shot down directly over the target before they had the chance to launch.

Finally: Be good to get some more color on AD values. Eg: The sub-unit inspector says that the 0.50 caliber MG on an Avenger has an AD value of 4 versus only 2 for the Avenger's Stinger. An M3A1 Bradley's 25mm has an AD value of 5. This seems screwy, unless it's not apples vs apples - does the Stinger get some AD bonus not reflected in the rating?

The Counter is shown "on the target" but the air defense and air strike do have some abstracted range calculations. It is one area I want to expand on in the future with more detail and depth along with some better air superiority inputs too. I will need to look at the SEAD/ARM code to see if there is a bug there. Sounds like it. I'll add it to the list of first patch/update items right now.

Its not really apples to apples. There are other factors for system accuracy that make items like that missile a much more dangerous AD weapon than the MGs.

RE: AA vehicles, freebies for AI?

Posted: Sun Oct 13, 2013 7:19 pm
by Szilard
Thanks for that. It might be worth checking that other stand-off weapons are working properly also - eg A-10's firing Hellfires etc.

On Stingers vs MG's: I made a couple of little test scenarios, attached. A couple of Hinds versus 10 Stinger teams in one, and versus 10 M1's in the other. The results are highly variable but over several runs it doesn't seem the Stingers are particularly more lethal than the M1's MG's. (Complicated by the greater lethalness of Hinds vs M1's; I tried to create an AA HMG unit type in the US-User database for a more direct comparison, but couldn't get it to work.)

I don't know enough to say this isn't realistic, but it does seem a little odd.

RE: AA vehicles, freebies for AI?

Posted: Sun Oct 13, 2013 9:31 pm
by CapnDarwin
Szilard,

The standoff bug is now in our bug list to get addressed and it will most likely miss the first update just with the current team workload (namely I need to get the modding guide done first before I can go fix that area of the combat model.

As for the values and use in combat, it can be tough to get a good test case with all of the factors that get into the actual results. For instance the guns will be more dangerous at close ranges and fall off with increased range, missiles are a lot more accurate but also have to deal with jammers and decoys. Soft factors such as training, readiness and morale factors in for both sides too. And after all that you can get nailed by the icy hand of fate with the "die roll".