solution to the j10

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  • solofowaffles
    Member
    • May 2006
    • 4306

    #31
    Re: solution to the j10

    just givd them migs

    Comment

    • Roger Smith
      Member
      • Aug 2006
      • 1390

      #32
      Re: solution to the j10

      Originally posted by stephensolfo
      i say replace the j10s and give them migs.
      then what would take on the f18?, smarty pants!

      Comment

      • solofowaffles
        Member
        • May 2006
        • 4306

        #33
        Re: solution to the j10

        a modified skinned f18:)

        Comment

        • Roger Smith
          Member
          • Aug 2006
          • 1390

          #34
          Re: solution to the j10

          lol thanx for correcting meh :P

          Comment

          • Bungalow_Bill

            #35
            Re: solution to the j10

            Originally posted by roger smith
            did you even see the picture on the opening post. the solution the the j10 is fixing the hitboxes.
            I saw your post and I agree. However I'm really starting to lose my faith in DICE Canda so I'm just offering up an alternative solution to players when DICE fails to deliver.

            Offering up an alternate solution. Get a fast computer and a low start time server. Get the F-35B, fly down to the Chinese runway and kill the J-10s for the entire duration of the game and/or steal one (I do this whenever I fly an F-35B).

            Originally posted by Chris_Redfield
            If a dogfight is all about missile lock opportunities, then the jet that is able to create more locks, is better.
            Currently that's all dogfighting in non-invincible planes boils down to right now and it's a very shallow system. Before the missiles were so newbie friendly you'd need a combination of missiles and cannons to be effective in a dogfight. Flares worked much better and missiles were much more predictable in the sense that if you knew you reached X degrees of turn per second + Y speed then you'd be able to evade it. Then of course with cannons in the mix made it very skilled. Cannons need a very large amount of lead to be able to accurately strike a target. Cannons also rewards players who are stealthy and punish players who are lazy in regards to checking their six o' clock. But why bother with all that when you can simply lock up and fire the "easy mode" missiles for a guaranteed kill.

            I'm starting to think DICE ought to stop dicking around and just completely remove A2A missiles from ALL jets (fighters and bombers). This solution while a bit drastic would at least restore dogfighting to its near previous level of skill. Drastic it may be it'd be an assured way for DICE to balance air to air combat. Maybe up the ammo by 30% to compensate for the air to air missile loss and may the best man win. As a bonus side-effect the helicopters (transport and attack) survivability would be at a much more reasonable level on air-heavy maps. While they're at it they should also reduce the fighter jets to 1 bomb maximum and the bomber jets to 3 bombs max.

            Originally posted by <}US{> Need_2_Kill
            Only if the cannon was as good as the F35s
            Actually they are identical. In the respect that they do identical damage and have an identical amount of splash damage. The only difference being that the J-10 is a less stable platform to fire the cannons than the F-35B however it can easily be compensated for if you're a good pilot. I have absolutely no issues with killing a moving APC at full health with the J-10 cannon in a single pass and the same goes for the F-35B.

            Comment

            • Roger Smith
              Member
              • Aug 2006
              • 1390

              #36
              Re: solution to the j10

              Originally posted by PlaneWhore
              Offering up an alternate solution. Get a fast computer and a low start time server. Get the F-35B, fly down to the Chinese runway and kill the J-10s for the entire duration of the game and/or steal one (I do this whenever I fly an F-35B).
              really? well when i get an f35b i go into high orbit and hunt for stupid j10 pilots with my cannon. why? because if i dont at least harras j10s at all times, they will be more of a hazard to my team than anything else. (that is if the attack heli does thier job)
              Originally posted by PlaneWhore
              missiles were much more predictable in the sense that if you knew you reached X degrees of turn per second + Y speed then you'd be able to evade it.
              in my experience this has always happened but it was never evading so much as the missile flys up to the jet and decides to miss.
              Originally posted by PlaneWhore
              Cannons need a very large amount of lead to be able to accurately strike a target. Cannons also rewards players who are stealthy and punish players who are lazy in regards to checking their six o' clock. But why bother with all that when you can simply lock up and fire the "easy mode" missiles for a guaranteed kill.
              im guessing you have heard this before from me. i think that cannons are great for being used as you describe, they can also be useful mid dogfight given you are in a harder turn than your enemy. but i think its important that aa missiles be the primary because as a cannon user you can take advantage of the fact that you dont need to rearm, and take them out when they do. im not saying that aa missiles shouldnt be dodgable, im just saying this:
              Originally posted by PlaneWhore
              missiles were much more predictable in the sense that if you knew you reached X degrees of turn per second + Y speed then you'd be able to evade it.
              shouldnt be how they are dodged.

              Comment

              • Lazza66

                #37
                Re: j10 hit boxes!

                Originally posted by roger smith
                either fix the hitboxes or make aa missiles have no collision with meshes.

                this is by no means a solution to air combat. theres no element of leading/trailing targets, the aa missile turn rate is too hard. jet handling is also an issue, but i think leveling out the turn rate of jets across the board would be a bad way of balancing them because i enjoy thier unique characteristics. i think playing with acceleration/decelleration would be one way to fairly balance jet combat.
                I don't know where those pics come from but they look like no collision mesh I've ever seen. All collision meshes (hitboxes) I've ever seen are always a crude, but effective match of the objects shape.

                Can someone post the actual collision meshes from 3DS Max?

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