Re: Luck or skill??
you keep saying "they either all hit or not" thats based on the code being simplistic. sure you have tried tweaking everything that exists now, but if the code were more advanced, there would be more factors to make inbetween a possibility. im speaking in a very abstract way, because i dont know exactly what would need to be done. but to say "they either all hit or none", is only right, with the current code. sure it could be attributed to bad planning and design, but the fact is, wheather the fault of the programmer or the designer, the code is bad aka incomplete as is.
i think the hotfix lies in giving different locks different aa characteristsics. currently aa missiles are trying to do a balancing act between not tking, hitting, and missing for the wide arry of jet handling characteristics. if aa didnt have to do a balancing act, it could work well but not too well. heres my list for aa:
-aa missiles should only go after thier lock, or flares, nothing else.
-the range at which aa can lock on helicopters should be less than the range that it can lock onto jets. i know this ones illogical, but its the only way to keep bad helicopter pilots happy while still giving aa a decent chance against jets.
-aa should have different attributes based on its lock. for instance, the turn rate and lock angle should be adjusted to match the ideal turn rate and lock angle of each airframe, so they can lose a poorly lead missile shot, but it will still hit otherwise.
you keep saying "they either all hit or not" thats based on the code being simplistic. sure you have tried tweaking everything that exists now, but if the code were more advanced, there would be more factors to make inbetween a possibility. im speaking in a very abstract way, because i dont know exactly what would need to be done. but to say "they either all hit or none", is only right, with the current code. sure it could be attributed to bad planning and design, but the fact is, wheather the fault of the programmer or the designer, the code is bad aka incomplete as is.
i think the hotfix lies in giving different locks different aa characteristsics. currently aa missiles are trying to do a balancing act between not tking, hitting, and missing for the wide arry of jet handling characteristics. if aa didnt have to do a balancing act, it could work well but not too well. heres my list for aa:
-aa missiles should only go after thier lock, or flares, nothing else.
-the range at which aa can lock on helicopters should be less than the range that it can lock onto jets. i know this ones illogical, but its the only way to keep bad helicopter pilots happy while still giving aa a decent chance against jets.
-aa should have different attributes based on its lock. for instance, the turn rate and lock angle should be adjusted to match the ideal turn rate and lock angle of each airframe, so they can lose a poorly lead missile shot, but it will still hit otherwise.
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