AA Trajectories 1.2 v.s. 1.21

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  • Bubas

    #1

    AA Trajectories 1.2 v.s. 1.21

    Looking at the numbers it seems that the missile code checks every once in a While for a new lock and goes after the new target it finds.

    That why in patch 1.2 they changed abruptly trajectories (could lock at 120º) and seemed to go in Zig Zag.

    My opinion on this is:

    1) A missile is fired and locks on target.
    2) The target Outmanouvers the missile (because of the low rate of turn).
    3) Missile lose target lock and seeks int its 120º target lock radio for a new target.
    4) Missile goes after target again.

    This explains why it was almost impossible to escape missiles and their weird trajectories also why they changed so abruptly their trajectories (when faced with a new target).

    If this is true, in 1.21 this same problem would happen but with less frequency, because the missiles won´t lose it´s target lock so easily and if they do the new angle for searching new targets is much more reduced.

    Whats your thoughts about this?

    P.S. - haven´t read all the threads and maybe someone else has said this same thing...if so sorry to bother you with my rantings .
  • Deez

    #2
    Re: AA Trajectories 1.2 v.s. 1.21

    5) Missiles misses Target even if person doesnt flare then goes across the map to Teammate for the Teamkill plus punished!

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    • Unfocused

      #3
      Re: AA Trajectories 1.2 v.s. 1.21

      Originally posted by Deez
      5) Missiles misses Target even if person doesnt flare then goes across the map to Teammate for the Teamkill plus punished!
      English bigly hard langauge, but I get what you mean :P It is annoying.

      Comment

      • Talus
        Member
        • Oct 2006
        • 6854

        #4
        Re: AA Trajectories 1.2 v.s. 1.21

        @ Unfocused: You can delete your own posts btw Use the 'edit' button. You'll see a 'delete' button.

        Comment

        • 0likid

          #5
          Re: AA Trajectories 1.2 v.s. 1.21

          is 1.21 even out yet??

          Comment

          • Talus
            Member
            • Oct 2006
            • 6854

            #6
            Re: AA Trajectories 1.2 v.s. 1.21

            Comment

            • $kelet0r

              #7
              Re: AA Trajectories 1.2 v.s. 1.21

              Originally posted by 0likid
              is 1.21 even out yet??
              lol
              so far i'm liking how the SAMs are still as lethal but the AAMs require some dogfighting skill :)
              all good to me - plus the bugs are now almost wiped out

              Full List of Bug Issues for 1.3 - Note non gameplay related

              Unknown indicates awaiting confirmation of staus post 1.21
              Not Fixed indicates awating fix


              WIP = GL Bounce

              Unknown = Spawning results in player being trapped in ground etc

              Unknown = In BFHQ my rank is "rankname", my next rank is "private" and my progress to next rank is 100% despite being in fact 60%.

              Unknown = Hit indicator often doesn’t display for sniper rifles and some other weapons.

              unknown = Mystery death - You die without hearing a shot, seeing a hit indicator, or reading how/whom on the console. A simple "player is no more". Video Note: In this movie the person doesn't die, however there is no shot to be heard, and no person to be seen.
              Video: http://media.putfile.com/no-bullet-sound

              Unknown = Name bug where a player's name only shows up after they have been killed.

              unknown = Join Game bug, when a round is over, and a new round commences, clicking the 'Join Game' does not get rid of the round score screen. Video Note:
              Video: http://media.putfile.com/join-game-bug

              Very Rare bug - Unknown = Squad bug, more than 6 people are in a squad. Pic Note: Look on the left, squad entitled 'QC'.
              Picture: http://x7.putfile.com/2/4522330281.png

              unknown - seems to be still an issue linked to the red friendly tag bug = Explosives warning skulls for Claymores, AT Mines, and C4, are sometimes not displayed if they are friendly, or sometimes they are displayed if they are the enemy's. Since the 1.2 patch made explosives not to be triggered by friendlys, if there is an enemy mine or claymore with the bug, they could die.
              Video: http://media.putfile.com/warning-bug

              Unknown = Red/Blue name tag bug still exists
              Video: http://media.putfile.com/redname-bug


              Unknown = Map bug on zatar and dalian plant still exists despite EA claims it was fixed.

              Unknown = Unable to make squads / become commander sometimes.


              Unknown but mostly fixed = It is still possible to enter buildings not designed for entering in order to shoot people without being seen.
              Not fixed = In some instances, if someone shoots their gun, the shooting sound continues until the person is dead, or shoots again. This happens most frequently to the AKS 74U, however it has been witnessed on other weapons.

              Unknown = Shooting a sniper rile, the cocking animation is not played majority of the time, the odd time the whole reload animation doesn't work.

              Unknown = 'E Bug' Sometimes typing a text message in game with the letter 'e' often results in the person who is in the vehicle to exit, this is most frustrating while in a plane or helicopter.


              unknown = Commander Assets bug, some commander assets are on the wrong team when certain assets are destroyed during the time period that the base with those assets are being converted to an enemy team. This is known to Kubra Dam MEC UAV trailor, and Wake Island PLA artillery Pic Note: The UAV trailor belongs to the USMC team, but it is at a MEC base.
              Picture: http://www.secretsofbattlefield.com/files/UAVbug.jpg

              Unknown = Squad bugs, sometimes you can be stuck in a squad with no way out, even the squad leader cannot kick you. Sometimes you get information from fellow squads (ie: "John Doe has joined/left your squad") even if you do not belong in that squad. Sometimes you cannot create a squad (you get the message "Squad Cap Reached") however there are only two or three squads on your team.


              Not Fixed = On the kill notification board it will say "[Weapon name] [Yourname]" and it will not display the name of the person who killed you.
              Picture: http://img.photobucket.com/albums/v6...8-38-30-04.jpg

              Not fixed = Distance marker appears on radar / ground sometimes. (UAV radius in meters?).

              Not fixed = Jumping, or running beside a vehicle squeezed up agaisnt a wall or another vehicle of somesort, will kill you instantly, and counts as a suicide ("[Your Name] is no more.").

              Not fixed = When healing or resupplying the 'zipping' sound from a heal or a metal 'ching' from a resupply continuously loops until one is resupplyed or healed again.
              Not Fixed according to some reports

              not Fixed = When you are in a vehicle repairing something, the repair bar comes up, but it's always 100%, you can't see how much you have repaired at all.

              Not Fixed = Veteran tactical support badge and special forces medals still cant be achieved.

              Comment

              • Wild_Wokman

                #8
                Re: AA Trajectories 1.2 v.s. 1.21

                I think the G2A (Ground to Air) missles still need work. Last night I fired two G2A missles at a slow hovering Hind and they both missed. The pilot did not drop flares. I also think the missles should be able to reaquire and go into a search pattern. I would also like to see the range for locks increased. 300m is BS. They are right on top of you by the time you can release.

                Comment

                • NLTD_Thy_Mama

                  #9
                  Re: AA Trajectories 1.2 v.s. 1.21

                  Something to add perhaps, or maybe this is a "feature". While Commanding US side on Dragon Valley, my UAV and Scan were destroyed, and then spontaneously respawned.

                  Sorry, no pics.

                  Comment

                  • $kelet0r

                    #10
                    Re: AA Trajectories 1.2 v.s. 1.21

                    It seems that the helicopters now are less vulnerable to AA which is great - they were flying coffins before - use the machine guns to hit them instead and keep hitting them with AA as well

                    Comment

                    • HABO3

                      #11
                      Re: AA Trajectories 1.2 v.s. 1.21

                      Originally posted by Wild_Wokman
                      They are right on top of you by the time you can release.
                      that sounds hawt

                      Comment

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