Aircraft spawn distance normalization.
Posts: 8
Posts: 17914 | Subs: 8
Making planes materialize out of hidden webway gate, or having them arrive to late that target could managet to get wounded, retreat, repaired/healed and get to the other part of the map before the plane in 1v1 arrives with 4v4 timing?
Posts: 8
So what do you suggest?
I suggest that the time delay between smoke and hit should be constant. I think it would be good from design point of view to make the time delay different for each ability which would give balanceteam another tool in their toolbox for the future. But if balance team cant be bothered to do that I would happily take the same delay on all airstrike abilities compared to live version for the sake of consistency.
I am not 1v1 pro so someone should correct my numbers but going by my gut feeling:
PTAB strike: 6 sec delay
Ost cluster-bomb strike: 5 sec
Soviet Airborne Rocket strike: 5 sec
Soviet machine gun strafe: 2.5 sec
USF machine gun strafe: 3 sec
Ost smoke screen strike: 2.5 sec
OKW smoke screen strike: 3 sec
Tell me if I forgot anything
If all strikes would share one delay I would make it 5 sec.
As for how to as for how to achieve it, I would suggest to make it so aircraft spawn in accordance with targeted spawn point, not on the edge of the map. If that would make aircraft spawn in the middle of the map sometimes, so be it, its the price I would be willing to pay.
Posts: 955
Airstrikes that have identical purpose and damage probably should
But smoke drops having same delay as AT bombin runs and those having the same delay as anti-inf strafes would make no sense
Posts: 1158
Posts: 321
A few patches ago the wehrmacht frag bombs for adjusted a little so it doesnt instantly drop at the edge of the map, but thats about it.
Posts: 4928
So what do you suggest?
Making planes materialize out of hidden webway gate, or having them arrive to late that target could managet to get wounded, retreat, repaired/healed and get to the other part of the map before the plane in 1v1 arrives with 4v4 timing?
My suggestion would be to have planes spawn in the sky a set distance, dive at the target, do their attack, and fly off. Spawning them above the camera hides their spawn point, and the set distance means they'll be consistent wherever they're called in.
Stage II would be the spawn point in this scenario, while VI or V is when they do their attack. May need adjusting for individual abilities (strafes need more air time over the target).
Recon passes and strafes from Air Supremacy Operation may remain unchanged.
Posts: 321
Wouldn't this mess with AA-units pen & damage values?
Posts: 8154 | Subs: 2
Wouldn't this mess with AA-units pen & damage values?
Any kind of spawn change would require a complete rework on AA mechanics.
Posts: 4928
Wouldn't this mess with AA-units pen & damage values?
Wha? I can't see how? It's not changing the aircraft mechanics itself, just the spawn point and where it's height. As far as I know, the AA mechanics are extremely simple and distance/speed/height matter not to AA units.
Posts: 3166 | Subs: 6
My suggestion would be to have planes spawn in the sky a set distance, dive at the target, do their attack, and fly off. Spawning them above the camera hides their spawn point, and the set distance means they'll be consistent wherever they're called in.
I really wish they implemented CAS planes like this.
Posts: 8154 | Subs: 2
I really wish they implemented CAS planes like this.
Yeah, much easier to balance all single pass planes if they have to roam a bit around the map first in some sort of way.
Posts: 321
Wha? I can't see how? It's not changing the aircraft mechanics itself, just the spawn point and where it's height. As far as I know, the AA mechanics are extremely simple and distance/speed/height matter not to AA units.
That's why I asked, if the planer spawns heigher the sitance between the AA-unit and the plane is bigger. I thought it might only trigger the 'far' values untill it actually dives and shoots.
Posts: 3166 | Subs: 6
Yeah, much easier to balance all single pass planes if they have to roam a bit around the map first in some sort of way.
Well, that too, but most of all it would have been much easier to balance them if they always had the same time to target regardless of how big a map is or where on the map the ability is called in.
World in Conflict had CAS planes spawn from orbit and it worked perfectly.
See 21:30m
Posts: 8
My suggestion would be to have planes spawn in the sky a set distance, dive at the target, do their attack, and fly off. Spawning them above the camera hides their spawn point, and the set distance means they'll be consistent wherever they're called in.
It would be really cool but also take a lot of work to code and test. As mod team is quite limited with resources i think a simple change of spawn location works best. As far as I know all planes in the game fly at the same height and speed. We can hope for such a system in CoH3
Any kind of spawn change would require a complete rework on AA mechanics.
As we are not talking about loiters, only single strike aircraft passes i don't see how AA would need any kind of change.
Livestreams
6 | |||||
211 | |||||
22 | |||||
6 | |||||
1 | |||||
1 | |||||
1 |
Ladders Top 10
-
#Steam AliasWL%Streak
- 1.831222.789+37
- 2.34957.860+14
- 3.589215.733+4
- 4.1101614.642+2
- 5.305114.728+1
- 6.916405.693-2
- 7.272108.716+23
- 8.721440.621+3
- 9.1041674.607-2
- 10.17146.788+1
Replay highlight
- cblanco ★
- 보드카 중대
- VonManteuffel
- Heartless Jäger
Board Info
8 posts in the last week
38 posts in the last month
Welcome our newest member, sunwingamescom1
Most online: 2043 users on 29 Oct 2023, 01:04 AM