Reto.Hades

Prototype test: Pilot versus Pilot

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Reto.Hades    3,433

We have created 3 forumtopics for this prototype test.

In this topic you can discuss everything related to the pilot versus pilot mode.

 

- Recon planes versus recon planes have received their own separate mission

- More spawnpoints have been added

- Spawns have been moved back futher away

 

*Changes may be missing from the list

 

The prototype server can be downloaded here: http://prototype.heroesandgenerals.com/

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Vudu_guy    1,545

......mixed recon planes with the others? i hope thats a mistake, they CANT be mixed, proven many many times in the past.

 

 

Again, a map for pilots defined by BOTS actions, not good gameplay design.

 

-No real places to land as planes still need 1km to stop after touching the ground, then hit a 10cm bump and explode......or as it happened to me made a safe landing just to get insta-zooked by a BOT.

-Got a game 1vs1 and now we are back to the circle dances of the past, once a semi-decent pilot is on your tail  it will end 90% on a circle loop dance until one gets bored or a 3rd pilot helps, will be nice to have others factors involved to prevent those infinite loops as gravity afecting pilots vision after some tigh turns maybe?

 

 

This mode in THAT map need at least BOT VEHICLE CARAVANS on the roads, so the bomb runs are actually fun and made some xp for the many planes you will lose, that change can be included more easily than change the map rigth? they dont need to do more than follow a predefined path with  trucks, cars and tanks every X minutes,  then the team that made first X amount of resourses destroyed (inlcuded enemy planes destroyed) is the VALUE that move the "capture" icon, not random bots in a heavy covered objective running to it by bush infested roads.

 

 

Plane vs plane and recon vs recon are good prototype IDEAS, but the result CAN´T be achieved with so minimal effort, aka trying to make the same map work for all, it will simply not work.

 

 

-Planes need places to safe land, if possible at each corner of the map protected by deadly AA maned by insane accurate BOTS. also now more than ever a BUTTON for the landing gear will be much apreciated.

-Planes need fun targets to bomb, aka VEHICLES, not cuasi-invisible bots in a unique heavy building covered area. add bot vehicle caravans.

 

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saibot01    7

would say like 1 Point in the middel where planes can cap in a decent area too and some objects hills trees or something that allow to dogfight peopel into enviroment nonhidden AA places whit some bots stand there(for resupply,commanding and stuff like that?)

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weristderbabo1    126
4 hours ago, Vudu_guy said:

.or as it happened to me made a safe landing just to get insta-zooked by a BOT.

hahahahahahahahhahahahahah lmao

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dadeoplanets    127

glad to see this mode getting closer to deployment... but couldn't test - tried multiple times to load a battle on prototype but battle was bugged every time - never finished loading.

 

I did see when it was trying to load that all 3 plane types where allowed - per above comments, very bad idea.

 

regarding "polishing" this battle mode and delaying release vs getting out so folks can fly planes - I'd rather get it out.

- landing for repairs is a minor item for me - with active dog fights (the whole point of this game mode) you rarely ever have time for this, usually only a good option when your side has the only planes and no dog fights are happening.

- agree with Vudu that it would be cool to have bot vehicles to bomb, but given the whole point of using this was get out a quick and dirty way for other specialist classes to play, I'm good with releasing with just soldiers, and having improvements in the future.

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SirMrGuyHuman    340

I called it.

 

I friggin called it.

 

AHAHAHAHAHAHA

 

I just knew they would mix recon planes with the others. Remember the fiasco that was tank v tank and they had m2a2s and pz1s and t38s fight against KTs, Hellcats, SU100? Of course you do, that was only five months ago. And they made the exact same mistake with planes. Literally only five months later.

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r2gy    469
4 hours ago, SirMrGuyHuman said:

Remember the fiasco that was tank v tank and they had m2a2s and pz1s and t38s fight against KTs, Hellcats, SU100? Of course you do, that was only five months ago.

it still is like that, it hasn't been fixed. That has been reported a ton of times, RETO just ignores

Edited

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Wirdex    104

I can't join a game in the prototype server it fails to load I mean is processing for a long while then it says connecting then asks me to rejoin I can't get into any match idk the normal game works properly but the prototype doesnt, I need a help with this if you want to improve the plane game balancing with my feedbacks

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gpilger66    154
7 hours ago, SirMrGuyHuman said:

I called it.

 

I friggin called it.

 

AHAHAHAHAHAHA

 

I just knew they would mix recon planes with the others. Remember the fiasco that was tank v tank and they had m2a2s and pz1s and t38s fight against KTs, Hellcats, SU100? Of course you do, that was only five months ago. And they made the exact same mistake with planes. Literally only five months later.

Actually in the tank vs tank map it doesnt matter if all classes are together. I made an average of 10K profit per match in my cute little M2A2 and payed my vet membership with it. Mediums and heavies are kinda useless for capping the objective and if you play that map long enough, you will see that most of the light tankers use their tanks as taxis and will cap the point as foot soldiers.

 

But for planes I agree, that recon planes have to be on their own. At least it will give new pilots a sort of fighting chance to learn to fly without beeing shot at with tanks, AT rifles, MG's and Anti air guns.

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Akinaba    461

First of all: NEW MAP IS AWESOME. PLS male it available in comomon mode....

 

Secondly: Destructible trees are AWESOME. Please add this as ingame feature ASAP.

 

Thirdly: BOTS ARE AWESOME. THey are percise, and deadly and tough. Though they could use some less headshots, no doubt.

 

Fourthly: There would be pilots that are gonna paradrop on the capturepoint just to dominate as regular recon or infantry there. Not sure if this good or bd, but you gotta know there would be such guys and they will have little to do with actual air-to-air wrfare. But so there are the bots. Probably they can be even more deadly to counter that.

 

Fifthly: Well to htink of it. there probably can be a couple or four AA nests at each side of the Objective just to not let airplanes feel so good.

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Wirdex    104

Here are my thoughts about how the tier 3 fighter planes have to be balanced

Reducing FW bullet damage match damage of the Bf109E, add cannons to the P51 and match it's speed and manuverability to the FW, match the manuverability of the FW to the La7 too, reduce the effects of the broken plane compartiments, fixing flack jacket gold badge, make match maker take no more than 4 pilots at the start of the match and make a progress on squad linking is useful for pilots

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VenstreDjevel    386
3 hours ago, Wirdex said:

add cannons to the P51 and match it's speed and manuverability to the FW,

What fantasy aircraft is that? Why would I want a p51 roll nerf to get the same slow rof as an la7?

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bartalamey1    334
On 9/14/2019 at 6:37 PM, Akinaba said:

Fifthly: Well to htink of it. there probably can be a couple or four AA nests at each side of the Objective just to not let airplanes feel so good.

 

AA guns are necessary! if some of them will be controlled by bots, it will be even better.

some pros of it: 1-fallen fighters will not be bored, 2-loop dances of two pilots will not be endless.

 

capture point and infantry bots are not required at all. at all.

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Akinaba    461
1 hour ago, bartalamey1 said:

 

AA guns are necessary! if some of them will be controlled by bots, it will be even better.

some pros of it: 1-fallen fighters will not be bored, 2-loop dances of two pilots will not be endless.

Another side of that will be that every next pilot would wish to hop in the AA and take down planes in not time.

 

To counter that those AA should be:

1. No more then two (one probably is the nest solution - where it will never be actually safe);

2. They (or it) should be placed at some open space so if a player (or a bot) wish to hop in it he would be in constante danger unless the capturezone or just the zone would be cleared;

3. they should have some sky blindspots so light planes would not be in the sonstant danger.

 

To summ all that probably having one AA gun nest at each team side in the capturepoint having cler view only towards teams own spawnzones and not covering the enemy spawn air sector could work I think.

 

As for the tier 1 planes balance i want to call @Reto.Hades and @Reto.Christiano some question. Considering that R-Z recon plane is one of the weakest I would suggest some asymmetrical feature to outbalance this that can probably be used to it's advantage:

There is a known fact in russian historiography that Po-2 biplanes (which are the successors of that R-Z one) are well known to be used as night bombers. The trick of that night bombing actions was in the fact that bomberess (they were pretty much women) turned off the the planes engine while climbing on a certain height and going closer to the target. So they were cought an enemy by surprise since the were unheared and unseen at the night sky.

 

So the suggestion would be to make R-Z the most silent of them all if not just mute on the zero engine rotation. And make it most stable at gliding. That trick could really help R-Z pilots to actually perform their low profile recon and bombing roles. Thank you.

Edited

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bartalamey1    334
4 hours ago, Akinaba said:

Another side of that will be that every next pilot would wish to hop in the AA and take down planes in not time.

 

To counter that those AA should be:

1. No more then two (one probably is the nest solution - where it will never be actually safe);

2. They (or it) should be placed at some open space so if a player (or a bot) wish to hop in it he would be in constante danger unless the capturezone or just the zone would be cleared;

3. they should have some sky blindspots so light planes would not be in the sonstant danger.

 

To summ all that probably having one AA gun nest at each team side in the capturepoint having cler view only towards teams own spawnzones and not covering the enemy spawn air sector could work I think.

 

You exaggerating it. with all that restrictions AA guns will have none sence, excepting guarding spawn from spawnkillers. A plane mostly using by me is Tier 1 recon plane and I never feel in dangerous when somebody using AA gun (even playing on Factory map when all AAs was shooting). they greatly lose their effectiveness with increasing range (especially SU AA, according to my feelings) and can be easily destroyed by bombs.

just try it on yourself. what do you prefere: run over whole the map to AA to being killed with first bomb or respawn in new plane and continue a battle? 90% of AA-users I ever seen was infantry soldiers.

So 3 AA guns in a "bowl" of Looneville will not be a problem even for recon planes. what to speak of Tier 2 or 3.

Edited

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Akinaba    461
21 minutes ago, bartalamey1 said:

 

You exaggerating it. with all that restrictions AA guns will have none sence, excepting guarding spawn from spawnkillers.

That is what gives them most sense.

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