Torin
Member
+52|7139
I'm sure that I'm not alone here, but I wanted to post about some really weird AA behavior that I'm sure is completely unintended. If I can confirm this is happening to more people than just me, maybe we can bring that information to EA to try to get the AA bugs fixed.

Some weird behavior I've seen:

1) AA missiles fired from air and ground onto me, flares remove their lock from me, AA chases the flare zig-zagging around the flares for a few seconds then reaquires lock on me and hits.

2) AA missiles fired from air and ground onto me, no flares to remove the lock, AA chases me through a "deep" turn zig-zagging immediately behind my engines, breaks off and acquires lock on a different target, sometimes even the jet that fired the AA in the first place. I've had pursuing jets kill themselves with friendly fire because of this.

3) I fire AA missiles with a lock from a jet or ground, flares break the lock, AA reaquires lock on the closest target, most of the time doing a complete instant 180 and impacting the closest target with less than a second worth of warning.

4) I fire AA missiles with a lock from a jet or ground, no flares to break the lock but the AA missile just travels straight past the target, no evasive maneuvers and acquires lock onto the closest air vehicle and impacts, again with less than a second worth of warning.

In any given round of flying a jet, I'd say that at least 90% of the damage I take is from friendly AA fire, sometimes even my own missiles doing a complete 180 and locking back on me after enemy flares remove their lock. Also, in any given round, every single TK of mine (I really never TK with bombs or MG fire on ground vehicles because of the "ground lock" bug) is because of an AA missile I shot losing lock, and reaquiring a friendly nearby target, regardless of direction, most of the time in the entirely opposite direction I originally shot the missile. It also seems that missiles that lose lock and reaquire on a different target have even deadlier aim and usually always impact, I assume mainly because of the almost complete lack of AA warning.

If you are chasing an enemy jet that is chasing a friendly jet, more often than not, if you fire AA missiles with a solid lock on the enemy, even if they don't flare, there is a good chance the missile will reaquire the friendly and kill them, instead of the enemy you are chasing. Most of the time now, I have to wait for the enemy to kill the friendly jet, or wait for the friendly jet to successfully break off from the enemy, before I can fire my AA missiles.

I think they really need to either fix the buggy ass AA reaquisition AI, or turn FF off for all AA. With AA being as buggy as it is now, it is more of a threat to friendly aircraft than it is to enemy aircraft. I'd be willing to say that if you could analyze the stats on AA damage, more friendly damage is caused from AA than enemy damage, even if every missile is fired with a successfuly enemy lock.
benben10
Member
+20|7161
i completely agree. i think something needs do be done about friendly fire from AA missiles. if anybody wants to see some really weird stuff watch this video from secretsofbattlefield.com

http://secretsofbattlefield.com/Insaneaa.wmv
Hyper
Banned
+154|7197
https://img519.imageshack.us/img519/2210/missilesfucked2bg.png
vjs
Member
+19|7218
Don't fire when you see an friendly vehicle anywhere...

This was true before the patch, AA FF was a better probability that AA enemy contact before the patch, but most of the time AA simply missed.

Now it seems the AA must hit something where as before it would just go off into the distance.

Problem is the AA FF problem is larger since everytime its fired it makes contact, yes this could also be you if you don't stay on the enemy jets tail.

Example, I've fired AA at a heilcopter as I've passed by in a jet. The AA must do a few circles around it then take off in some direction. If that direction happens to be the one I took away from the heli, you will kill yourself.

I think the major problem is the length of time AA remains in the air or the number of turns it will take.  Not sure how to fix it.

I've often though that if you changed the games logic to think that friendlies were enemys and enemys were friendlys you'd have more hits. I've tested this idea by firing on friendly heli's in game... pretty close to 100% hit probablitly even without lock.

Makes you wonder...

Only way drop flares and hide behind something, never shoot when there is another friendly near by.

All in all the patch is better even for pilots like myself, just have to get use to not firing as often. The only people it screwed were the chopper pilots in my opinon. I can now generally take them down  in one pass where before it almost always required two, or a very desperate low speed one.

Speaking as a pilot lower HP on jets and heli's , YEAH BABY, MACHINE GUN TIME IN THE J-10.

Last edited by vjs (2006-02-28 12:10:41)

earth.citizen
Member
+4|7186|Miami, FL
Hey, here's a crazy idea. Why don't we ask EA to get rid of the AA? And since we can't defend ourselves anymore (like it was working before anyway) let's get rid of all the airplanes and helicopters from the game. And since I'm tired of getting ran over like yesterday's newspaper in the driveway, let's get rid of all transports and armor. And getting shot is a real downer too, so let's take away all the guns from each kit... and force everyone to run around with a white bunny that they have to gently squeeze for ammunition! Yeah, and they have to throw that, but they can't JUMP and throw that... cause that would be like... I don't know.... not realistic and like.... cheating, or something. Yeah, that's the ticket... because damn-it, I paid like $50 bucks and EA owes me, man!

The game is the game. Could it be better? Sure. Does it need patching? Well it sure as hell does now. I'm tired of hearing about how the game is wrong. I'm tired of the endless patch debates to fix stuff that ain't broken. The Grenade Launcher is a perfect example of what I'm talking about. If it was called the SuperBombasticBlowi'nUpGuy Gun in Unreal3000XXX, everyone would love it, but because it's a grenade launcher, suddenly it has to perform to a few people's expectation's. Now the grenades from grenade launchers do all kinds of crazy stuff. Well, the game cannot and never will model reality. So everyone should quit whining about it and just play. Adapt and overcome or quit playing.

PS: patch 1.12 was the best to date!
7thEs_ChibiKrillin
Member
+3|7110
I've also noticed they have a tendency to even fall down and nail ground troops resulting in TK. The most simple fix I can think of sense I know EA and DICE love not working hard and coming up with retarded shit... Is to turn FF AA off as you suggested Torin.

Another thing I've noticed is when the AA missles go into that zig-zag deal directly behind the jet's engine they tend to zip off in a completely 90 degree angle and nail something else. A pair of dogfighting jets flew by me at a  perpendicular path while I was in the helio. The enemy jet shot missles at my teammates jet and instead of hitting him they turned and nailed me, warrenting the enemy jet 2 kills onto something he probably didn't even see. I had this same event happen to me when I was chasing a USMC jet over the carrier and I locked on and fired missles. My missles decided they wanted to kill a full blackhawk instead.

Last edited by 7thEs_ChibiKrillin (2006-02-28 12:31:56)

Torin
Member
+52|7139

earth.citizen wrote:

Hey, here's a crazy idea. Why don't we ask EA to get rid of the AA? And since we can't defend ourselves anymore (like it was working before anyway) let's get rid of all the airplanes and helicopters from the game. And since I'm tired of getting ran over like yesterday's newspaper in the driveway, let's get rid of all transports and armor. And getting shot is a real downer too, so let's take away all the guns from each kit... and force everyone to run around with a white bunny that they have to gently squeeze for ammunition! Yeah, and they have to throw that, but they can't JUMP and throw that... cause that would be like... I don't know.... not realistic and like.... cheating, or something. Yeah, that's the ticket... because damn-it, I paid like $50 bucks and EA owes me, man!

The game is the game. Could it be better? Sure. Does it need patching? Well it sure as hell does now. I'm tired of hearing about how the game is wrong. I'm tired of the endless patch debates to fix stuff that ain't broken. The Grenade Launcher is a perfect example of what I'm talking about. If it was called the SuperBombasticBlowi'nUpGuy Gun in Unreal3000XXX, everyone would love it, but because it's a grenade launcher, suddenly it has to perform to a few people's expectation's. Now the grenades from grenade launchers do all kinds of crazy stuff. Well, the game cannot and never will model reality. So everyone should quit whining about it and just play. Adapt and overcome or quit playing.

PS: patch 1.12 was the best to date!
I think you're missing the point here. I'm not whining about the AA, I happen to even like the new AA, it minimizes the time I spend chasing other jets around, and lets me be more effective towards influencing the ground battle. However, there is a significant problem with how the AA is implemented, mainly concerning the tendancy for friendly fire.

One example I forgot to mention was getting a solid AA lock on an enemy aircraft (be it helicopter or jet) and firing AA missiles and having them go straight at a closer friendly target without even attempting to hit the enemy I was "locked" onto.

If AA has to be limited to using it only when there are no other friendly aircraft anywhere on the map, really... what the hell is the point? If I get a missile lock on an enemy jet and I fire AA, it should damn well go after that enemy jet, not some friendly helicopter on the other side of my screen. If it it is flared off of that enemy jet, it should not reaquire said friendly helicopter just because it is the closest aircraft. Too many times have I seen AA missiles do a complete 180 after losing enemy lock, just to impact a friendly helicopter.

The AA, as it is, borders on useless because of the immense precautions you have to take to avoid friendly fire. I cannot make reasonable assumptions like firing AA with no friendlies in the direction I am firing, because the AA has a tendancy to completely turn around and hit the friendly anyways. When I shoot AA at an enemy in front of me, and the AA turns around and hits a friendly behind me, you can't even remotely suggest that there is some reasonable logic to how AA behaves. There is no way to predict where an AA missile will go if it misses the target (or if it even goes after the enemy target in the first place), all you can do it pray and hope it doesn't hit a friendly. I've been getting in the habit of firing 1 AA missiles, waiting 10 seconds, firing another... just to avoid completely TKing a friendly. A lot of time I will get team damage, no matter how many precautions I think I've taken, but at least I didn't get a full-fledged team-kill.

AA, even though it wasn't nearly as [theoretically] effective in 1.12, was a lot better, mainly because TKs were few a far between because you could take reasonable precautions for avoiding friendly fire. Now with 1.2, there is no such thing as a reasonable precaution when it comes to AA. That is a problem, and this is an attempt to get something fixed.

That's a problem, and I made this post to try to come to a reasonable solution. If I can provide multiple sources of proof for thie behavior I've personally witnessed, perhaps EA will listen and know how to solve the problem.

Edit: Another thing I'd like to add is that the whole point of AA is to achieve air superiority. Once you obtain air superiority with jets, your helicopters can be much more active, and be safer. What is the point of clearing the skies of enemy jets and clearing the ground of enemy AA if the end result is just an increased chance of TKing friendlies? As it is now, the more air superiority you achieve, the more likely it is to team-kill another aircraft on your team. More enemy jets are bound to leave the runway, and taking them down again means an increased risk of getting more TKs. If I'm dominating the map and destroy every single enemy aircraft, my reward should not be that it's 75% likely that I'll TK a friendly helicopter when shooting at a newly spawned enemy jet.

Last edited by Torin (2006-02-28 12:50:40)

earth.citizen
Member
+4|7186|Miami, FL
"However, there is a significant problem with how the AA is implemented, mainly concerning the tendancy for friendly fire."

Correction: there is a problem NOW. There wasn't a problem before. Before it was the ground-pounders complaining about being abused by pilots, now it's pilots being abused by the game engine. What I'm saying is enough with the call for more patches. Each patch breaks two things for every one thing it fixes (which if it fixed anything is totally debatable).
Torin
Member
+52|7139
So I suppose we should just give up on hoping any problems get fixed and just deal with things the way they are?

That's no attitude to have if you want the game to get better. Yes, the last patch (1.2) probably screwed more than it fixed, but it's still progress.
polarbearz
Raiders of the Lost Bear
+-1,474|7235|Singapore

Fucking new AA just blew all the fun out of dogfighting.

The adrenaline rush of chasing another jet with guns blazing, the skill required to line a heli up and the satisfaction seeing him explode? Its all lost. Don't tell me 'ooh look he's whining again', nothing on the ground still worries me.
earth.citizen
Member
+4|7186|Miami, FL

Torin wrote:

So I suppose we should just give up on hoping any problems get fixed and just deal with things the way they are?

That's no attitude to have if you want the game to get better. Yes, the last patch (1.2) probably screwed more than it fixed, but it's still progress.
How in the world is that progress?

Look, I'm not angry at you. I'm sorry if my remarks came off as a personal attack. I just watched some video of some pretty strange AA stuff and you make a valid point. The AA is broken. But it's only broken now because a small group of voiciferous clowns complained enough. Now look what we're stuck with.

My counter-point to your point is we need to stop taking up these "special-interest group" patch requests and address the issue with a more holistic approach. That sounds retarded, but I don't think the community can sustain too many more patches (especially when you consider the damage done with each successive patch). This cycle has to stop. Let's hope patch 1.21 is it.
Torin
Member
+52|7139
Well, I agree, the cycle of bad patches should stop, but improvements are still needed. As of 1.12, AA stunk. You coult really never hit anything, especially anything piloted by someone good. AA as of 1.12 really need improvement to make it useful.

Now in 1.2, AA is useful, but comes with a big drawback of it being a big team-kill risk. While I can take down enemy jets with AA 100 times easier, it is also 100 times easier to get a team-kill with it, no matter what precautions I take. AA needed to be improved, but not at the cost of so much team-killing.

People complaining about AA in 1.12 had very valid points, but the implementation of the fix for AA being ineffective was an extremely poor one. Catering a patch to people's complaints is all fine and well, so long as the implementation of the solution is not so retardedly bugged that it breaks the system. That's the problem with AA, they broke it trying to make it better. It was a piss-poor implemention to begin with, and they only made it worse. Something needs to be changed, but it needs to remain as effect as it is now against enemy jets. But if you miss, you shouldn't be guaranteed a TK. AA missiles either need FF turned off, or they need to extremely nerf their ability to re-aquire new targets, especially friendly ones.
earth.citizen
Member
+4|7186|Miami, FL
I'm no fan of "realism" in a computer game, BUT....

...I had no problem with the AA implementation prior to 1.2. Those pilot bastards made my life a living hell at times, but it just seemed right in the grander-scheme of things and I thanked God that there were only 2 of them up there at any given time. Imagine how an Iraqi on the front-lines must have felt in 1991. Of course if my team's pilots were doing their job, we wouldn't be pushing up virtual daisies on the side of the virtual road. It should be hard to shoot down a plane.

...I had no problem with how the claymores worked. I question some people's use of them, but I thought 2 was plenty and if I walked in front of one, I should expect to get blown up, irregardless of who planted it. It's a bomb! Now they're everywhere and they litter the ground like cigarette butts and pennies. How this is an improvment escapes me.

...I had no problem with the grenade launcher. In fact I consider myself the noob-tube king. It's not as fun now and I've had to change my gameplay somewhat, but it's amusing watching a grenade blow thru a solid object (not!) or ricochet off the top of a Vodnik. Whatever.... if it makes some noob feel safer at night knowing I'm not going to jump around a corner and blow off their toes, I guess that's a good thing.

...and I had no problem with bunny-hopping or dolphin-diving. As long as I could do it too, what do I care if you jump around like an idiot? I never expected anyone to stand still while I drilled them full of holes anyway. Besides, anyone worth their salt wouldn't allow themselves to get so close to the enemy to need to jump around like a rabid ... uh.... whatever. You get the idea. Assualt rifles aren't designed for hand-to-hand combat anyway.

I guess what I would like to see is a mass migration back to 1.12 until EA is ready to deliver a quality patch. You know, EA/DICE isn't going to support this game forever and if the last patch sucks (like now) that's what's going to stick. Everyone who comes to the game late is going to assume that it's the end-all/be-all of the patches.
Torin
Member
+52|7139
I had no problem with the 1.12 implementation of AA either, but to be truthful, the general populace that plays BF2 is not ingelligent enough to learn how to use it properly, and not skilled enough to actually use it well. It needed to be dumbed down a bit (yeah, dumbing down a fire-and-forget weapon is kind of ironic) to give the less-component, ground-pounding-only gamers a feeling that they had a chance against pilots. Now, they have that chance, but only against the crap pilots. Still, and as it should be, it is hard to shoot down a good pilot. Well, unless you are on their team, then it just comes naturally, even if you don't try.

The claymore change was only an improvement if you played with stupid people. And if you played on public servers, you played with stupid people. 9/10, a player is going to either completely miss the skull and crossbones, or just ignore it. Therefore, if you were a sniper, claymores were more or less useless because of the general level of intelligence of the average BF2 player. Yes, they are overused now, but this is another one of those necessary changes to cater to the fact that most BF2 players are simply put, ignorant and stupid.

The GL thing... it wasn't necessarily an issue with skilled players, but any retard with the hand-eye coordination of a doorknob could pick up a GL and kill people. It took no skill, and worse, gave incompetent players a weapon to use where they could actually compete with completely superior players. I'm glad they nerfed it, because now those no-skill lamers are truly the gimps they deserve to be, and the skilled GL users are still racking in the kills.

Anyways, we're getting a bit off-topic, so I'll stop there.

Concerning the quality of these patches, that's where mods come in. BF1942 by itself was not a very good game. However, quality mods like Desert Combat come in and correct the flaws of the developers. So, no matter how sucky EA leaves the game, once the mods come into full bloom, we can rely on the talented mod developers to make things better. Yes, it would be nice if EA was half-way competent, but they aren't. Sad, but true.
Landepaukku
Finnish bush-man
+23|7284|Finland
Just a few words = 1.2 pwnz
earth.citizen
Member
+4|7186|Miami, FL
OK, what the hell is "pwnz", what does it mean and how do you pronounce it?
Citizen One
한국 공주
+338|7096|South Korea.
it means owns and you say it like "PWOON"
Landepaukku
Finnish bush-man
+23|7284|Finland
Or something like"that thing is teh PWWNNZOOORZ". Its just something that probably started when someone tried to say own but typod and said pwn.
Rosse_modest
Member
+76|7223|Antwerp, Flanders
Saw some really weird aa missile behaviour 2 days ago on dalian plant.
I was in a J10 fighter and in the distance I saw this cobra helicopter coming up, I wasn't flying too fast but decided to decelerate some more so by the time he dropped his flares and I locked on again I wouldn't be too close for the missiles to miss. So I get lock, he immediately drops flares, but just stays hovering there. I quickly scan for any friendly heat signatures but can't find any.
Flares are gone, get lock again and I immediately fire 4 missiles at him (he's still not moving). He's not dropping any flares but instead of flying straight into this guy my missiles just start zigzagging wildly and eventually all just fly off to the left, without hitting anything.
By the time the whole show had finished I was flying so slow at that altitude I could barely accelerate enough to keep me from crashing into Mother Earth.

Those AA behaviour algorithms will forever remain a mystery to me. In dogfights they easily hit other jets doing mild to hard evasive maneouvres but they can't hit a chopper right in front of them which isn't moving???

Ah well, made in China, I guess...

Last edited by Rosse_modest (2006-03-02 04:22:52)

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