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  #1  
Old June 26th, 2005, 10:17 PM

Rampager83 Rampager83 is offline
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Default Re: UAV Issues

DOH! Mea Culpa.

BK
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  #2  
Old July 1st, 2005, 06:39 PM
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Default Re: UAV Issues

If one hex is a yard or a meter, what would the standoff be for any given type of manpads, if a aircraft is in the next hex can a strela engage, or even a stinger, wether its a manpad a linebacker or a avenger? And what about sams in general is there a rule of thumb for standoff?
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  #3  
Old July 2nd, 2005, 01:24 AM
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Default Re: UAV Issues

Quote:
KevinRanger95 said:
If one hex is a yard or a meter,
Each Hex is 50 Meter's across.
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  #4  
Old July 2nd, 2005, 08:34 AM
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Default Re: UAV Issues

Quote:
Each Hex is 50 Meter's across.
Standoff range for missiles ( be them SAMs, ATGMs or AGMs, even rockets) are given by the 'sabot range' value. For MANPADS that gives generally less than 10 hex, more for heavier ones, but since they fire off-map against strike aircrafts (standoff attacks), sabot range should only be under 200.

To have standoff values you have to scurry any technical docs you can find, but AFAIK these in the game are pretty well done. What would be appreciable though is relative and credible values for SAM accuracy and radar potency. These data are hard to find.
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  #5  
Old July 2nd, 2005, 08:39 AM
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Default Re: UAV Issues

Quote:
KevinRanger95 said:
If one hex is a yard or a meter, what would the standoff be for any given type of manpads, if a aircraft is in the next hex can a strela engage, or even a stinger, wether its a manpad a linebacker or a avenger? And what about sams in general is there a rule of thumb for standoff?
Every SAM is different. Many have minimum ranges. If you look at weapon 133 in the USA OOB with MOBHack you'll see a line..

"SABOT RANGE--Also Minimum range for some weapons" eg ATGM"

This also applies to SAMs and in the case of the Stinger SAM it's 2. The Patriot is 30. A Redeye SAM is 12

Those ranges are in HEXES so the Redeye has a 12 hex = 600 metre/yard minimum range for it to be deployed. Anything under that minimum wouldn't be fired on.

Don
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  #6  
Old July 2nd, 2005, 04:10 PM
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Default Re: UAV Issues

I have to agree that the UAV are way to easy to kill. They are small, hard to see and shot at. I have only had 1 UAV be able to make more than 1 flight. it made 5 before it was downed by a INF squad with AK-47 fire.

I think they should be like bombers but able to come back several times.

never had a bomber shot at.
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  #7  
Old July 2nd, 2005, 11:46 PM
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Default Re: UAV Issues

I agree with Shadowcougar. At the very least, UAV's should be immune to small arms fire. And missiles should only get a reduced chance of hitting (Like .1%, 1 in 1,000).
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  #8  
Old July 3rd, 2005, 10:35 AM
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Default Re: UAV Issues

When that is not done, reduce the size and raise the EW ratings of your UAVs. That should make them harder to kill. I think all would agree that the armour rating should stay zero.

And UAVs are meant to be low-altitude because they work the same way as the classical OP aircrafts.

If you find your UAV too easy to kill, consider that if you have 50 people firing at it even with MGs at the same time, with 3% hit chance, you can have one bullet hit all the same that will down the thing.

But I agree that targetting can seem too easy for ground units.
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  #9  
Old July 3rd, 2005, 12:23 PM
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Default Re: UAV Issues

Quote:
kevin said:
I agree with Shadowcougar. At the very least, UAV's should be immune to small arms fire. And missiles should only get a reduced chance of hitting (Like .1%, 1 in 1,000).
hmmm.... doesn't that mean you'll be able to empty the enemy SAM units by running UAV sorties a couple of turns before sending in the air strikes/helicopter assault...
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  #10  
Old July 3rd, 2005, 02:16 PM
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Default Re: UAV Issues

Quote:
hmmm.... doesn't that mean you'll be able to empty the enemy SAM units by running UAV sorties a couple of turns before sending in the air strikes/helicopter assault...
Well, that is one of the points of spotter aircrafts, and SEAD strikes additionally... Both benefit from being sent before the strike planes (well, actually you player benefit...).

That is also why, when you have a big air opposition, you'd better set some to short range so they don't waste too many shots; and buy some ammo sections along.
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