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Everything posted by winchesterdelta1
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Combat the score on the FC3! Need to correct.
winchesterdelta1 replied to BJH's topic in DCS World 1.x (read only)
It's not about handle losing. It's annoying as hell. You might think this is not importend but others do find this importend when we are stuck with only Air Quake on DCS MP. Atleast the only fun PvP gameplay. -
Wouldn't it be great to have that whole black sea area that is now empty without objects in DCS including crimea and that aprt of Turkey. That would be a surprise and would make for a good play ground with plenty new ground to fly on. So everybody is happy :)
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How can we improve multiplayer? Ideas.
winchesterdelta1 replied to winchesterdelta1's topic in DCS Wishlist
I'm talking more about when EDGE comes out. The Multiplayer needs some love for a while now. I don't know what the possibility's of EDGE will bring. I want to bring idea's to have a fun, simple and immersive multiplayer mode in DCS when EDGE and new maps are out. You could even design maps for game modes like this. The map makers can than be more free and creative in choosing locations and how big they should be. -
How can we improve multiplayer? Ideas.
winchesterdelta1 replied to winchesterdelta1's topic in DCS Wishlist
This kind of gameplay would make all the modules worth to have and become signifanctly importend in utilizing them in MP. Human supply and attack choppers could have a great time while also helping significantly in winning the game. KA-50's recons could help in finding and attacking enemy supply routes. Instead of fly from A to B and Attack at D and return. They could be dispatched to guard a certain high risk frontline base or something. Wouldn't it be fun if you would have combined Arms and you could hop into a exsisting unit on the map and have fun four an hour or more driving a tank in a convoy or protecting some high value targte like a Airfield, factory or importend bridge. This would make it certainly interesting for other CAS planes like A-10's and SU-25's. Brings a entire new dimension of danger to their mission. From this simple concept a very interactive but intense and easy to understand gameplay can arise that can also become very complex when team work gets involved with a real commander. Also as a feature in the war room i would like to ad the function to change your skin for your flight so you can disinquise between teams and or squadrons. The first team that pics a skin would make it unavailable for the others outside that team. Did some editing to the text above. -
How can we improve multiplayer? Ideas.
winchesterdelta1 replied to winchesterdelta1's topic in DCS Wishlist
It should be able to i think. The idea is scalable. Lets say you have certain objectives to achieve: * Destroy 50% of the infrastructure. * Destroy 80% of the Air Defense systems. * Destroy 70% of their Army. * Destroy 80% of their C4 * Capture 2 main city's. * Capture or destroy 3 Main Airfields. In this scenario the AI or voted commander will have limited resources and re-inforcements to defend the objectives. The map would already start with those objectives defended. And a certain number of reinforcements should be able to be called on and moved around the map. These can be respawned at certain static factory buildings from where they drive to a staging area or their target destination called upon by the commander. These targets would make part of the 50% of the infrastructure you would want to hit. If you hit enough factory's those reinforcements can't be spawned anymore. Or you force them to spawn in some remote factory far from the frontlines. Hit enough Air Defense and C4 system and you slowly make them blind. A game like this can go on depended on how many resources you have or how bad you are in defending and attacking your objectives. In such a game even supply convoy's can be a fun and importent thing to hit. All fighters and CAS airplanes should be players only. The only flying AI should be AWACS, Refuelers, transport/supply planes and maybe a bomber wing the commander can summon so now and than. People on their own can have great fun with this as well when nobody is on the server on a down time. Some join a server already on their own and attack ground targets for hours on the 151th or 104th. Imagine you doing this with a tool like the war room behind you where you can plan your strikes and targets before the server gets bussy. You can weaken some importend objectives already. Not massive amount of AI would be needed if you can spawn them ingame at the factory's and if you have a limit on how many would be able to be on the map at all times so you can't just spawn all your reinforcements at the beginning of the game. A simple logic for a AI commander should be doable as well to keep it interesting. Not some fancy dandy super realistic stuff. That can be done by a human commander. But a AI commander good enough to give you atleast a good fight and can send out supply's and reinforcements. But a coop misison would be feasable as well. Create a simple interdiction mission with a pre-made plan and a certain amount of fixed or patroling defenses. You will have a small but simple mission that can be loaded into the MP war Room and if needed the routes, flights and payloads can be adjusted to meet your tactical needs for that misison if you do not agree with the mission maker. Sorry for the huge amount of text. But i feel that if we don't speak up and come with some good idea's ourself the MP scene will alway's be in the style. Not only the planes should have love. But the gameplay, GUI and enviroment around it as well. -
During several years of playing Lock on, FC and DCS i always hoped the Multiplayer would improve. The current multiplayer is good enough for me. For now i still have a lot of fun with it and these small battles help me improve and understand air combat better than the other flight Sims i played. But i always wanted more. I suggested a dynamic campaign first. As you can see the post is very popular. And a lot of idea's have been brought up. Some are very enthusiastic about a DC and some don't liek the idea at all. They all have their reasons. I like it because of the immersion. Because it makes you feel part of a bigger thing. And because of the diversity in planes you see doing stuff. But this is not going to be a discussion about a Dynamic Campaign again. I want to explore the idea of a feasible Multiplayer idea that can be implemented with less difficulty as a dynamic campaign, requires less resources but still give a immersive feel to it and makes you feel you are part of something bigger when playing with friends online. Something easy to get involved in as a new player. But also something that brings more team play that can be organised easy and more effective in game. And gameplay elements that makes the battlefield more easy to understand and organize plans. Lets first forget about the technical part on how to implement this. Lets focus on the gameplay and how it should work first. Also forget about the flying stuff, bugs and tactical aspect of flying for now. We want a solid base to build on, where people can organize flight's, create and join groups, see the battlefield, plan missions and communicate with each other directly in game. It also should make it more user friendly to new players and make them stay Lets start on what i think the lobby should look right now. The lobby right now is simple and could have way more features. A little bit more modern but simple look would be nicer as well. You should be able to select servers as your favorites. Make a list of friends that you can but in groups and a more nicer way to advertise your server in the player list. Details like. How many players on the server. How many on blue how many on red. List of players that are in the server and what kind of mission or game mode is being played. Keep the display of the information simple but modern in a military way. When entering the server you will enter the war lobby. In this war lobby the Admin or voted Admin can select a map to play. After selecting the map a simple pre planned mission or open scenario can be chosen. The open scenario i have in mind is a mostly pure Team vs Team scenario. Only Blue against Red for now. After you choose one of these scenario's you will enter a war room. In this war room you can display a lot of vital things for the MP fun to start. The war room would display a map of the area you fly in. Your friendly units on that map and known enemy targets that are feeded to the map by your own sensor networks like AWACS, EWR, GCI and ships. In the war room you would also have the ability to select your plane if a slot for your plane has been added by the mission maker off course. * In the war room you should have the ability to join up with other players and create your own flight with some customization to call-signs and such. * Setup radio channels if VOIP is enabled. VOIP would be really helpful to make more easy communicating possible. * You should be able to "change your controls ingame at any time. * You should be able to change the most basic graphics settings ingame. * In the war room you should be tasked with a specific set of goals to reach before winning the mission. Those goals can be pre-programmed or more dynamic or even designated by a commander that is voted or not. * In the war room planning missions with your flight should be easy. You should be able to set your own waypoints and flight height and more essential stuff for planning. Also what role your flight is. But don't make it to overwhelming. Keep it simple and stupid with still enough options to make the more hardcore guy's happy to join a MP server with the more casual players. The flying, tactics and mastering the plane and instruments is the most demanding anyway. So please keep it simple for now. * The war room should also be compatible with DCS combined Arms. * You should be able to select weapons before flight. But only when entering the cockpit your weapons will be loaded on the plane. * You should be able to choose your own hangar on the airfield :music_whistling: * Satellite target view should be possible with known targets and objectives. You should be able to make a snap shot of those to put on your kneeboard * Objectives can range from static to moving targets. From infrastructure to C4 to protecting air space. This all should be on the same mission to make it more divers and people can pick a task to their liking. * When entering your plane the war room can not be accessed. So only sensors/people that can communicate with your plane will be able to provide you with info and your own radar off course. I probably forgot a lot of things. But all of the above are my most important points for a good MP scenario. We need more gameplay features when not flying the plane and a more dynamic and immersive battlefield to fight on that is easy to join and get the basics but hard to master. Seriously, airquake is fun and all. But a war room kind of tool for DCS could bring so much more out of it. This can be done on a small scale and on a big scale. It can even be used for simple missions or single player use. It can be adapted to fit any kind of mission or gameplay. Later the interface could be improved to also fit the more hardcore players. You could toggle the diffeculty of the war Easy/Hardcore with more options for planning and battlefield management and such. Maybe integrate a AWACS mode so you don't have to physically fly the AWACS. This mode could be available every time a AWACS is in the air. No need to wait for 2 years for a AWACS model. Please let the future of DCS Multiplayer be rich and reach further than the status quo we have now since Lock On. Any comments or idea's? Please i would love to hear them. Lets brainstorm on what is needed and possible for a future mulitplayer enviroment without the need for a Full Scale Dynamic Campaign. We have players that can make really good missions. But we need to make them more accessible using a more gamey way. And i don't mean make DCS as a whole more gamy. That should stay hard and unforgiving. The idea is scalable. Lets say you have certain objectives to achieve: * Destroy 50% of the infrastructure. * Destroy 80% of the Air Defense systems. * Destroy 70% of their Army. * Destroy 80% of their C4 * Capture 2 main city's. * Capture or destroy 3 Main Airfields. In this scenario the AI or voted commander will have limited resources and re-reinforcements to defend the objectives. The map would already start with those objectives defended. And a certain number of reinforcements should be able to be called on and moved around the map. These can be respawned at certain static factory buildings from where they drive to a staging area or their target destination called upon by the commander. These targets would make part of the 50% of the infrastructure you would want to hit. If you hit enough factory's those reinforcements can't be spawned anymore. Or you force them to spawn in some remote factory far from the front lines. Hit enough Air Defense and C4 system and you slowly make them blind. A game like this can go on depended on how many resources you have or how bad you are in defending and attacking your objectives. In such a game even supply convoy's can be a fun and important thing to hit. All fighters and CAS airplanes should be players only. The only flying AI should be AWACS, Refuelers, transport/supply planes and maybe a bomber wing the commander can summon so now and than. People on their own can have great fun with this as well when nobody is on the server on a down time. Some join a server already on their own and attack ground targets for hours on the 151th or 104th. Imagine you doing this with a tool like the war room behind you where you can plan your strikes and targets before the server gets busy. You can weaken some important objectives already. Not massive amount of AI would be needed if you can spawn them in game at the factory's and if you have a limit on how many would be able to be on the map at all times so you can't just spawn all your reinforcements at the beginning of the game. A simple logic for a AI commander should be doable as well to keep it interesting. Not some fancy dandy super realistic stuff. That can be done by a human commander. But a AI commander good enough to give you at least a good fight and can send out supply's and reinforcements. But a coop mission would be feasible as well. Create a simple interdiction mission with a pre-made plan and a certain amount of fixed or patroling defenses. You will have a small but simple mission that can be loaded into the MP war Room and if needed the routes, flights and payloads can be adjusted to meet your tactical needs for that mission if you do not agree with the mission maker. Sorry for the huge amount of text. But i feel that if we don't speak up and come with some good idea's our self the MP scene will always be in the same style. Not only the planes should have love. But the game play, GUI and environment around it as well.
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Thanks for the info. I was more thinking like programming the missile when in the cockpit. Same as that you can change the GPS targetting information of a JDAM when on your hard point. But i don't think my question is that dumb. But thanks for the info anyway. I can understand that it does not work that way now. But the logic behind my questions is, that if you fire a missile in TWS mode the target aircarft won't get a launch warning before the missile go's active. If you would be able to change the pitbull range in cockpit theoreticly you can even give them way less time to respond to your AIM-120 shot. I understand 2 radars is better. But decreasing reaction time when fired a missile like that would be preferable in some kind of situations right.
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If you like. Jump on TS every time you fly. Maybe i will be there. I am a good target as well. Without people like us they would never have some much fun. And they will be bragging about us. How much they killed us. :thumbup:
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You call that a shortcut :) He will probably make you work very hard :joystick:
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Are you talking about Mulitplayer? I have been where you have been. And after i learned how to finally defeat missiles the other MP pilots came with other tactics to kill me.I have been on this level mainly because i didn't learn some routine. And because i made myself think i knew already enough to go own the sky. I have been playing this game since Lock On. And i consider myself still a NOOB. The thing is that it highly depends on who you are fighting. Flying on the 104th or the 151th is mostly a death sentence for beginners. But sometimes you are lucky and the servers are filled with new people. And you suddenly feel good again :) The thing is. The people you are fighting against in MP know exactly what you are doing and when you are going to do something. They have a tactic against all of it and they coordinate with others. It's going to be a strugle to get the hang of this. But if you do get the hang of it you will encounter some amazing situations and be really proud at yourself. Even if you get shot down you will have a feeling you fought hard and proud. Hang in there man. This is probably the most diffecult game ever. Most new people think that if you can tkae off, turn your radar on, avoid some missiles, kill somebody and land you learned everything. But it only starts there.
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I think a better advice would be to read alot yourself first. What all the symbology is and what all the abbreviations mean. And after getting some of that knowledge join a squadron. So you won't be looking up everything they say. I think it would save some frustration on both sides. Most people are really nice. But osme can get a little bit grumpy when asking questions they think you should already know when starting up that plane.
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I voted for, "Id like to see something differant from the Russian side". And that something different is a modern russian multi role fighter. We have the F-18C, F/A-18E and the Eurofighter comming. We need something simmilar on the Russian side. Otherwise we keep having this unbalanced situation like we have now in DCS.
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Is this any good reference to start with? It's an old USAF instructional Film from the 1960s.
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The advice helped me out a little bit. Maneuvring before even fioring a shot made me survive way longer. And TWS shots at around 14nm gave me some great kills. It also helped to have a buddy with me. But we both have to grow some disipline and we both have no clue how to work effectivly as a team yet. TWS shots make the bandit do way more aggresive evasive maneuvres, buying me some time or actually hit them at ranges above 10nm. I need more of this BVR talk :) Anybody has some good advice or pointers on how to maneuvre with a wingman in a BVR/WVR fight?
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I agree what all you guy's say. I'm not really experienced. It's very hard to grasp this Air to Air combat. And if you start to understand it more you have to actually apply it. And there it go's wrong :) I find it extremely hard to think of al the parameters when flying without a wingman or two. And in most cases when i finally think about it they are 3 steps ahead already. I find this very frustrating. But this difficulty level makes it fun for me. But i will never be really good at this until i find somebody to train me regularly. But all these smart people intimidate me a little, so i rather learn most of it on my own first before i take the step to join a team or something. I will certainly try TACVIEW one of these day's to see what really happens. And i hope you never think my vid's are to show off my awesome failing skills :p I just put them up for fun and it might get some people into the mood to get DCS. My casual flying might attract some people because seeing some hardcore virtual pilots fly can be really scary and intimidating.
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I'm not claiming to be a expert or something and i only talk about things that i see in game. But the things is that BVR is almost non exsistant in DCS now. Offcourse the missiles need to be tweaked and such because they are still WIP. But right now it seems to easy for somebody that knows all the weak points of DCS missiles to avoid 95% of the missiles fired at all ranges above give or take 3nm. A F-15 or SU-27 that fires a missile around 15nm will miss most of the times. You need to be extremely good in ambushing if you want to kill those people. Because missiles don't pose any danger unless you totally don't know what your doing or when you have a bad day or come within 10nm. I don't really mind being shot down by superior pilots ina 1 vs 1 or when playing as a team. But these non exsisting BVR tactics in DCS are frustrating the hell out of me. A little less when flying the SU's or Mig's cause in that case i mostly just use EOS or ET's. This BVR tactics post is pretty useless because most of it you can't even use in DCS. You should name this post "DCS ambush tactics". In my humble opinion the missiles can never be this bad in real life, Russian or American. If i can even dodge most missiles fired at me than there is something really wrong :p. Most missile that hit me are AMRAAM's fired in TWS while flying against multiple targets or ET's because i alway's forget the russian jets carry such missiles. And the only way to make experienced pilots go defensive is to fire the missiles in TWS mode. But from what i have been reading from the forums TWS mode should be less accurate with hitting manuevring targets than normal mode. But maybe i should stay out of the discussion and let the experts talk.
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The missile is not hitting the ground. It tracks the target. They do a simple maneuvre without losing speed or atleast in such a way i won't even get closer. I alway's hope they notch because than i can come close enough to fire a AIM-9. Sometimes i shoot a AIM-7 and even they have a higher chance of hitting the target against those pilots. And it happens on flat terrain or even above the sea. If they would hide behind terrain i can understand it misses. But i do think it has something to do with ground clutter. Because if this engagemt happens on higher altitude but the same conditions it hits 90% of the time. So now and then i fly the MIG-29 or SU-27/SU-33 and i'm able to do the same. And in most Head on situations against F-15's when flying Russian jets i can evade AMRAAM's all day long within 10nm when not fired in TWS mode I should make some tracks about it to show you guy's. Right now i'm not even trying to make them go defensive by firing missiles when i'm not closer than 15nm and i know i'm fighting against somebody superior. Because they simply avoid them and keep going. They don't even notch. The only time those elite pilot notch is when they try to lose my radar lock when i aquired them further than 15nm so they can hide. This all makes BVR really really hard when flying the F-15. At one point iw as so desparate i try'd a another tactic by flying angels 47 and dive on them when within 10nm. That seemed to help, untill Maverick and buddy's found out :)
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I'm flying 2000 meters above him and flying 150nm faster shooting a AMRAAM that go's mach 2+ if i'm correct. Only thing in his advantage is that he is running from me. And maybe that he is flying 200 meters above ground. They dispense some chaff and barely maneuvre and it alway's misses. And about chaff dispensing i'm not even sure. This all between 8 and 3.6nm
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That is not my experience. Atleast not when he is running away from you. Multiple times i have shot half my armament around 3.6NM and still miss them. My conditions when firing where pretty good "i think". I started with altitude advantage and speed advantage. from the start of the engagement with them flying towards me. But they just simply dismissed my kill. How i don't know. They pull a simple maneuvre without even losing speed and dispense some chaff. After 4 AMRAAM's i was still playing catch up with him only to be killed after a 8 minute chase by his buddy (maybe not smart to follow him that long). The first missile was shot at 8.6NM and 4 of them where shot at 4nm and below, flat terrain and no where to hide. After my first shot around 7 to 8Nm they turn around and simply run away. While i barely can keep up. And i'm comming Head On with almost max speed. I try to atleast force him to lose some speed with evasive maneuvring by firing some missiles at the moment he was fully turned so his speed was at his lowest. But again, some chaff and minimal maneuvring made them escape. It doesn't matter if i'm engaging SU's or F-15's. The only thing that matters is that the guy is from 51st or 104th or some other elite v pilot like Oberst Zeisig, Pilotasso or Blaze. But with Blaze in most cases you don't even come that close to Blaze. He kills you or he bugs out to get in a better firing position later. Right now i'm pretty confused and try to see what i do wrong (probably alot). I know alot of times it's my own faulth that i get shot down. But i had so many cases that i actually had all the advantages but they could still escape my AMRAAM even from super close distances. But i never have this issue when flying the SU's and MIG's. They alway's hit at these distance (4Nm and below) no matter what maneuvre they pull. Unless i'm being stupid and fire the missile at a really sharp angle or in a sharp turn.
