interesting is that why there has been no changes to sim in the like 5 years ive been playing sim
(outside of changing rp and sl gains that are bullshit)
only really a threat to the most basic starter helis, anything higher outranges the gun SPAA a lot
maybe if they were not guaranteed death it would be alright,
Bot SPAA is bullshit accurate, atleast 5x more accurate than any human
yea i know that they need to change that even so it would help the grind for hellis
Yeah, I understand what he meant since my background is in software development. The director will work closely with the company stakeholders to go over the project at the end of the year, and map out the roadmap for features to spend development time.
Everything is planned out to make sure each team is assigned the right amount of tasks per patch release (aka sprint). But not too many tasks that overwhelm them and make it impossible to complete it by the deadline.
With that said, and in WT’s case. Their yearly releases they plan out is top priority since it brings in the revenue for the project to continue development. So that will always take up most of their planned work load. Anything besides that will not be marked as a high task. They will be considered a low task, and can be potentially placed on a backlog for many months. Only to be pulled if there is an opening when developers need something to work on during an active patch cycle.
Sim itself is not a one dev show - it never was. That’s a misconception most have about it. Every game title, like any software project. Has multiple staff to support it. Developers themselves are broken up into teams based on their skill specifications - map design, UI design, art/animation, gameplay design, etc. lastGrayAngel is a mission designer, and he still does work on many of the maps in the game. If he gets the ok to work on the EC maps. He still needs assistance from other developers with other skills to make certain features work, and function properly.
And that’s the problem there. If there is no free time, then it has to be on the back burner. Also, you can’t shift gears in the middle of development because of a few want this or that feature in their favorite mode. Development time will always need approval from the project director. So in the past, when the Sim community ask for improvement and changes. They always mention to suggest only features that are light, and will not require major overhauls.
Meaning, they won’t take a lot of development time that won’t force them to shift gears from what they currently have planned to work on for the year.
when they did go to mess with sim tho they fuck up the sl and rp gains
It was back in August 2021 if I recall. That’s when our old economy system that reward you based on performance was gutted.
Then replace with the current Useful Actions system.
It’s also the same system used in Heli EC PvE mode. The only difference is the intervals there are 10-minutes instead of the Sim EC 15-minutes.
The reason was not to spite the player base even though it feels that way. It was their solution to combat the problem with 3rd party groups abusing the mode to boost accounts for resale.
The same groups that also flooded naval with the same bot accounts.
Wrong. It’s actually the other way around. There’s a reason fighters stay away from attack heli’s.
Heli’s don’t belong in sim currently. Because of rotary physics, dopplar shift isnt really much of a thing, etc. There’s a whole post on it I made awhile back. And if they do add them to sim. It needs to be done properly, otherwise sim will just get worse.
what is rotory physics and why is that important
Its not but feel free to think how you want.
Rotors don’t behave like in arcade or GTA style.
Rotors move very fast and create a vortex, if hovering or maneuvering wrong the helicopter can get stuck in it’s own vortex and drop like a rock.
I’m not wrong. There’s plenty of source material of times that it was tested. Go look it up or be ignorant.
Would love to see a mode like this implemented. Gives more variety to Sim and actual objectives for players to complete instead of the usual either bomb bases or shoot down as many players as you can.
Youre right, sim is a 0 dev show. Op aircraft, beoken economy, outdated maps all plague sim with no fix on the horizon
one: they could wipe out spaa from out of their range with guided missiles, two: they could have new objectives, like picking up troops or dropping them off (with the addition of infantry) or landing to capture a base as they do in their normal gamemode
Whilst I absolutely love the idea of Helicopters being a much more effective tool in mopping up the convoys & ground battles, I do agree with the concerns people here raise.
I see a few people pointing out that helicopters may have bad surviveability in this mode, but I do also worry about it going the other way.
For instance, if someone were to park a Z-19 / Z-10 near the enemy airfield, and just spam TY-90’s at everything that took off - this would get extremely intolerable very quickly indeed. Short of just blanketing the entire side of the map where airfields are with AA, I’m not really sure how you counter this.
Even strengthening the AA net may not be very effective on mountainous maps like Afganistan, where there is plentiful vertical cover to slip beneath. A Z-10 in those valley runs around the airfields, would be a very dangerous needle in the haystack lol.
Like I’ve said in this thread Proposal: Introduce Helicopters to Air Simulation Mode for More Tactical Variety - #77 by White_Timberwolf :
You forgot Helicopter controls, they are still too arcadey fir sim.
dampening is too op
Not only dampening. Autohover does initiate a hover and not just hold one like a real autohover.
The guns are mouse aimed, also unrealistic (ground attack modes in top tier planes as well).