So add some coding to try to figure out how to get them to prioritize.
You mean the ones that are actually just death bubbles that will damage you regardless of what you do?
So adding code to figure out what a laser is pointed at and then connect that to a bomb that was dropped by said plane. Assuming the laser stays on the spaa because your system would take out the bomb the second the laser drifts off target.
How would those with IOG work? Would they not be allowed to use it?
Yes, those would be really useful to shoot down ordnance in a very small time window.
You can lock targets via laser and track them even when they’re moving.
Few options.
Treat them as dumb ordnance as long as they’re in IOG mode.
Treat them as Laser ordnance anyways to prevent cheeky last second adjustments via laser.
even more considering that most tanks over :
4.7 BR can destroy each others at ranges of 3000m (quite unreliable yet of course)
6.7BR 3000m reliably and up to 5000m un reliably
8.0BR 4000m reliably
9.3BR 5000m reliably
10.0+BR over 5000m reliably
oh please, come again on the fact that many(if not most) people want action and high nerves gameplay,…
as most of them come from games like Battefield or Call of Duty, and have no fucking ideas on how tanks are supposed to work on real battlefields,…
but yeah spawn areas are bad,… if you consider all of that,… but so are the maps.
Yes, adding clauses and “complicated” code is how you make a game.
Things like that aren’t black or white and simply need more than just Yes/No logic.
I’d call it extremely good AA.
Get a better launch angle then.
Also, you probably forgot that ordnance would be destroyed only at pretty close ranges, so if you lose your laser lock at 5-6-7km away or something your missile wouldn’t be targeted at that point in time.
As they should be if they’re used to spawn kill things that aren’t AAs.
Your changes don’t fix the issue of aircraft spawn killing ground units.
I fully trust the gaijin to make this work without major issues. Just like how well they coded armor, HESH, over pressure, hull break, DIRCM, heat signitures, TWS, etc.
It would be nice to see Ground Battle spawn points be modelled after FOBs. Protected areas that offered at least minimal protection against spawn camping with like some sort of artillery mortars (one or two guns/tubes) and one CWIS for missile based weapons. That or dynamic spawn points that shift around your side of the map either periodically or once the spawn point identifies two or more enemies.
how about training games, ik there is custom battle, but a game where you only practise spaa on ai, i am bad at ww2 spaa so this would be great and everyone get the skill so it become hard to cas in 4.0 to 7.0
Im personally a big fan of dynamic spawn zones. Ideally, once the spawn protection system detects enemies as they already do, the spawn points would shift to a different location and that location would be unknown to the opposite team for 60 seconds (the old spawn locations stays on the map until the 60 seconds are up, then it moves to reveal where the new spawn is). This gives teams a fair chance (in my personal opinion) to come back from a lopsided start without completly punishing the enemy team.
i’m not sure of that:
76.2mm QF 17Pdr, found on Sherman Firefly (4.7BR):
Spoiler
can destroy Tiger I from 3000m range (still i said unreliably, as angling tanks will reduce the ability)
88mm Kwk36 with APCR Pzgr40 - found on Tiger I (5.3BR)
Spoiler
can easily penetrate many tanks at 5.3BR, way over 2000m (yet still unreliably, as before)
88mm Kwk43 found on Tiger II variants (6.3BR)
Spoiler
can easily penetrate many tanks of same BR at 3000m (angled or not) and up to 5000m unreliably
L7A1 from Vickers Mk1 at 8.0 BR:
Spoiler
effective range (effective range would be around 80%+ efficiency) =/= max range
as current in-game APDS holds 287mm penetration ability at 2000m (which is far than enough to kill similar 8.0 tanks like Leopard I or AMX-30’s, or even the russian T-10M
T-72M found at 9.3BR:
Spoiler
and the more we go up, the more they can destroy themselves from farther away reliably as both Ammo rounds and armor increases, aswell as technical devices (Laser Range Finders, thermal and else) allows them to increase their awareness, and gun riffling become so good that accuracy is increased.
All of this never happened irl to any real degree (some of it never happened at all, depending on which specific thing I’m referencing in your post) and relies highly on luck. Average engagement range in Europe was like, 600 meters or so last I remember reading.
but the technical feasibility in-game is as good as demonstrated earlier, and is one of the reason why Spawnkilling is so easy to do in-game today.
the whole post is about protection,… but you can’t protect anything that spawn within efficiency ranges, and that is true from 5.3/5.7 BR to top tier,…
Last time I saw this topic people were talking about planes being chased by fnf that glides all the way to the runway yet ground units survive everything by spawn protection.
The whistle lasts, at most, 9 secs. You could have stayed and laughed at whatever’s flying. Maybe pay some attention to the sky the same way you check the terrain, if not more easily for the sound.
Heavy bombers or The heavy bombers with the specific payload?
Useless or Instant death sentence?
I would say a sub bunker -ish celling can be added to ground spawn. Maybe also a one way exit, maybe trimmings on how wide it is. At least planes won’t be shot by immortal stuff while ground won’t be bombed when staying in spawn. Win-Win.