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Re: Some suggestion about Apache
Posted: Wed Sep 11, 2013 7:56 am
by South
I_am_a_Spoon wrote:You're welcome.

A hellfire ability could work, but IMO it would be wasted on a doctrinal unit that only appears for less than a minute.
South wrote:Can we change the unit "status" between air and ground, like Gliders of Commonwealth Faction of vCoH?
If so, can we move the Apache with a new "moving command" ability instead of direct moving command, which change the unit "status" to "Air", move the unit, then change the unit "status" back to "Ground"?
After all, we don't move the helicopter often.
Well there's no simple air/ground switch, but it's possible to have it fly offscreen and reappear somewhere else, yeah. We discussed it before release but Onkel decided against it.
Fly-off and reappear is an excellent idea. What made attack helicopters so effective in various operations is its superior mobility. If the helicopter stands still, it's a perfect target for enemy firepower. (In the MC mod, the helicopter sometimes could be shoot down by rocket barrage, this wouldn't happen in real operations if the pilot isn't sleeping)
Re: Some suggestion about Apache
Posted: Tue Nov 19, 2013 6:48 am
by maxm
I prefer using PLA full mobilization but I was always attacked by apache, any infantries and vehicles can not shot down the apache, any one know how to shot the chopper? it make me frustating because the apache easy to attack without anything on the ground shoting it.
Re: Some suggestion about Apache
Posted: Tue Nov 19, 2013 11:10 am
by I_am_a_Spoon
As FiN or FM, your main defence against aircraft will always be ZBD-05s. Anything else would be somewhat unbalanced as the Apache cannot move and would thus be a sitting duck. Maybe if it ends up with a 're-deploy' ability we could add additional counters, time will tell I guess.
Re: Some suggestion about Apache
Posted: Tue Nov 19, 2013 12:34 pm
by South
I_am_a_Spoon wrote:As FiN or FM, your main defence against aircraft will always be ZBD-05s. Anything else would be somewhat unbalanced as the Apache cannot move and would thus be a sitting duck. Maybe if it ends up with a 're-deploy' ability we could add additional counters, time will tell I guess.
Got another idea about Apache.
while call-in an Apache, there is a target guidance squad comes together with Apache. The Apache stays at a relatively safety distance, and the target guidance squad go to the frontline, mark targets and provide re-depoly order for Apache. Apache won't leave the battlefield unless the target guidance squad was lost, and without guidance, Apache cannot fire Hellfire missile.
Re: Some suggestion about Apache
Posted: Tue Nov 19, 2013 12:52 pm
by I_am_a_Spoon
Airborne/Riflemen already have laser designators with the AS doctrine selected. When the mod was first released we had something similar coded (the Apache would automatically prioritise a designated target), but that feature was removed when we enabled manual control of the Apache.
I suppose a map-wide Hellfire strike is possible, but whether it would be fair (especially in hardcore) is debatable. There would also be some minor issues:
- The PLA player would have no counter whatsoever. Even if the Apache were killed a split-second after firing the missile, the missile would still home in on the target.
- Unless we rigged up an animation similar to the Javelin's top-attack mode, the missile would simply fly in a straight line all the way across the map. We could give it an "artillery" trajectory, but then it would fly in an unrealistic parabolic arc and couldn't be made homing.
Re: Some suggestion about Apache
Posted: Tue Nov 19, 2013 1:20 pm
by South
I_am_a_Spoon wrote:Airborne/Riflemen already have laser designators with the AS doctrine selected. When the mod was first released we had something similar coded (the Apache would automatically prioritise a designated target), but that feature was removed when we enabled manual control of the Apache.
I suppose a map-wide Hellfire strike is possible, but whether it would be fair (especially in hardcore) is debatable. There would also be some minor issues:
- The PLA player would have no counter whatsoever. Even if the Apache were killed a split-second after firing the missile, the missile would still home in on the target.
- Unless we rigged up an animation similar to the Javelin's top-attack mode, the missile would simply fly in a straight line all the way across the map. We could give it an "artillery" trajectory, but then it would fly in an unrealistic parabolic arc and couldn't be made homing.
So, limit of the user of laser designator instead of Hellfire or Apache itself seems better.
And in my opinion, Apache should be a fire support unit, not a zone control unit - We already have Abrams to control a zone.
Re: Some suggestion about Apache
Posted: Tue Nov 19, 2013 1:27 pm
by I_am_a_Spoon
The AS doctrine can produce vehicles faster, but is the only doctrine in the entire mod that lacks an MBT (even AW has the Type 59D).
In CoH2 (if we move on) it will be possible to have the Apache roam the map, as CoH2's aircraft coding is much more sophisticated and awesome in general. However we were severely limited in what we could achieve within the CoH1 engine. Even getting a helicopter to work as an 'aerial turret' was a huge achievement.

Re: Some suggestion about Apache
Posted: Tue Nov 19, 2013 1:34 pm
by South
I_am_a_Spoon wrote:The AS doctrine can produce vehicles faster, but is the only doctrine in the entire mod that lacks an MBT (even AW has the Type 59D).
In CoH2 (if we move on) it will be possible to have the Apache roam the map, as CoH2's aircraft coding is much more sophisticated and awesome in general. However we were severely limited in what we could achieve within the CoH1 engine. Even getting a helicopter to work as an 'aerial turret' was a huge achievement.

I understand...hopes Sega open up all authority of modding soon.