m88youngling wrote: ↑
Sun Apr 02, 2017 10:07 pm
Ah, back to this discussion. I'm glad we can talk about this.
As I have expressed in my past exchanges with Vic, I've made it clear that my goal is to balance aircraft performance in SARF planes with our other squadrons. I've taken initiative by getting actual aeronautical engineers involved in documenting aircraft performance data about our dats and we're making an effort to improve our maths. The other issue I have been pressed to overcome is the timing of SARF pack releases. I've been trying to compile new releases on a limited time schedule. This leaves large amounts of time where 'OP' planes like the F-16XF Block 3 (that one I will agree 100% is too maneuverable) are on the server. We're working on it. The scientific method is tedious. I expect pack 1.4 with the F-16XF Block 4 performance change to be sometime in the next 2 weeks.
Speaking of block numbers, I try to include these so everyone can see what version it is and know when to evaluate them. "Does this plane perform better or worse than before?" That sort of thing.
So you are saying that the rest of your planes are not OP? What about basically almost every single plane in your squad pack with an insane fuel economy where they can fly for about 8 minutes with full AB starting with 10% fuel, whereas almost everyone elses fighter planes can only last for a little over 1 minute using stock f-16 .dats. And that doesn't factor in all the other performances that you increased. What about your ridiculously fast planes that loads up on missiles to take potshots at the enemy going a tenth of your speed and is basically impossible for anyone to catch up to?
I think it's also fair to point out that pilot skill is a factor. There's very few SARF planes that ACTUALLY are too maneuverable, but I bet I can dig up lots of SARF replay data that shows that a few of our pilots are flying these so-called "OP" planes and are losing on average.
The reason your pilots keep losing in these planes is because they are abysmal at fighting. Every time when I get into an even turning battle with them, it is extremely obvious that your planes can easily outperform other squadron's planes. Even one time I jumped into your Berkut and absolutely destroyed everyone in my path, I know I gotten at least 15 kills and didn't die once, funniest part was being called a cheater by a member of your squadron when I was using the plane.
Also, a lot of our planes are based on HQP pack. F/A-18U Hornet ADV is based on HQP Superhornet. HQP is a good standard in my opinion. (unless you're Doomsday.)
Saying that the .dat for your Hornet is based on the HQP Superhornet is bullshit and you know it. I am comparing the two .dats right now and here are the changes I see where your Hornet is given the advantage.
- Higher thrust at Military power
- More than half the fuel consumption using AB
- Half the fuel consumption using Military Power
- Higher CPITMANE (The higher your number, the faster your plane turns)
The only advantage I see for the Superhornet is that you made the WEIGHTCLN for your Hornet 1 ton heavier. Obviously that balances out everything. Also, it is well known that the HQP Superhornet has a broken .dat that makes it not bleed speed when it turns. It was very obvious when it was first released and the .dat for it has never been fixed.
I also believe that there should be some kind of challenge once in awhile. A super weapon, something unique, not employed all the time. Take the 49th's AC-130 we discussed earlier. It's not unkillable, but requires special stratagem to take on. A super fighter can definitely be taken down by multiple pilots working together. An airborne aircraft carrier with alot of armor and defenses can be defeated with the same logic. That's why I'm choosing to keep planes like the X-49 in our arsenal, and perhaps later the Aurora. You don't notice us flying these very much. Our XP based ranking aircraft restrictions have been preventing that.
So you want to keep the X-49 plane that is basically classified as a fighter plane that has an insane acceleration, can turn on a dime, has a strength of 20, insane fuel consumption, a 0.1 factor for radar cross section (Which basically means you have to be extremely close to lock on), and a gun strength of 19. That makes sense. Compared to the 49th's AC-130 which is basically a slow turret gunship.
SARF is a growing and learning squadron, and I encourage more feedback and more discussion on this topic to make combat on YSFHQ more enjoyable.
edit: I should probably add that some stats are based off of information provided on Acepedia (wikia) for AC3 plane performance like top speed and making dats be able to reach those speeds. They always seem...quick, compared to other squadron planes, even though the numbers make sense. Stock F-16 and most F-16s never seem to even reach the top speed of what the F-16 is said to be capable of in REAL LIFE. Is there something I'm missing? Speed logic isn't lining up here for me.
You are forgetting that this is an arcade game, not a realistic game. The planes here will never match their real life counterparts. The stock f-16 .dat has been a fighting standard since the YSTK days, many squadrons have created their planes that revolved around the f-16.dat and competed against other squadrons in it. You are pulling flight characteristics for your squad planes from another game that is making it unfair for other squadrons to compete against you. By using stats from another game, you are using equipment balanced for that game, not the one you are using it in. When you are modifying existing .dats, you make changes to your plane that increases it performances, but didn't reduce anything to make it reasonably fair for the other squadrons. What really makes this game fun for a combatant is when you are competing against someone else or multiple people against planes that are similar to yours. Somewhat like Counter Strike: Source or CS:GO, you are competing against other players and the skill you have, not the gun, will dictate on whether you succeed or not. If you truly want you be viewed as a serious squadron, then you will have to release a new or a "clean" version of your pack so it can be more fair for all the existing squadrons when scrimmaging against each other.