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PugWashy

AA fire Travelling through hills & mountains

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Question:

When approaching ships with aircraft from a carrier. the ships with strong AA defence are difficult to reach, so approaching them behind a hill or high ground would be a good option. Unfortunately the AA fire appears to go straight through hillsides

Reply from support:

We appreciate the feedback you have regarding AA mechanics. Right now, the reason why enemy AA can shoot at approaching planes even behind the hill is that because they are being spotted. They can safely approach ships behind hills if no one else is spotting them.

My Response:

From my point raised i think that even though the aircraft have been spotted AA fire should NOT pass through hills & mountains as if they do not exist. Has anyone else noticed this.

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Its probably  the same reason, Radar and Hydro work through land masses as well. Adding Line of Sight to them, even though it exists for visual spotting is deemed too complex for players to understand.

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[JRM]
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I am not sure it does actually even if animation suggests different as you can usually approach quite safely from behind a monuntain and dump on the unsuspecting prey behind it...

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1 minute ago, Fat_Maniac said:

Its probably  the same reason, Radar and Hydro work through land masses as well. Adding Line of Sight to them, even though it exists for visual spotting is deemed too complex for players to understand.

That may be the stated reason but I think it's more likely down to potato coding.....

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4 minutes ago, BrusilovX said:

That may be the stated reason but I think it's more likely down to potato coding.....

I'm with @Fat_Maniac about that. I think it's because WG has trouble understanding how mountains work. They're just so complex. So complex, in fact, that figuring out that these solid masses of rock actually, get this, block things, seems unnatural to the average WG dev. (I have a few commas left over, so take them if you need them: ,,,,,)

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9 minutes ago, BrusilovX said:

That may be the stated reason but I think it's more likely down to potato coding.....

Not really, Islands and land masses stop shells, and as I said we have Line of Sight for visual spotting, so the code is there. I think it's more down to the increased CPU load calling that code for all situations would cause. But WG have stated many times when the 'Why does radar/Hydro' work through islands' question get raised, the reason it doesn't work that way is that it would be too complex for the average player to understand. I think that's just insulting BS, the real reason is as I said, too CPU intensive.

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[CZSL]
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If I can have similar question:

Real AA guns have fields of fire. If I am in a cruiser is it better to show broadside to approaching aircraft and all AA guns from this side of the ship will fire or is better to angle to minimize target for aircrafts and not every AA gun on affected side will fire?

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[NECRO]
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WG might simply confuse mountains with fishing nets, having them catch the big stuff but letting through everything smaller than 3" shell (like autocannon/machine gun bullets and radar/sound waves).

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[XTREM]
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The AA usually doesn't go through mountains is why ambushes with planes behind them works so well. 

Of course if island isn't high enough it's a different story. 

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2 minutes ago, Fat_Maniac said:

Not really, Islands and land masses stop shells, and as I said we have Line of Sight for visual spotting, so the code is there. I think it's more down to the increased CPU load calling that code for all situations would cause. But WG have stated many times when the 'Why does radar/Hydro' work through islands' question get raised, the reason it doesn't work that way is that it would be too complex for the average player to understand. I think that's just insulting BS, the real reason is as I said, too CPU intensive.

Its a line of sight issue. Main battery, torps and secondary shells are indevidually rendered. Aka every shell is a small low poly object. AA is not. AA is just getting told to apply dot and spawn flak bursts if planes are within a certain range. With some tracers which is just visual. There should be a simple check for islands. Fixing that would not hit performance at all. Infact i have done something simular in a mod in another game. All i had to do was to give the object (islands in this case) proper geometry and tell the bullets(in my case) to not go through the mesh. 

Granted its a completely different game engine, but in no way should simple things like that do anything to performance.

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