Grand Theft Auto V

What if all missiles were more realistic (varied explosive damage/blast radius, bullet-like speeds, multi-mile range, but very limited capacity, limited turning radius/tracking, and more available countermeasures)

GrandTheftAutoV5 - What if all missiles were more realistic (varied explosive damage/blast radius, bullet-like speeds, multi-mile range, but very limited capacity, limited turning radius/tracking, and more available countermeasures)
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So I was thinking most combat balance issues seem to stem from missiles being unbalanced so I was thinking would making them "realistic" make them more balanced?

So we would have these super fast missiles moving at bullet like speeds with incredible multi-mile range.

But at the same time very limited ammo capacity based off the amount of missiles the vehicle can realistically carry. For example Lazer/Hydra can only carry 6 missiles.

More realistic accuracy/tracking (anti-air can't target ground, missiles have a limited turning radius (15 – 20 degrees), missiles intercept not chase, anti-surface missiles are less accurate, etc.).

Damage needs an overhaul as well. Instead of every missile dealing the same damage, damage should be relative to the size and type of warhead. Bigger and Shaped-Charged warheads will deal more damage like in real-life.

Homing Launcher Stinger missiles are a bit weak despite having 6.6lb frag warhead so I'd double their damage, and balance things around that.

  • So grenades, Oppressor/Deluxo/Ruiner/etc rockets are tiny with a half pound warhead so they'd deal 6x less damage than the Homing Launcher.
  • The
    File:ANA soldier with RPG 7 in 2013 cropped - What if all missiles were more realistic (varied explosive damage/blast radius, bullet-like speeds, multi-mile range, but very limited capacity, limited turning radius/tracking, and more available countermeasures)
    RPG has a shaped charged 5.7lb HEAT warhead that can penetrate 400mm of armor so it should do 3x – 4x the damage of the Homing Launcher, but because it's a shaped charge, it will only have half the blast radius as the Stinger Missiles from the Homing Launcher.

In addition to a missile overhaul, more available and realistic countermeasures (i.e. chaff and flares for pretty much every aerial vehicle and even some ground vehicles) .

Vehicle armor should be more realistic as well

Examples:

Homing Launcher (
FIM 92 Stinger - What if all missiles were more realistic (varied explosive damage/blast radius, bullet-like speeds, multi-mile range, but very limited capacity, limited turning radius/tracking, and more available countermeasures)FIM-92 Stinger)

  • Max Lock-On Range: 450m – 900m (4.5km in RL)
  • Top Speed: 500m/s (750m/s RL)
  • Guidance Type: Infrared Guidance
    • Fire-and-Forget
    • Immune to chaff but vulnerable to flares, and accuracy can be thrown off by smoke
  • Anti-Air – can only lock-on to aircraft, super accurate (will hit within 0m of the target)
  • Damage – 2x current damage
  • Blast Radius: 8m

Rocket Launcher (RPG-7)

  • Max Range: 350m (920m self-detonation in RL)
  • Top Speed: 200m/s (300m/s RL)
  • Guidance Type: None
  • Damage – 3x – 4x the damage of the Homing Launcher
    • In real-life can penetrate 400mm of armored steel.
  • Blast Radius: 4m

Oppressor/Deluxo/Ruiner/Scramjet/Vigilante Mini Missiles (
Raytheon Pike)

  • Max Lock-On Range: 200 – 400m (2km in RL)
  • Min Lock-On Range: None
  • Top Speed: 120m/s (180m/s RL)
  • Guidance Type: Laser-Guided
    • Not Fire-and-Forget you have to maintain the lock the entire duration of the flight or the missile will lose the target
    • Immune to flares and chaff, but smoke can throw off the targeting
    • Can lock-on to any target from cars to planes to even players and npcs on foot
  • Accuracy – 5m CEP (will hit within 5m of the target, poor tracking for hitting moving targets)
  • Damage – 1/6 standard homing missile damage due to tiny 3/5 lb frag warhead while the homing launcher fires stinger missiles with 6.6lb frag warheads in comparison
  • Blast Radius: 5m
  • Stealth – since missiles are the smallest missiles in-game and use a smokeless motor they are difficult to detect

Buzzard/Rogue Missiles (
apkws laser guided rocket - What if all missiles were more realistic (varied explosive damage/blast radius, bullet-like speeds, multi-mile range, but very limited capacity, limited turning radius/tracking, and more available countermeasures)Hydra 70 APKWS)

  • Max Lock-On Range: 500 – 1000m (5000m in RL)
  • Min Lock-On Range: 100 – 200m (1000m in RL)
  • Top Speed: 667m/s (1000m/s RL)
  • Guidance Type: Laser-Guided
    • Not Fire-and-Forget you have to maintain the lock the entire duration of the flight or the missile will lose the target
    • Immune to flares and chaff, but smoke can throw off the targeting
    • Can lock-on to any target from cars to planes to even players and npcs on foot
  • Accuracy – 0.5m CEP (will hit within 0.5m of the target, good tracking for hitting moving targets)
  • Damage – 2x standard homing missile damage
  • Blast Radius: 10m

APC SAM/Pounder SAM/AA Trailer SAM (9M37M)

  • Max Lock-On Range: 500 – 1000m (5km in RL)
  • Min Lock-On Range: 80 – 160m (800m in RL)
  • Top Speed: 345m/s (517m/s RL)
  • Guidance Type: Infrared Guidance
    • Fire-and-Forget
    • Immune to chaff but vulnerable to flares, and accuracy can be thrown off by smoke
  • Anti-Air – can only lock-on to aircraft, super accurate with excellent tracking
  • Damage – Standard Homing missile damage
  • Blast Radius: 10m
  • Proximity Fuze – missile will automatically detonate if it passes close by target

Lazer/Hydra AIM-120 AMRAAM Missiles

  • Max Lock-On Range: 5000 – 10000m (50 -70km in RL)
  • Min Lock-On Range: 200 – 400m (2km in RL)
  • Top Speed: 907m/s (1361m/s RL)
  • Guidance Type: Radar-Guided
    • Fire-and-Forget
    • Immune to flares/smoke but very vulnerable to chaff
    • Can target aircraft beyond LOS
  • Anti-Air – can only lock-on to aircraft, super accurate with excellent tracking
  • Damage – 1 RPG or 3-4x Homing Missiles due to sheer kinetic energy and 50lb frag warhead.
  • Blast Radius: 20m
  • Proximity Fuze – missile will automatically detonate if it passes close by target

Akula/Hunter
AGM-114 Hellfire Missiles

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  • Max Lock-On Range: 800 – 1600m (8km in RL)
  • Min Lock-On Range: 50 – 100m (500m in RL)
  • Top Speed: 297m/s (445m/s RL)
  • Guidance Type: Laser-Guided
    • Not Fire-and-Forget you have to maintain the lock the entire duration of the flight or the missile will lose the target
    • Immune to flares and chaff, but smoke can throw off the targeting
    • Can lock-on to any target from cars to planes to even players and npcs on foot
  • Accuracy – 5m CEP (has difficulty hitting anything moving)
  • Damage – 3 – 4x RPG or 9 – 16x Homing Missile due to 20lb shaped charge warhead.
    • 800mm of armored steel penetration, enough to easily punch through tanks
  • Blast Radius: 15m

Countermeasures

  • Countermeasures can definitely be improved, for one they should also be more readily available ground vehicles like the Rhino and Khanjali should have them and most planes and helicopters should have them as well, including Lazer, Hydra, Buzzard, etc.
  • Missile detection shouldn't just beep when you are being locked on to, but it should show who is locking on to you, where, and what type of missile. In addition missiles should show up on radar.
  • There also shouldn't be any cooldowns for countermeasures as they are designed to be spammable and you should be able to hold more than one type of countermeasure on you at any time
  • Small vehicles like the Oppressor MK2, Glider, and Havoc shouldn't be able to install countermeasures as there is no where for them to fit. On the otherhand larger vehicles should have more countermeasures available to them.
  • Chaff in real-life works by creating a cloud of small fibers of metal swamping the radar system with returns to hide you the real target from radar. So in-game it should create a large city block sized area where anyone inside can't be locked on to by radar-guided missiles and radar-guided missiles already locked on lose their lock, nor can they be seen on radar.
  • Smoke shouldn't create useless colorful smoke trails instead it should create a smoke screen, a thick cloud that fills the area that will hide your visual and thermal signature.
  • Also if you're an incredible shot, it should be possible to shoot missiles down.
  • Sell vehicles like the PostOp van should have jammers since the entire point is supposedly "discretion" so PostOp van is invisible on radar only showing up briefly when you drop off a package.

Capacity

For starters missile capacity would be far more limited. Missile capacity could be easily determined by simply looking at the vehicle model, Hydra/Lazer clearly have 6 missiles mounted so capacity limited to 6, Oppressor has 4 missiles so capacity limited to 4, etc.

Some vehicles have internal storage so realistically Rhino and Khanjali Tank would have 45 rounds, APC stock cannon would have 40 rounds while APC missile launcher would have a total of 12 missiles, etc.

If this is too limiting another idea is to have refilling missiles but you have to go through a lengthy "reload" once you exhaust the missiles.

Velocity

GTA missiles are very slow, missiles in real-life start off slow and rapidly increase speed to massively supersonic in seconds. Maximum top speed for the missiles should be closer to real-life, but since the map is compressed 2/3 of RL speed should be good.

To put that into perspective an RPG has a top speed of 300m/s in RL and an initial launch velocity of 115m/s; 2/3 of that would be 200m/s top speed with a launch velocity of 76m/s in-game.

To further complement this having more realistic aircraft speeds would be a good idea like at least 2/3 RL speed for aircraft as well.

Tracking/Accuracy

Another issue is tracking accuracy, RL missiles just aren't super accurate against surface targets like GTA with the ability to hit an NPC in the chest and turn 90 degree turns like Ruiner missiles.

CEP, or circular error probability is used to measure missile and bomb accuracy, 50% of the time the missile should land in this circle. For example Akula/Hunter homing missiles are called AGM-114 Hellfire missiles in real-life, they have a CEP of 5m so at max range on a stationary or slow moving target they should hit somewhere within 5m of the target.

Anti-air missiles are designed to be alot more accurate, and unlike GTA they do not chase their targets they intercept them. Once locked in missile will plot an interception course, everytime target changes direction a new course is plotted in a fraction of a second. So flying in circles doesn't work in real-life you have to force the missile to either hit an obstacle or overshoot you (they can't turn as good as a jet). But anti-air missiles are limited to only being able to lock-on to flying targets like airplanes, helicopters, Oppressors, etc.

Range

Missile range in real-life is measured in kilometers/miles with ranges like 4.5km for Stinger missiles or 50 – 70km for AMRAAM missiles not a couple of hundred feet. But since the map isn't even that big a good balance would be either 1/5 or 1/10 RL ranges.

Missiles also have a minimum range as well, the missiles will not be able to lock-on to targets too close forcing you to free-aim.

Blast Radius

Explosive blast radius could also be more realistic. In GTA there is no damage fall off so you take full damage at the edge of the blast, more realistically as you move from the center you should take significantly less damage based on how far away you are from the epicenter of the blast.

For example you get shot with an Oppressor rocket but you are caught in the very edge of the blast, you may get ragdolled and/or take massive damage but your character should still be alive. Or in the case of an armored vehicle like a tank, you only take damage from direct hits.

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