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New Anti-Air Vehicle Brainstorming


Flyin_Japman
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Flyin_Japman

It's obvious that jets, choppers, and bikes and cars from the pit of Hades rule the battlefield that is the city of Los Santos. We have received a few anti-air vehicles and modifications to those vehicles to counter them, but frankly, they fall short. None are entirely efficient against highly trained ace pilots/KD Warriors. Flak guns require two people to use properly, APC SAM battery doesn't know how to SAM the right way, and the Chernobog needs two people and can be destroyed in direct combat due to the missiles zooming past the target during a strafing run. So, clearly we need a vehicle that doesn't require two people to work, and can properly do its job as an anti-air vehicle. So, does anyone have any suggestions?

 

Some of you know that I have mentioned the Anti-Air Tank. (Self Propelled Anti Air Gun). Considering that I am a Battlefield 4 veteran who loved the AA Tanks in that game, it's obvious that I am going to suggest that one is implemented.

 

 

How would an AA tank like the SA-19 perform, and what would it's weapons, armor, and general effectiveness be? I'll explain:

 

The vehicle will be classified as a Tank/Armored Vehicle (Like the Rhino, APC, etc). 100% Armor upgrade should make it equal to or slightly greater than the armor of the Rhino. It CANNOT be as frail as the Chernobog, but not as hardy as an APC. It's purpose is to provide players who are tired of being griefed by jet pilots or players who use the Oppressor or Deluxo to grief them a means of defeating and rendering those types of players incapable of behaving in such ways. It is a single seat, treaded armored vehicle that uses a gun and missile system.

 

Primary: Twin chainguns, with damage equal to the Minigun or Buzzard guns.

 

Secondary: Two types of missiles; Heat Seekers (Homing) which behave like standard homing missiles, and Radar Guided Missiles which work two different ways depending on whether or not the Air Radar was equipped. No Radar (Passive Radar Missile) requires the target to be kept within the reticule, and if the target breaks lock on, the missile will die within 3 seconds if lock on can't be reacquired. When using the AR (Active Radar Missile), the missile can be fired without a lock on, and if non-friendly aircraft flies within a certain radius of the missile, it will lock onto that vehicle and chase it down for 15 seconds. During the lifetime of the missile, the AA tank cannot fire a second missile. The distance between the missile and the target should be spacious enough to give the pilot a fair warning that they are under attack. If the pilot flies below the current altitude of the AA tank, or flies low enough to the ground, it can break lock on form the Active Radar Missile. RGMs are faster than standard Homing missiles, however, and can close the distance more efficiently. Akulas using stealth mode are unable to be targeted by Radar Guided Missiles. Once a ARM has been fired, the operator can switch to the guns to begin firing on the air vehicle.

 

Special: Air Radar; a small radar dish that changes how players are seen on the minimap when using the AA Tank. Any airborne vehicle, including Oppressors and Deluxos, are above the current altitude of the Tank, they will show up regularly. Any players using ground vehicles, or no vehicles at all, will be partially transparent on the map. When a player flies below the target height, they will vanish from the radar, but when they return, they will flash several times.

 

The missiles used by this vehicle, including the Heat Seekers, have 4x damage against Unnatural Flying Vehicles, like the Deluxo or Oppressor.

Edited by Flyin_Japman
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xwinkx_girlYakuza

Unmanned automated anti-aircraft system we can attached to the back of any vehicle. Or an unmanned drone that operates in a very small radius around the players. I mean they could balanced it by making the lock-on ability not too good but good enough to give jet griefers something to think about.

 

p.s. R* could justify it by saying the technology is now available because we defeated the Clifford AI after the doomsday heist finale :lol:

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CrysisAverted

increase the yachts aa radius to cover a quarter of the map

make it so the yacht protects you even while not onboard

make the upgrade to the aa cost $6mill

best AA will then be locked behind a ~$18mill paywall

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Make the Avenger have a constant EMP signal covering a 1,000 yard radius around the vehicle where nothing electronic works (well, the Avenger's electronics will still work :/ .

 

I find there's a decent balance to just about everything except the Orbital Canon. My problem is learning how and when to use them.

Edited by FukNRekd
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Flyin_Japman

Top shelf, guys.

Edited by Flyin_Japman
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Black-Dragon96

Well I think we got pretty decent anti-air stuff (I mean the explo sniper is a pain in the a$$ for nearly every pilot.), so I think we do not need more.

The chernobog however should be able to take 1-3 explosions before blowing up and the opressor and deluxo should get their missiles removed (these two are more of a problem than any aircraft).

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Malibu Club

A quick bubble-like turret on wheels with a long-ranged valkyrie cannon. The gun is attached to the bubble thing which can rotate in any direction as long as the wheels don't block the way. As balance, it has low health and dies from one explosive.

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Happy Hunter

I personally think we have more than enough anti-air stuff. Especially given the explosive sniper is effective against just about anything.

 

That said an anti-air tank like in Mercenaries could be quite nice. Not a necessity though by any means.

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The Wandering Hunter

allow the half track to aim streight up and you'd have a brilliant aa vehicle, that thing is tanky af. even if your solo stationary it could destroy most aircraft.

 

allow the chernobog to aim streight up and give it some better resistance and it might be useful too.

 

although really the explosive sniper is the best aa weapon against everything except the avenger and hunter, but even they go down to it fairly quickly (i think fmj rounds are better vs the avenger)

 

in terms of what an aa vehicle needs:

missiles are useless really, since countermeasures are a thing unless you make the missiles ludicrously op like the chernobog or deluxo.

 

and non explosive rounds are pretty useless unless they can out damage the death beam of the hydra

 

and above all else it needs to beable to aim streight up.

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Yellow Dog with Cone

- The APC's SAM Battery should behave like one, I mean, it has limited ammo for something, right?

- The Antiaircraft Trailer should tank one explosive, the second one destroying it.

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BOOGIEMAN219

I haven't been shot by an explosive sniper in my Piro but I have in others though. The Half track should aim up higher that woukd be great. Maybe something that only aims up and shoots explosive rounds and can take some explosions would be nice and if it can only aim up way less griefing potential yet still very usefull.

Edited by BOOGIEMAN219
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Black-Dragon96

allow the half track to aim streight up and you'd have a brilliant aa vehicle, that thing is tanky af. even if your solo stationary it could destroy most aircraft.

 

allow the chernobog to aim streight up and give it some better resistance and it might be useful too.

 

although really the explosive sniper is the best aa weapon against everything except the avenger and hunter, but even they go down to it fairly quickly (i think fmj rounds are better vs the avenger)

 

in terms of what an aa vehicle needs:

missiles are useless really, since countermeasures are a thing unless you make the missiles ludicrously op like the chernobog or deluxo.

 

and non explosive rounds are pretty useless unless they can out damage the death beam of the hydra

 

and above all else it needs to beable to aim streight up.

Another usefull change would be to let us choose what vehicle we want to tow our anti-air trailer. This would include PVs, so we could combine our personal halftrack/insurgent and anti-air trailer to a devastating warmachine.

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Flyin_Japman

Most of the AA vehicles in the game currently require two people to operate. Chernobog, Half Track, APC, etc. Something that doesn't need a buddy to use is a point I made in the OP.

 

Flying cars and bikes were unnecessary too, but now look at us.

Edited by Flyin_Japman
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Would be handy if you didn't have to bring the Chernobog to a complete stop to use the dam thing.

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If they made it so you couldn't lock on to the AA trailer (and increased the missile speed and range some more) it would actually be semi decent against aircraft.

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I don't think we need more AA stuff... But we need more passive getaway cars, stuff that can easily counter meme vehicles

couple ideas:

Kaufman Cab
1M87zWf.png

- No rockets
- Jumps like R2K
- Strong armor (so it can survive 3-5 RPGs)
- bulletproof windows
- Countermeasures. Flares or chaff
- oil spills / mines
- ability to go off radar for limited time

Request UFO abduction

- it would work just like mugging but the ufo steals griffers vehicle and spawns him drunk and naked in a random place on map, far away from roads (they can reuse animations from Trevor)
- You can request it only after you been killed by your target before. Also make it work only if hes in armored vehicle

Drones

- fallows you and attracts upcoming missiles

EMP gun / Missile jammer

- Disables weapons on selected vehicle (with a long cooldown)

Repair tool

- fix your smoking vehicle just like you do in battlefield

Edited by Piro
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Mattoropael

If they made it so you couldn't lock on to the AA trailer (and increased the missile speed and range some more) it would actually be semi decent against aircraft.

 

... against helicopters, which were never a big issue to deal with ever since the handheld launcher was released years ago.

 

Face it, even the Chernobog, the anti-air platform with the deadliest missiles in this game, is a complete joke because it can't aim straight up against diving jets (who can't lock onto their targets from that angle to begin with).

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DoxerWhite

Please stop adding new problematic vehicules to already problematic content. We don't need anti-air missiles and more op jets and more op combat helicopter and op mememobiles.

Frankly i am tired of this. This belongs to BF or COD, not GTA.

Sorry for the shout-out, i can't always restrain myself to be passive about it.

I only fly vintage aircraft without the gunnery and countermeasures and yet i get shot in public lobby by those things.

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If they made it so you couldn't lock on to the AA trailer (and increased the missile speed and range some more) it would actually be semi decent against aircraft.

... against helicopters, which were never a big issue to deal with ever since the handheld launcher was released years ago.

 

Face it, even the Chernobog, the anti-air platform with the deadliest missiles in this game, is a complete joke because it can't aim straight up against diving jets (who can't lock onto their targets from that angle to begin with).

There's almost no way to ever counter dive bombing (aside from using cover) and I doubt rockstar will ever make a proper vehicle that does. Most jet pilots though from my experience just come straight at you from an angle and rely on overwhelming firepower.

 

The chernobog fails because it's not very mobile, not very armored, and the missiles move *too* fast so it's easy to overshoot targets that come at you.

 

The AA trailer wouldn't be armored, but if they made it better at harassing while it was being pulled by a nightshark (or even better an Insurgent pickup custom) then it would be a pain in the ass for most jet users.

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The AA trailer should be undetectable by missiles, and why don't we have new vehicles to attach it? It's sad that R* forgot it.
*I've been using Chernobog during "Stand your ground" missions away from LS and it's been amazing.

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Smooth Longsack

Akimbo mkii explosive sniper.

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Flyin_Japman

I don't think anyone in PS4 lobbies generally have Explosive rounds for their Sniper rifles. Otherwise, there would be less jets and cars flying around if they were as frequent as you say.

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DarkFlame588

Half track quad cannon should have flak rounds that have a slightly larger explosive size than a hunter/akula barrage missile. Then allow the gunner to change the detonation distance on the fly, with any direct hits exploding on impact.

Edited by DarkFlame588
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Flyin_Japman

Not only is the Exp. Sniper rare if not existent in PS4 lobbies, but you still have to got through a long list of R&D to even get it since you can't choose what you research. I'd have all my weapon attachments before any vehicle mods or paint jobs. On top of that, you have a long time to research everything if you don't fast track, with money (Shark Cards), on top of having to spend $75,000 on resupplies if you don't want to do steal missions several times to fill up the 1/4 of your supplies.

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Black-Dragon96

Half track quad cannon should have flak rounds that have a slightly larger explosive size than a hunter/akula barrage missile. Then allow the gunner to change the detonation distance on the fly, with any direct hits exploding on impact.

Explosive rounds on the halftrack would be stupid. In the end they will get used like the flak canons on the anti air trailer, against tanks, insurgents and people on foot.

I'm fine with extremly powerfull regular rounds.

Edited by Black-Dragon96
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