View Full Version : Hit Damage in Single Vs Multi
Cryptic Phant0m
04-06-2011, 05:07 PM
Ok, I have notice that while I play Training in Single player.
That I can destroy pretty much any plane with just a few hits.
Yet, in Multiplayer it takes what seems like twice as many if not more to destroy a plane.
Is this true or am I going crazy?
Ok, I have notice that while I play Training in Single player.
That I can destroy pretty much any plane with just a few hits.
Yet, in Multiplayer it takes what seems like twice as many if not more to destroy a plane.
Is this true or am I going crazy?
I've noticed the same thing and I'm thinking it may have a little to do with latency and a lot to do with the live players who don't make it as easy after the first volley hits the mark.
StiC
Slothboy
04-06-2011, 05:44 PM
I've also notice that in Single Player sometimes the AI planes will just "give up" and crash after a long dogfight when it didn't seem like I had hit them recently.
Also, if you are playing on arcade in training then you will see a difference because most online matches are in realistic mode.
bobbysocks
04-06-2011, 05:59 PM
nope you arent crazy. that happens and you will also see the "rubber bullit" syndrome...where you are parked on someone's 6 peppering the hell out of them for minutes on end and they seemingly do not take damage. then they get wounded enough to crash but you dont get the kill. that's my favorite and seems to happen when i host mostly.
Rambo Rich 360
04-06-2011, 06:44 PM
I think too, that online players are a bit better than the AI planes in single-player. Even when training vs veteran AI settings. They just aren't as good as real-life players.
The_Stapler
04-06-2011, 07:47 PM
I noticed this too, especially in the battle of britain missions on sim. The He-111s seem to go down with just a 'brush' of machine gun fire. I think the damage model for AI planes may be stronger (ie they're easier to shoot down), and when you're online, the enemy team uses the same damage model as you. Even B-17s are easy to kill in training, so it must have something to do with damage modeling...
SsSsSsSsSnake
04-07-2011, 06:08 AM
nice Ssssssssssssssssssssig
The Legendary Spitfire
04-07-2011, 07:04 PM
AI planes do go down so quickly, if you do them enough damage then they seem to stall but can recover but they generally crash. Also I have noticed that firing well wide in Training can still produce damage on the AI. Unfortunately in multiplayer my bullets don't have homing properties. Also in multiplayer a player is constantly moving and so taking less damage but even if they fly in a straight line and you pepper them they still do seem to take such a long time to die. This is probably to let you complete the campaign without having to spend hours shooting one plane and yet not get frustrated when one bullet kills you in online.
Robotic Pope
04-08-2011, 01:41 AM
AI planes do go down so quickly, if you do them enough damage then they seem to stall but can recover but they generally crash. Also I have noticed that firing well wide in Training can still produce damage on the AI. Unfortunately in multiplayer my bullets don't have homing properties. Also in multiplayer a player is constantly moving and so taking less damage but even if they fly in a straight line and you pepper them they still do seem to take such a long time to die. This is probably to let you complete the campaign without having to spend hours shooting one plane and yet not get frustrated when one bullet kills you in online.
Its due to lag. I'm reasonably certain that the damage model is the same in realistic and sim, online and AI. Only in Arcade does it differ. If you manage to damage an AI while shooting wide it is posible you are shooting outside of your guns convergence range and just getting a lucky hit. On the other hand if I am getting the so called "rubber bullets" in an online game I can sometimes predict the lag in a boom and zoom and give an enemy a much larger deflection shot, my bullets fly infront of the plane but the plane recevies damage because that is where he actually is in his game before the lag. Now if you are on someones six and have lag its very difficult to predict the next move, which is why if someone is doing heavy avaisive you will have a lot of rubber bullets and there is not much you can do but keep shooting.
Last night while playing an arcade match I thought I would lead the target indicator to compensate for lag and I got 4 kills which is 4 more than my previous match.
StiC
The_Stapler
04-12-2011, 12:29 AM
Last night while playing an arcade match I thought I would lead the target indicator to compensate for lag and I got 4 kills which is 4 more than my previous match.
StiC
Yeah, I noticed that too, maybe it's to do with the ridiculous acceleration in WEP plus lag being too much for the computer to calculate?
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