air combat (a2a, g2a)

Collapse
X
 
  • Time
  • Show
Clear All
new posts
  • Roger Smith
    Member
    • Aug 2006
    • 1390

    #1

    air combat (a2a, g2a)

    these things need to happen for air combat to be balanced and still fun.

    -anti air missiles that are properly lead and are on target should not deviate on some airframes. (j10)

    -on some airframes, flares should be intercepted by anti air missiles when the flares are in the anti air missiles flight path (f35)

    -anti air missiles range should be just out of max visual range (for all platforms)

    -the laser guide on the bomber should be able to lock onto targets just out of visual range

    -instead of blowing up when the tv guided missile runs out of time, it should keep flying forward unguided.

    if these things happened we would have a fair playing field between air and ground and air to air.
    _________
    APPENDED
    _________

    - a lowered turn radius on anti air missiles
    _______________
    APPENDED AGAIN
    _______________

    -radar on all anti air based weapons except stinger.

    -remove the target box from the stinger for air vehicles

    -give essex tank arrmor so the cannon cant slaughter it and actually has to bomb it.
  • Chevy-SS
    Member
    • Jun 2005
    • 165

    #2
    Re: air combat (a2a, g2a)

    jets suck..............

    maps with no jets rock...............

    that's all I got to say.............

    ---------------------------

    Comment

    • Brindled
      Member
      • Oct 2005
      • 1068

      #3
      Re: air combat (a2a, g2a)

      Originally posted by Chevy-SS
      jets suck..............

      maps with no jets rock...............

      that's all I got to say.............

      ---------------------------
      well, you didnt say anyting worth reading in a thread about air combat. you are simply spamming a thread that you didnt have to reply to in the first place. gg

      Comment

      • .Churr.
        Member
        • Nov 2005
        • 1166

        #4
        Re: air combat (a2a, g2a)

        * AA vehicles should have 2 missiles instead of 4
        * The AA is stupidly precise. You can flip, turn, roll and the thing will still hit you. Correct it and make it the way it was pre 1.2

        Comment

        • hebrewhammer14

          #5
          Re: air combat (a2a, g2a)

          if u make aa pre 1.2 it will be impossible to take down any jets... again... thats why they changed it in the 1st place

          Comment

          • Blades

            #6
            Re: air combat (a2a, g2a)

            well with basically EXCELLENT timing you could do it really well in the old AA. I never got the chance to take some of my friends into an empty server and figure out how to hit someone. You know that 1.2 AA was actually dodgeble? If you make very slight alterations in your course you could EASILY dodge it. A slight change in the direction of the jet and the AA will just fly right past. Now its impossible unless you are in a j10. I like 1.2 because it always hit.

            Comment

            • TITAN126

              #7
              Re: air combat (a2a, g2a)

              It's fine the way it is right now. If you use AA with intelligence, you'll have success. If you don't, well...you'll wind up like Chevy. :laugh:

              Comment

              • MrBenis

                #8
                Re: air combat (a2a, g2a)

                I like the ideas in the OP. It's total bs a jet can see a ground target at 2x the range an AA emplacement can lock.

                Make it even, make it fair.

                Comment

                • TuscanSun

                  #9
                  Re: air combat (a2a, g2a)

                  I dont know if I like the idea of a greater lock range for guided missles. If this were the case you could fly really high in the air without fear of any g2a missles. While in the real world this is the case, in BF2 it just plain stinks.

                  Comment

                  • Roger Smith
                    Member
                    • Aug 2006
                    • 1390

                    #10
                    Re: air combat (a2a, g2a)

                    Originally posted by Churrasco
                    AA vehicles should have 2 missiles instead of 4
                    no they shouldnt. aaa should have a distinct advantage over static aa.
                    Originally posted by Churrasco
                    The AA is stupidly precise. You can flip, turn, roll and the thing will still hit you.
                    in my opening post, i stated "anti air missiles that are properly lead and are on target should not deviate on some airframes." what i mean by on target, is that the missile was not shaken, it flew right up to the engine, and decided not to hit. this happens with all airframes sometimes, and others constantly if the pilot wills it.

                    i am not in any way against a lower turn radius, nor am i against quick deviations throwing missiles off. however, if i lead my target, and the enemy maintains his turn, it should hit him. this goes both ways though, if i trail my target, and the enemy deviates his turn, it should hit him aswell.
                    Originally posted by hebrewhammer14
                    thats why they changed it in the 1st place
                    exactly
                    Originally posted by TITAN126
                    It's fine the way it is right now. If you use AA with intelligence, you'll have success. If you don't, well...you'll wind up like Chevy. :laugh:
                    yes, thats true, if joe shoe is flying at least. but any veteran pilot will tell you this is not the case.
                    Originally posted by TuscanSun
                    I dont know if I like the idea of a greater lock range for guided missles. If this were the case you could fly really high in the air without fear of any g2a missles. While in the real world this is the case, in BF2 it just plain stinks.
                    the entire point of the laser guided bomb is to stay out of harms way from ground targets, same with the tv guided missiles. i had said just out of visual range in my original post. this would mean he would still have to dip into ground anti air lock range before getting a lock himself. another factor is that all platforms would have the same huge anti air range, including jets. so quite often, air to air combat would take place entirely out of visual range, unless the pilots are smart enough to out manuver the missiles. dont discount the cannon in any scenario, the fact that it doesnt give you away makes it more than formidable.

                    Comment

                    • .Churr.
                      Member
                      • Nov 2005
                      • 1166

                      #11
                      Re: air combat (a2a, g2a)

                      Originally posted by roger smith
                      no they shouldnt. aaa should have a distinct advantage over static aa.
                      Which is their mobility already. 4 missiles kill choppers instantly.
                      Where is balance?

                      Originally posted by roger smith
                      in my opening post, i stated "anti air missiles that are properly lead and are on target should not deviate on some airframes." what i mean by on target, is that the missile was not shaken, it flew right up to the engine, and decided not to hit. this happens with all airframes sometimes, and others constantly if the pilot wills it.
                      I meant with choppers and not planes. It's almost impossible to evade an AA missile without flares in a chopper.

                      Comment

                      • Roger Smith
                        Member
                        • Aug 2006
                        • 1390

                        #12
                        Re: air combat (a2a, g2a)

                        Originally posted by Churrasco
                        Which is their mobility already. 4 missiles kill choppers instantly. Where is balance?
                        the balance is in the tv guided missile, the balance is that an attack helicopter crew can decide when they want to engage the aaa. the attack chopper pilot should know when to use terrian, when not to be out in the open, and such, if it wasnt like this, there would be no balance, the attack heli would have free reign. so no, the tripple a doesnt need a reduction in missiles.
                        Originally posted by Churrasco
                        I meant with choppers and not planes. It's almost impossible to evade an AA missile without flares in a chopper.
                        thats why they recharge so quickly and why a good ground based aa guy will wait untill you flare before firing.

                        Comment

                        • Blades

                          #13
                          Re: air combat (a2a, g2a)

                          smith, there just isnt enough room in BF2 to have dogfights out of visible range. Im looking for something in between 1.0 and 1.2 AA. That would be perfect. Not crazy ****ing AA but AA that works when properly fired but still avoidable if skill isnt put into the initial firing of it.

                          Comment

                          • System
                            Member
                            • Jun 2006
                            • 1091

                            #14
                            Re: air combat (a2a, g2a)

                            Originally posted by Churrasco
                            Which is their mobility already. 4 missiles kill choppers instantly.
                            Where is balance?


                            I meant with choppers and not planes. It's almost impossible to evade an AA missile without flares in a chopper.
                            there is a way to evade aaa missiles without flares or terrian in the helicopter. my friend told me and i didn't believe it myself until i did it. when the aaa is shooting at you, fly at him, and as soon as those missiles are loose just fly up a bit.

                            if you did it right you'll alive without shooting flares.

                            *not regarded to the quote alone*

                            why would we want to increase the abilities of a2g when usually (for me anyways) a maps fate of who wins/loses is almost entirely based on the ability of the pilots.

                            as for laser missiles... i haven't really used those much but when i have they were awesome. i think there range is fair enough considering you have flying death with 5 bombs in the front seat.

                            going on about extended range, BAD IDEA. you'll be taking off and shortly after you'll be dead because the guy sitting on the otherside of the map who didn't see you visually killed you with a heat sig lock on and then the dude with the shargi post will be even more mad lol.

                            on that note, shargi is f'd up because you can be behind the TV station close and low to the heli pad and still be locked on from hotel. i think its because they put a heavy "fog" on that map though so the range is the same as in say dragon valley but visually we think its huge.

                            Comment

                            • Roger Smith
                              Member
                              • Aug 2006
                              • 1390

                              #15
                              Re: air combat (a2a, g2a)

                              Originally posted by System
                              why would we want to increase the abilities of a2g when usually (for me anyways) a maps fate of who wins/loses is almost entirely based on the ability of the pilots.
                              its not really increasing their abilities, so much as making the lower atmosphere and close range so volitile for them to opperate, that they must opperate at high altitude, or at a distance.

                              Originally posted by System
                              as for laser missiles... i think there range is fair enough considering you have flying death with 5 bombs in the front seat.
                              you are forgetting the anti air missile range increase, and that they would actually work. since they would be forced into the upper atmosphere or far away, they couldnt wreck as much havok on infantry formations that have proper anti air measures and at the same time they could wreck havok on armor that is not properly hidden. like it or not there is a pyramid in the game structure, these ideas would just make that pyramid that much more evident.

                              Originally posted by System
                              you'll be taking off and shortly after you'll be dead because the guy sitting on the otherside of the map who didn't see you visually killed you with a heat sig lock on and then the dude with the shargi post will be even more mad lol.
                              this brings me to another appending, i forgot to add radar for all anti air weapons.

                              Originally posted by Sir. Blades
                              smith, there just isnt enough room in BF2 to have dogfights out of visible range.
                              this isnt true, on the smaller jet maps like wake i admit it would feel a bit cramped (as it should imo) but on most jet maps there is plenty of space.

                              Originally posted by Sir. Blades
                              Im looking for something in between 1.0 and 1.2 AA. That would be perfect. Not crazy ****ing AA but AA that works when properly fired but still avoidable if skill isnt put into the initial firing of it.
                              honestly i didnt think the community was really ready for real jet combat, i was just throwing it out there, but yes, i think we are in agreement about what we want for battlefields current air combat build.

                              Comment

                              Working...