Solution to Jets

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  • Turnip

    #1

    Solution to Jets

    OK..OK heres an idea, since these jet people seem to like the idea of teamwork, and using teamwork to take them out seems to be okay with them heres an idea. Basically make it so AA has to be repaired by engineers and doesnt automatically respawn, and make it super powerfull so if you fly over them with a jet your dead. That way the jets have to wait for their ground forces to take control of the AA, or kill the thing before they can come in and "help" them out.

    Jets helping ground, ground helping jets how does that sound?
  • zuiquan1
    Battleship Mod
    • Jan 2006
    • 1318

    #2
    Re: Solution to Jets

    the AA was super powerfull in an earlier patch, but of course people raised hell on the forums so they nerfed it back down

    Comment

    • Blades

      #3
      Re: Solution to Jets

      SO if you fly over a supahpowerful AA then you cant do **** about it? You just get nuked out of the sky? No amount of skill will save you...but you have to wait for your ground troops to take control of the AA? And if you destroy it first (you can destroy it right?) then an engineer has to bring it back? Which basically means it will never come back...Sounds good to me. 6 strafing runs on Wake and you are almost completely defenseless, cept for J10s.

      Comment

      • Chris_Redfield
        Member
        • Oct 2006
        • 5986

        #4
        Re: Solution to Jets

        Originally posted by Turnip
        OK..OK heres an idea, since these jet people seem to like the idea of teamwork, and using teamwork to take them out seems to be okay with them heres an idea. Basically make it so AA has to be repaired by engineers and doesnt automatically respawn, and make it super powerfull so if you fly over them with a jet your dead. That way the jets have to wait for their ground forces to take control of the AA, or kill the thing before they can come in and "help" them out.

        Jets helping ground, ground helping jets how does that sound?
        How about more details, more constructive ideas, and less "kill the jetwhores" attitude. Maybe then youll be taken seriously.

        Comment

        • Roger Smith
          Member
          • Aug 2006
          • 1390

          #5
          Re: Solution to Jets

          heres my solution to jets:

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

          -flares should be intercepted by anti air missiles when the flares are in the anti air missiles flight path

          -anti air missiles range should be just out of max visual range (for all platforms)
          this is the major change, as it would give g2a a fair chance going head to head with a jet. this combine with the other changes would force jets to opperate at higher altitudes.

          -the laser guide on the bomber should be able to lock onto targets above visual range

          -instead of blowing up when the tv guided missile runs out of time, it should keep flying forward unguided. if bombers and attack helis could attack beyond visual range, it wouldnt be fair, but its not supposed to be fair, thats the whole point. while i think jets should be scared of g2a i also think g2a should be scared of jets.

          -a lowered turn radius on anti air missiles
          so that they can be intelligently dodged

          -radar on all anti air based weapons except stinger.
          given the role that air/aa is supposed to play, i definitly think radar would help things

          Comment

          • N2K

            #6
            Re: Solution to Jets

            Someone said that stingers are for choppers, so why bother? Your best defense for jets is mobile AA or friendly pilots. If neither can support your team by taking out the enemy jets then it's their fault.

            Comment

            • Roger Smith
              Member
              • Aug 2006
              • 1390

              #7
              Re: Solution to Jets

              Originally posted by <}US{> Need_2_Kill
              Someone said that stingers are for choppers, so why bother? Your best defense for jets is mobile AA or friendly pilots. If neither can support your team by taking out the enemy jets then it's their fault.
              all the anti air in this game is stinger, there is no sam sites. anyhow, by your rational, we shouldnt even have ground aa.

              Comment

              • Chris_Redfield
                Member
                • Oct 2006
                • 5986

                #8
                Re: Solution to Jets

                Originally posted by roger smith
                heres my solution to jets:

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

                -flares should be intercepted by anti air missiles when the flares are in the anti air missiles flight path

                -anti air missiles range should be just out of max visual range (for all platforms)
                this is the major change, as it would give g2a a fair chance going head to head with a jet. this combine with the other changes would force jets to opperate at higher altitudes.

                -the laser guide on the bomber should be able to lock onto targets above visual range

                -instead of blowing up when the tv guided missile runs out of time, it should keep flying forward unguided. if bombers and attack helis could attack beyond visual range, it wouldnt be fair, but its not supposed to be fair, thats the whole point. while i think jets should be scared of g2a i also think g2a should be scared of jets.

                -a lowered turn radius on anti air missiles
                so that they can be intelligently dodged

                -radar on all anti air based weapons except stinger.
                given the role that air/aa is supposed to play, i definitly think radar would help things
                Now thats what a "AA boosting" post should look like! God damn! Learn from that!

                "-a lowered turn radius on anti air missile
                so that they can be intelliently dodged"

                Turn radius isnt the key here. Key is speed and reaction time after the "tick".

                Comment

                • Turnip

                  #9
                  Re: Solution to Jets

                  Someone said that stingers are for choppers, so why bother? Your best defense for jets is mobile AA or friendly pilots. If neither can support your team by taking out the enemy jets then it's their fault.


                  So your just screwed if you dont have good pilots on your team is what your saying, this way Im proposing jets would be screwed if they didnt have a good team as well. And it all amounts to teamwork between ground and air, in total harmony.

                  How about more details, more constructive ideas, and less "kill the jetwhores" attitude. Maybe then youll be taken seriously.


                  I dont have a bad mentality Im just sharing my ideas, the reason I said the thing about teamwork is that its the thing most pilots say "use teamwork to down jets", and Im sure they wouldnt have a problem if it worked both ways. Theres nothing wrong with saying that is there? Theres no way they would have a problem with having to rely on ground troops like we have to rely on them, its a you scratch my back ill scratch yours mentality.

                  Comment

                  • Snypynfool

                    #10
                    Re: Solution to Jets

                    Originally posted by <}US{> Need_2_Kill
                    Someone said that stingers are for choppers, so why bother? Your best defense for jets is mobile AA or friendly pilots. If neither can support your team by taking out the enemy jets then it's their fault.

                    Mobile AA is as good of a defense as any...
                    Considering the ESSEX's AA guns will often shoot the jets down better then the missles... the carrier always has a better "chance" with the jets...


                    Ground mounted AA is a JOKE....

                    Im in favor of mobile AA... :)

                    Comment

                    • Jedi_Joe

                      #11
                      Re: Solution to Jets

                      i got an idea:)
                      why not remove the AA **** and give the Anti-Tank class a stinger?
                      or make a new class...the AA Soldier?

                      Comment

                      • troybob
                        Member
                        • Sep 2007
                        • 2823

                        #12
                        Re: Solution to Jets

                        my solution was to give the mobile AA vehicles a bit of an auto aim of like 5 degrees in all axis so that you could be 5 degrees off but it will still fire where the jet will be. doesn't work if the jet turns - which is normal, and is about the same solution we had in bf42 (flak)

                        Comment

                        • Roger Smith
                          Member
                          • Aug 2006
                          • 1390

                          #13
                          Re: Solution to Jets

                          Originally posted by Chris_Redfield
                          Now thats what a "AA boosting" post should look like! God damn! Learn from that!
                          ty :)

                          Originally posted by Chris_Redfield
                          Turn radius isnt the key here. Key is speed and reaction time after the "tick".
                          not sure i understand, but the reason i said turn radius is because if aa missiles did work on every airframe, they would all be like the f35, no chance no matter what you do.

                          heres the theory behind lowering the turn radius. if i am pulling hard with a guy on my tail, he shouldnt be able to get me unless he leads his target, by that same token, if hes got a lock on me and i flip over, completly changing direction, he should be able to trail his target to get me.

                          Comment

                          • Turnip

                            #14
                            Re: Solution to Jets

                            Id rather just have flak then.. I dont want something aiming for me unless its 100%. Thats why i dislike using things with uber splash damage like APC and the helicopter gun.

                            Comment

                            • Chris_Redfield
                              Member
                              • Oct 2006
                              • 5986

                              #15
                              Re: Solution to Jets

                              Originally posted by roger smith

                              not sure i understand, but the reason i said turn radius is because if aa missiles did work on every airframe, they would all be like the f35, no chance no matter what you do.

                              heres the theory behind lowering the turn radius. if i am pulling hard with a guy on my tail, he shouldnt be able to get me unless he leads his target, by that same token, if hes got a lock on me and i flip over, completly changing direction, he should be able to trail his target to get me.
                              Its simple and complex in the same time.

                              Heres how the missile works (from what I remember, Wargimp knows this stuff more than I do), from what Gimp told. The missile "refreshes" the picture every X time. Its measured in milliseconds. It refreshes the picture, and corrects the course. Imagine a TV missile screen with an aimbot, the click-correction works ever X milliseconds. I hope youre with me now.

                              Now theres the view radius, how much it "sees".

                              Then missile travel speed.

                              So if its fast, and its click-correction interval is insanely small, and it sees sh!tload, the jet has no escape, unless it goes after the flares.

                              What if we lowered the speed so that the missile actually gains on the jet with slower speed. Lets say about 1500-2000 knots, more towards 1500. Also, what if we set a lag time between the "tick" itsself and the motion, the move it makes, the correction.

                              "tick" time "correction", just enough to match the turn radius of a jet with an afterburner, but also enough to lose the jet if its making multiple turns in succession. Heres a picture-

                              The more turns a jet makes, the more the missile goes "off" the turn track. Of course the tracking screen the missile has, has to be adjusted, so does the missile speed.

                              One way to evade missiles would be to speed off to above 800. Which becomes a good, usable tactic, and also keeps the jets off the ground, and off bombing the infantry.



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