Shoulder Fired Stinger

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  • FFOLKES

    #76
    Re: Shoulder Fired Stinger

    Originally posted by ACE_FIN1972
    Who is the artist performing on the soundtrack

    Sound pretty good to me, I would like to hear some more

    On the topic, PoE has good air defence ( stinger sites, air defence cannons, mobile AA and one shoulder fired stinger per team). While airborne you really have to respect AA and carefully consider the approaching direction and altitude of your attack. Choppers are fully armed, lethal (up to 64 rockets on Hind) and effective against ground and air targets, not some handicapped sorry arse "balanced" piece of junks. Like it that way.

    Agent Provocateur - Song is called Red Tape

    Comment

    • troll_hammer2020

      #77
      Re: Shoulder Fired Stinger

      ya i think its a gr8 idea ,it gives you a way to fight back at choppers.
      maybe a lil longer lock on time but i dont see why if somebody can carry 5 ATs they cant have 5 stingers.
      or have it like POE2 where you need to pick up the stingers at points on the map.
      remember theres nothing fancy about a stinger these days almost all armys infantry have them.
      but a limit on how many per map would be a good idea .
      we all know running for the stingers in BF2 as it is right now is only for those with a death wish if theres a chopper spawn killing :laugh: :laugh:
      well unless the gunners blind,depressed and just about given up on life :laugh: :laugh:

      Comment

      • Paas

        #78
        Re: Shoulder Fired Stinger

        Ok, I have sat down and thought about this and I think I have come up with a valid solution to the implementation of stingers (Ok, not really. I have thought of a good solution though).

        First things first, static S2A needs to go the way of the do-doo. It was a pointless idea from conception, especially when you factor in that not only can a talented pilot recall where they all are but their bombing indicator also lights them up like flares whenever one is manned. It was a poorly thought out concept, and EA should be punished for it.

        Now. Once the S2A is remove you go into the area of what to replace it with? Well, easy answer, Anti-Air Vehicles. Yes, the very same vehicles that have been in game since conception. They stack up well (Not well enough mind you) against both Choppers and Jets because that's what they are designed to do! So why not use them? Just add the friggin' A.A. vehicles,that are already in the games code and tweak them to be better at their jobs, while weaker against ground forces.

        I can hear the FAQ developing now. I will go ahead and address what questions I think some of you will have:

        "...but Paas, what about infantry getting stingers!?"
        - What about them? If infantry had the A.A. vehicles on all maps were they are actually needed, we wouldn't have a balance issue. Just make the vehicle A.A. effective in regards to a J-10 and you have a winner. Even then, you still have the cannon to knick away at any fool-hardy pilot willing enough to pass over you or not show you the proper respect.

        "I don't like driving vehicles! Why should I have to rely on a vehicle for support!?"
        - Well that's because in a combined arms that's what vehicles are there for. Support. Jets support ground operations, Tanks support pushes, Chopers support ground operations; everything that isn't human in game is pretty much designed to support the ground push. The current situation is there is really nothing, other than another jet, on most maps to counter air support. The A.A. vehicles are built for this purpose. With some tweaks to their missile accuracy, and some reductions to their infantry effectiveness, they could become exceptional in that department (they are already pretty damn good).

        "Mr.Paas, what types of tweaks would we need to make the Mobile A.A. reasonable!? Especially if we plan on sticking more of it in the game?"
        - First off, reduce its armor and increase the accuracy of its lock. As well as shorten the time. A.A. should be a direct nuke up the rear end of any Helo, or Jet that crosses its path. On the same note though, it should detroyed easily by any Tank and/or APC. Even Anti-Tank rockets should only take two hits to destroy it. The trade off for this weakness against ground units is a boost to it's effectiveness. This is the most important tweak for balance!

        ...you could also give it some other skills that can help it better serve its role as a Anti-Air domination machine.

        *A Radar Jamming abbility (5-8 seconds TOPS!, with a 10-16 second recharge); This warrants a little explination. The Radar jamming abbility won't make you invisible to a Jet. It would only remove the tracking square on their HUD. A Jet would still be able to bomb the living daylights out of you if he can follow you visually. Also to make Anti-Air more of a game of skill, you would add a Electrical Dischagre timeframe that kicks in after the Radar Jamming. In effect, any enemy helo/jet Pilot looking in your general direction would a small 1 second blip on their HUD showing your location (Not verbal cues, Helo pilots need to be paying attention. No freebies!). So, if you decide to use the abbility to dodge a Jet, you will have to deal with the fact that you might have flagged in an enemy Helo spot on you. You could also use it to hide from the TV guided's targeting square, but you might have flagged Jets to your position. All in all this would prevent A.A. camping/cloaking for enitre rounds, and forces good A.A teams to evalute their situation and constantly relocate.

        *Equal tracking and locking range to a Jet pilots bombing HUD.

        *Increase in speed to help it better outrun Jets on bombing runs, but with the reduction in armor you wouldn't be able to even accidently survive a direct hit.

        ...on the other end some changes would need to be made for cannon use:

        *Reduce the abbility for the Anti-Air cannons to cant to a ground level.
        - Truth be told, Anti-Air's tradeoff for having a locking weapon should be that it takes two people to operate it correctly. This is commonly moved around in BF2 because Anti-Air has no true fear of infantry as it can bring down its cannons to defend its self on a ground level. This needs to go. The Missile tracking should be allowed to move in all directions, almost 360, but the cannons should start from a 15-degree angel from flat ground. That way the only Anti-Infantry capability the mobile A.A. has is its supporting rider. Which again balances out the abbilies given to Mobile A.A. to make it more effective against Air targets. It's not a mixture between an APC and a Tank, it's a Jet and Helo killer; strictly!

        "Well Mr. Smarty Pants! How many should we have on the map!? Eh!?"
        - Easy answer. As many as air classifications present. Example; if you have Helos on one side, the other side has One Mobile Anti-Air vehicle to counter it. One Anti-Air, with the tweaks I presented, should be plenty to counter both Attack and Transport Helo. Same for the Jets. If their are Jets present then you add another. So, in effect you would have Two Anti-Air vehicles to each side on most 64 player maps, and One on most 32 or 16 player maps; per' side. So if your team is willing to let them be stolen your Jets/Helos could be going up against FOUR specially designed killing machines. That's a team decision though; wouldn't advise letting somthing like that happen.

        As for stingers. Seems silly. Especially when we already have the tools in game to counter Jets. We just don't have enough of them.

        {WP}Paas

        Comment

        • ACE_FIN1972

          #79
          Re: Shoulder Fired Stinger

          Originally posted by FFOLKES
          Agent Provocateur - Song is called Red Tape
          Thanks bro :)

          I managed to find multiple music videos of Red Tape from Youtube. Ok, now I know why it sounded so familiar. I guess it's on Underworld Evolution soundrack. Red Tape really sounds massive, I must find other stuff made by Agent Provocateur...

          Just curious, do you know any of their records and can you recommend some?

          Comment

          • FFOLKES

            #80
            Re: Shoulder Fired Stinger

            Originally posted by ACE_FIN1972
            Thanks bro :)

            I managed to find multiple music videos of Red Tape from Youtube. Ok, now I know why it sounded so familiar. I guess it's on Underworld Evolution soundrack. Red Tape really sounds massive, I must find other stuff made by Agent Provocateur...

            Just curious, do you know any of their records and can you recommend some?
            I don't think it is on either one of the Underworld soundtracks. They only used it for the movie trailer.

            It was on The Jackal soundtrack (which is good) and on one of their own releases Where The Wild Things Are (which is okay).

            Red Tape was by far their best hit.

            Comment

            • Dman~WCG~

              #81
              Re: Shoulder Fired Stinger

              I started a thread lke this in BF2RS with much resistance. People claim a helo's would never be able to stay up with all these stingers. Make the stinger a very long load time after firing, this should cut down on over saturation of them.

              Comment

              • Thirdeyez

                #82
                Re: Shoulder Fired Stinger

                Last night on Kubra we lost the bases with the Mobile AA..we also lost are air field. In doing so it seems my team didnt like to play Air2Air so are Plane/Heli were stolen since no one cared to use them...
                So 4 planes..2 helis..No AA..
                A shoulder fired AA would have helped...alot!

                Comment

                • RocketChild
                  Senior Member
                  • Aug 2005
                  • 3949

                  #83
                  Re: Shoulder Fired Stinger

                  Originally posted by Peoplekillingmachine
                  Last night on Kubra we lost the bases with the Mobile AA..we also lost are air field. In doing so it seems my team didnt like to play Air2Air so are Plane/Heli were stolen since no one cared to use them...
                  So 4 planes..2 helis..No AA..
                  A shoulder fired AA would have helped...alot!
                  Shouldn't that be 3 helis? If you get the dam, you get an extra helo out of it.

                  Comment

                  • Revoluti0n
                    Member
                    • Mar 2006
                    • 3032

                    #84
                    Re: Shoulder Fired Stinger

                    Originally posted by FFOLKES
                    Agent Provocateur - Song is called Red Tape
                    I could have sworn it was Theivery Corp - Lebanese Blonde. No wait, it must have been Hooverphonic - The Magnificent Tree

                    Comment

                    • b` m3ow

                      #85
                      Re: Shoulder Fired Stinger

                      hellz ya!!

                      Comment

                      • ACE_FIN1972

                        #86
                        Re: Shoulder Fired Stinger

                        Originally posted by Revoluti0n
                        I could have sworn it was Theivery Corp - Lebanese Blonde. No wait, it must have been Hooverphonic - The Magnificent Tree
                        ????

                        Comment

                        • MoB|GunnerDoop

                          #87
                          Re: Shoulder Fired Stinger

                          It's too powerful in the video because it's single player and it's one rocket or AA missile will kill anything. The distance should be shortened, the damage should take about a 6th away from the vehicles armor (maybe a 4th from jets) and you should only have 4, so a single person can't take down a heli, but with teamwork, it would be easy.

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