air combat 2.0

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  • Roger Smith
    Member
    • Aug 2006
    • 1390

    #1

    air combat 2.0

    -anti air missiles that are properly lead and are on target should not deviate on some airframes, unless ofcource for flares. adjusting the lock angle and turn rate alone is probably not the answer; the hitboxes and heat sources may need to be repaired.

    -anti air missiles should be able to be outturned on all airframes. the problem with simply adjusting the lock angle and turn rate is that different jets turn at different rates. why not make a differently coded aa missiles fire based on the airframe its locking on. that way we can keep the diversity of the airframes but they can all lose missiles. another idea would be if when you press fire the missile flys straight and when you let go it starts tracking the target, but a properly adjusted launch sequence could easily fix that aswell.

    -anti air missiles range should be increased to at the very least by 1/4. jets basically can fly without regaurd for ground aa and as soon as the hear a lock, do a sweep. i can see a jet clearly fly past me at mid level and i cant even get a lock. as for how this would effect helicopter balance, a good pilot can use his terrain to keep the lock off no matter what the range.

    -give essex tank armor so the jets cannon cant hurt it much and it actually has to bomb it. ive toyed around with alot of ideas to fix the essex/jet balance and i think this maybe the answer.

    -instead of blowing up when the tv guided missile runs out of time, it should keep flying forward unguided. even if the guide time was reduced, it would still be necessary for this change to happen if the above things happened.
  • Blades

    #2
    Re: air combat 2.0

    -anti air missiles that are properly lead and are on target should not deviate on some airframes, unless ofcource for flares. adjusting the lock angle and turn rate alone is probably not the answer; the hitboxes and heat sources may need to be repaired.
    Yes, properly lead missles should ALWAYS hit regardless of airframes.
    -anti air missiles should be able to be outturned on all airframes. the problem with simply adjusting the lock angle and turn rate is that different jets turn at different rates. why not make a differently coded aa missiles fire based on the airframe its locking on. that way we can keep the diversity of the airframes but they can all lose missiles. another idea would be if when you press fire the missile flys straight and when you let go it starts tracking the target, but a properly adjusted launch sequence could easily fix that aswell.
    I really like this idea. Im not sure of its practicality though.

    -anti air missiles range should be increased to at the very least 2X. jets basically can fly without regaurd for ground aa and as soon as the hear a lock, do a sweep. i can see a jet clearly fly past me at mid level and i cant even get a lock. as for how this would effect helicopter balance, a good pilot can use his terrain to keep the lock off no matter what the range.
    A 50 foot increase would work for me. And the TV missle needs to be increased just as much.

    -give essex tank armor so the jets cannon cant hurt it much and it actually has to bomb it. ive toyed around with alot of ideas to fix the essex/jet balance and i think this maybe the answer.
    Great great idea. That would be perfect. Especially with this stupid new cannon change for the J10.

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    • Roger Smith
      Member
      • Aug 2006
      • 1390

      #3
      Re: air combat 2.0

      Originally posted by Blades
      And the TV missle needs to be increased just as much
      that was in my first air combat thread (on my sig) but i didnt add it to this one because basically the things listed in air combat 2.0 are essential and the game just isnt fuctioning as is. that said, for these things to happen, it would require the tv missile change.

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