Re: Serious Suggestion on how to Fix Plane Issues
The only aspect of your suggestion that I will comment on is the first part. The one major fix that AA needs is it's locking. And when I say locking, it's no so much the lock on the enemy, but the total break of a lock on ANYTHING if flares are dropped. It would make more sense of the missile went to the nearest flare and exploded. If the jet so happened to drop the flares too late, the missile would detonate close to the jet and damage/destroy it. Now, if the pilot could time the flares to descend on or near an allied helo (allied to the AA gunner), then the missiles might hit the helo.
The tracking speed and impact code is no problem in relation to that single point of locking. If/when the lock code is fixed, the AA threads will up and disappear overnight.
As for increasing the locking range, that's a double-edged sword. Logically, if you increased the scan range of the AA, you would also need a longer drawing distance. Without it, AA sites would be able to track aircraft beyond their visibility. Honestly, that's what radar is for.
[tangent]
In my humble opinion, radar should be used as a coupling to AA turrets. Without radar, aircraft cannot be tracked on the map or locked onto by AA sites. This gives more logic to radar's function instead of a satellite scan (which nerfs stealth tactics beyond belief) and it gives SpecOps more of a prime target. If the radar is still up, planes and helos should be shot down with ease, just like real life. (cue "this isn't real life" flames..... now)
Once radar is disabled, jets and helos can run rampant. That said, this implies that AA missiles are radar- and heat-locking. The heat locking is more obvious due to the distracting oil towers. AA gunners should be able to pick between radar- and infrared(heat)-locking missiles.[/tangent]
The only aspect of your suggestion that I will comment on is the first part. The one major fix that AA needs is it's locking. And when I say locking, it's no so much the lock on the enemy, but the total break of a lock on ANYTHING if flares are dropped. It would make more sense of the missile went to the nearest flare and exploded. If the jet so happened to drop the flares too late, the missile would detonate close to the jet and damage/destroy it. Now, if the pilot could time the flares to descend on or near an allied helo (allied to the AA gunner), then the missiles might hit the helo.
The tracking speed and impact code is no problem in relation to that single point of locking. If/when the lock code is fixed, the AA threads will up and disappear overnight.
As for increasing the locking range, that's a double-edged sword. Logically, if you increased the scan range of the AA, you would also need a longer drawing distance. Without it, AA sites would be able to track aircraft beyond their visibility. Honestly, that's what radar is for.
[tangent]
In my humble opinion, radar should be used as a coupling to AA turrets. Without radar, aircraft cannot be tracked on the map or locked onto by AA sites. This gives more logic to radar's function instead of a satellite scan (which nerfs stealth tactics beyond belief) and it gives SpecOps more of a prime target. If the radar is still up, planes and helos should be shot down with ease, just like real life. (cue "this isn't real life" flames..... now)
Once radar is disabled, jets and helos can run rampant. That said, this implies that AA missiles are radar- and heat-locking. The heat locking is more obvious due to the distracting oil towers. AA gunners should be able to pick between radar- and infrared(heat)-locking missiles.[/tangent]
) plane armor is really not that tough... it's just hitting them in the first place that is the major issue. I think implementing either or both of your other suggestions would nullify the need for this one anyway. You said in an earlier post that you don't like the idea of nerfing anything and I agree... there should only be tweaks\improvements, and not sodomy from the nerf bat.

Comment