Re: Anyone been in the 1.2 air? Its thick... in fact
Argh! It's like no one can see the obvious. You have the people who flame the pilots, you have the pilots that complain about A.A. missiles acting realistically. The emphasis is now on teamwork. Just as Ground-Pounders have to rely on one another to be an effective fighting force, Jets and Helos must now rely on ground pounders to secure SAM sites, and hold them with about a 2-Man Team.
That's the solution right there. If you want your team to have complete air dominance, your commander needs to alot people to the defense of "Every" applicable SAM site. Jets and Helos now need the people they supposedly "work so hard" to defend.
As it stood in the past, it took no real abbility to fly. I fly, I know. I pretty much jumped in the chopper and knew I had the a "Safety Net" as long as I ran away the second a lock formed. Truth be told, if a real missile gets a lock on a Cobra and they don't pop flares. The helo is gone. Missiles aren't slow, they aren't as stupid as they were in the past.
This applies for a Jet as well. A simply high G turn isn't going to cause an A.A. rocket to leave you alone. That's what flares are for. Also, if the missile has walked close enough up on you, odds are even poping flares is going to cause your craft to take a bit of damage from the explosion.
I potential in this. A commander now has to look at Anti-Air sites as a objective. Jet fighters have to request that ground pounders secure them in order to allow Air Dominance. Basically, Helo and jets are now "Assets". Think of them as extensions of UAV, Atrillery, or Satalite. All of which take some level of infantry defence to stay functional.
{WP}Paas
Argh! It's like no one can see the obvious. You have the people who flame the pilots, you have the pilots that complain about A.A. missiles acting realistically. The emphasis is now on teamwork. Just as Ground-Pounders have to rely on one another to be an effective fighting force, Jets and Helos must now rely on ground pounders to secure SAM sites, and hold them with about a 2-Man Team.
That's the solution right there. If you want your team to have complete air dominance, your commander needs to alot people to the defense of "Every" applicable SAM site. Jets and Helos now need the people they supposedly "work so hard" to defend.
As it stood in the past, it took no real abbility to fly. I fly, I know. I pretty much jumped in the chopper and knew I had the a "Safety Net" as long as I ran away the second a lock formed. Truth be told, if a real missile gets a lock on a Cobra and they don't pop flares. The helo is gone. Missiles aren't slow, they aren't as stupid as they were in the past.
This applies for a Jet as well. A simply high G turn isn't going to cause an A.A. rocket to leave you alone. That's what flares are for. Also, if the missile has walked close enough up on you, odds are even poping flares is going to cause your craft to take a bit of damage from the explosion.
I potential in this. A commander now has to look at Anti-Air sites as a objective. Jet fighters have to request that ground pounders secure them in order to allow Air Dominance. Basically, Helo and jets are now "Assets". Think of them as extensions of UAV, Atrillery, or Satalite. All of which take some level of infantry defence to stay functional.
{WP}Paas
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