Serious thoughts on the state of AA, past and present

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  • TheGhost

    #1

    Serious thoughts on the state of AA, past and present

    Ok, first of all some ground rules (that nobody will follow, but hey I can say I tried):

    1) If you think pre-1.2 AA was just fine, please stay out of this thread. If you can't add anything more productive than "OMGZ WTFZBBQZ i C4Nt pwNzr 4ll U n00Bz 4ll d4y 4nymor!!11!!1!!1", do us all a favor and just go away. I suggest a long walk off a short pier, if there aren't any short piers available at the very least do the human race a favor and get sterilized.

    2) If you think every aspect of 1.2 AA is just fine, please stay out of this thread. If you can't add anything more productive than "OMGZ WTFZBBQZ i C4N pwNzr 4ll U n00Bz iN pL43ns 4ll d4y!!11!!1!!1", do us all a favor and just go away. I suggest a long walk off a short pier, if there aren't any short piers available at the very least do the human race a favor and get sterilized.


    3) What we need is intelligent discussion from people who realize that their was a balance issue with pre-1.2 AA, but who can also see just how poor of a job was done trying to address that issue.

    Alright, now that that's out of the way let's take a look at the various components of the AA issue pre and post patch.

    Pre 1.2

    Surface to air: In the pre 1.2 world there was really no surface to air missle (SAM) threat, although not necessarily for the reasons that most people think. The fixed position SAM sites were pathetic there is no doubt about that, but the mobile SAM's could actually present a real threat if they were used properly. The problem of course was that they were almost never used correctly.

    Mobile SAM's could actually bring down aircraft, but they were vulnerable to other armor on the ground. As in so many other facets of this game, using the mobile SAM's effectively required teamwork, but like most FPS's BF2 suffers heavily from Rambo syndrome, and as a result you would have someone jump in a mobile SAM and roll out into the middle of battle all on their own and get promptly smoked by a main battle tank (MBT). This led to the mobile SAM vehicles hardly ever being used.

    The way the mobile SAM's were supposed to be used was in armored convoys. Team up a mobile SAM's with a MBT and one or two APC's, with a mix of engineer and support players for crew and you had a very potent force. The MBT provides the brute force against enemy armor, with assistance from the APC's. The APC's provided additional fire power, and could also bring along a number of ground troops that could hop out at a moments notice and secure an area. The mobile SAM was protected from ground threats by the other armor, and could focus on protecting the entire convoy from air based threats. The problem is that all three of these vehicle types travel at different speeds, throw in the Rambo syndrome and you end up with everyone traveling off on their own and getting slaughtered. I'm not saying that the pre 1.2 mobile SAM's were perfect, they certainly needed a bit of tweaking, but they were no where near as weak as people believed.

    Air to Air Combat: Air to air was just about perfectly balanced in pre 1.2 IMO. The air to air missles were effective within a narrow window of use, but the primary means of air to air combat was through the use of the planes cannons. This certainly isn't realistic in regards to real life modern air combat, but you can't apply realism to a game where you can't fly above 800 feet, you have no radar, you can't look around the cockpit and control the plane at the same time, and your view distance is limited to under 1000 meters. Even though there were times when we all complained about how ineffective the air to air missles were, looking back on it you can see that it was really a blessing in disguise. Having to rely on the cannons for air to air combat meant that dog fighting actually relied on skill, the out come was determined by who was a better pilot, as it should have been.

    Post 1.2

    Surface to Air: Both stationary and mobile SAM's have recieved a huge boost. So far I have yet to see anyone dodge a SAM that had lock without the use of flares. One on one showdown's between a SAM and a plane have become much more of an either/or outcome. Sometimes the plane wins, sometimes the SAM can win. At face value it seems to be fairly well balanced, however there are two things that bother me.

    The very fact that people are out rolling around on their own in mobile SAM's going toe to toe with jets is a problem. Instead of sticking to their guns and thinking of ways to encourage teamplay, DICE caved to all the wannabe Rambo's. The problem is that in the hands of smart players who use the mobile SAM's in convoys the way they were supposed to be used, they will become next to invulnerable.

    The other problem is that there is no skill involved at all. At the very least the angle of approach of the aircraft and the angle that the missle is fired at should play a role in the outcome. Right now, as long as you have lock you are almost guaranteed a hit unless flares are deployed. The only thing that keeps a jet alive is it's speed. Because the jet is traveling so fast, it has a chance to either out distance the lock on range or duck behind some cover before enough missles are fired to bring it down.

    The end result is a fairly decent relationship between jets and SAM's, however that same end result could have been reached through much better methods that I will discuss below.

    Air to Air Combat: Quite frankly air to air combat in 1.2 BF2 has become the biggest joke I have ever seen in any game, period. DICE should be absolutely ashamed that they let anything so pathetic go live. There are so many issues I hardly know where to begin.

    This patch has if nothing else made it quite clear that surface to air missles and air to air missles need to be handled as two seperate weapons, no more of this lazy programming where they use the same code. Air to air combat has been reduced to nothing more than who sees who first. Once you get behind an enemy plane he is dead. Once you get a lock and fire a missle he will have to use his flares, if he hasn't already used them against a SAM. The flares take way too long to reload on the planes and once you have used them there is no chance to get them back before the plane on your six unloads the rest of his missles up your tailpipe.

    Heck, a lot of times you don't even need to be on the other guy's six. Here's a few examples I have seen so far...

    - I was approaching the enemy airfield at a 90 degree angle (crossing perpendicular to the runways) as an enemy jet was coming in for a reload. I got a lock as he was crossing in front of me, and I fired just as he was about to pass off my hud on the side. My missle went out about 10 feet in front of me and then made over a 90 degree turn to go kill the plane that was still flying perpendicular to my course but was now behind me.

    - I saw another fighter approaching me head on, we both got lock just before flying by each other and fired our missles, as we passed we both pulled back as hard as we could and went full afterburners. I switched to the rear looking nose cam view to see what would happen. Our missles went straight out in front of our planes, spun a few circles in place and then completely reversed their direction of travel and came back and hit their targets, we both died. The contrails left by the missles looked like something a two year old would draw with an Etch-a-Sketch. Welcome to the twilight zone.

    - I got behind an enemy fighter and let loose a couple missles while we were both in a hard turning circle just to see what would happen. My missles flew past the tail, past the fuselage, and as they started to fly past the cockpit I thought I had missed; but then they slowed down and slid back into a position flanking either side of his tail. They then began to slowly inch their way forwards again, and they began vibrating violently which created the appearance that they were "humping" the enemy plane. They crept back up toward the cockpit, then briefly pivoted so that they were flying sideways with their noses pointed at the heart of the plane for a second before diving in and destroying him. This would have been comical if it wasn't so _______ (sad/pathetic/retarded/other, fill in the blank with your choice).

    How about the fact that the bombers are now just as deadly in air to air combat as the fighters. The whole point of having fighters and bombers is that the bombers are supposed to be the major air to ground threat, while the fighters work to keep the enemy bombers surpressed. Sure the bombers carry air to air missles, but not as many as the fighters, and they should not be as efficient at using them. On the flip side, the fighters can do some bombing, but not nearly as effectively as the dedicated bombers who carry more than double the payload. Now in 1.2 with the "Finger of God" missles, why should anyone take a fighter when they can just go up in a bomber and have the best of both worlds? They still carry a huge payload for carpet bombing ground forces, and if they encounter a fighter they are no longer at any disadvantage.

    What should have been done/What should be done now

    The Bandaid Fix: Based on DICE's previous track record I would expect any real fixes to the current system to be months off. There is however one easy fix that can alleviate the current stupidity that is air to air combat. Instead of planes having flares on a ridiculously long timer give them three or four sets of flares that are replenished at the airfield the same as ammunition. Maybe limit the number of flares that can be replenished to one per pass.

    How things should have been balanced/Suggestions for the future:

    - Fixed position SAM's: scrap these, they are are junk. Replace them with an effective weapon that still requires some degree of skill to use. My suggestion would be Anti Air Artillery (AAA). Remember what the skies over Baghdad looked like during the Gulf Wars with all the AAA tracers? Bring something like that to BF2.

    - Give the AT kit one or two stingers. The biggest problem with the fixed SAM's is/was that everyone knew where they were and took them out constantly. By giving stingers to the foot soldiers you never know where the threat is coming from. Whether or not a soldier using a shoulder fired stinger should show up on the HUD would be an issue to resolve during play testing. The shoulder fired stingers would need to be more effective than the pre 1.2 missles, but no where near as deadly as the garbage we have now.

    - Every map with planes should have at least one mobile AA vehicle per side. Again, these should have missles a bit more effective than the pre 1.2 versions, but not as deadly as they have now.

    - Air to air missles should be brought back much closer to what they were pre 1.2, what they really needed was just a little bit better turning radius. Bombers should not be able to equal fighters in air to air.

    - Surface to air and air to air missles need to have seperate code. I would make SAM's radar based, and air to air missles heat based. Planes could then carry appropriate counter measures for each. The single missle lock indicator would be replaced with a two color system, one color would indicate a heat seeker, the other a radar tracking ground missle. I would give them one or two sets of chaff for use against the ground based missles, and two or three sets of flares to use against the air based heat seekers. All counter measures would be replenished at your airfield the same as ammunition is now.

    As it stands the 1.2 patch should be nothing short of a complete embarrassment to the developers, at least on the AA issue. They took the easiest way out that they could find, and it shows a glaring lack of original ideas. Try thinking outside the box instead of making such broad sweeping knee-jerk reactions that completely throw the game out of whack. Pre 1.2 air power certainly needed to be balanced, but it could have been done so much better.
  • DrunkPikachu

    #2
    Re: Serious thoughts on the state of AA, past and present

    Wow, I agree completely. You've essentially elaborated on what I've posted on the 1.2 patch, esspecially the parts of the incredible missile behavior when it randomly chooses another target that couldn't have possibly been detected normally.

    The only problem I see with shoulder mounted AA is, as you said, whether or not they would be visible on the hud. I think the only reason that was put there in the first place is because the rendering distance is so damn close compared to the full draw distance that lining up a target would be impossible unless you consistantly flew 50ft from the ground.

    Comment

    • PoweredBySoy

      #3
      Re: Serious thoughts on the state of AA, past and present

      Yeah! Great ideas!

      Now all you need to do is start coding it. Chop chop.

      Comment

      • imported_xRandoMx

        #4
        Re: Serious thoughts on the state of AA, past and present

        You don't feel any need to address the effects of the patch on Helicopters? That will make people pigeonhole you as a crybaby jetjockey, you do realize?

        Comment

        • BigBadBob

          #5
          Re: Serious thoughts on the state of AA, past and present

          "The contrails left by the missles looked like something a two year old would draw with an Etch-a-Sketch. Welcome to the twilight zone."


          LMAO!!!!!!!!!

          Comment

          • IRWolfy

            #6
            Re: Serious thoughts on the state of AA, past and present

            In my first game after loading the patch, some guy was laughing about how he got 6 kills by firing 4 AA missles at nothing.

            I think the AA is far worse off now then it was before. The lock on for jets is especially ridiculous. Flaring is useless and even the best maneuvers will get you slaughtered.

            I dont really have as much a promblem with mounted AA as a I do with jet lock ons. At least the helis can deal with the mounted stuff. Right now youre basically screwed if a jet is smart and locking onto your heli.

            This is really annoying to me since I am relatively close to getting my Expert Heli Badge. I'm just glad I got my counterstrike to fall back on.

            Comment

            • DrunkPikachu

              #7
              Re: Serious thoughts on the state of AA, past and present

              Helos on large maps with planes are now pop-corn. They can be taken down so easily that I'm still surprised to see people even wanting to fly them for any other reason than to bail out over a flag.

              Smaller maps like Sharqi though, if the pilot has a good gunner, they can ussually hold their own for quite a while.

              Comment

              • TheGhost

                #8
                Re: Serious thoughts on the state of AA, past and present

                Originally posted by xRandoMx
                You don't feel any need to address the effects of the patch on Helicopters? That will make people pigeonhole you as a crybaby jetjockey, you do realize?
                Oh belive me, I feel so sorry for the helo pilots under the current system I want to cry for them. I just don't have as much experience in the helos as I do in the jets and I feel a good helo pilot would do a much better job at discussing how the new AA relates to what their job on the battle field is.

                I think the biggest things to help helo pilots would be the adoption of different missle types (heat seeking and radar seeking) as this would allow for more to be done with counter measures; and also bringing the missles back to within logical realms of flight physics, thus enabling an adept helo pilot to quickly maneuver and have a shot at dodging the missle.

                Perhaps planes and helos should also get a hit box system applied where certain parts are more vulnerable than others, which would reward pilots who can at least manage to maneuver in such a way to avoid a direct hit while still taking some damage from a glancing blow or a hit to a less critical area.

                Comment

                • dblEdge

                  #9
                  Re: Serious thoughts on the state of AA, past and present

                  I agree with that and like the way it was addressed in a mature way. I think the multiple flares idea and with them being replenished at the airfield could easily be done and should be done.

                  Comment

                  • DrMcleod

                    #10
                    Re: Serious thoughts on the state of AA, past and present

                    With respect, you are talking out of your big, fat arse.

                    Your suggestion for the correct use of pre-1.2 mobile AA is absurd. An armoured convoy, engineers, support players? What planet are you on. That would never happen in a million years. Try dealing with the reality of this game, rather than a bizarre fantasy.

                    Frankly, I think AA is pretty balanced now. Aircraft must be circumspect and skilled, but can still perform their duties.
                    Note that AA lock-on range has now decreased. I shall say no more.

                    Comment

                    • DrunkPikachu

                      #11
                      Re: Serious thoughts on the state of AA, past and present

                      Originally posted by DrMcleod
                      With respect, you are talking out of your big, fat arse.

                      Your suggestion for the correct use of pre-1.2 mobile AA is absurd. An armoured convoy, engineers, support players? What planet are you on. That would never happen in a million years. Try dealing with the reality of this game, rather than a bizarre fantasy.

                      Frankly, I think AA is pretty balanced now. Aircraft must be circumspect and skilled, but can still perform their duties.
                      Note that AA lock-on range has now decreased. I shall say no more.
                      A bizzare fantasy is what this game has turned into. The AA on the whole is a mixed bag. Air-Air combat truely is a joke, but at the same time it's now reasonable for the mobile AA. As he said, that the plane-mobile AA retionship is now "decent" and I agree.

                      The problem comes from HOW DICE implemented a new missile, a missile which turns on a dime and cheats horribly to be able to do something as simple as following an object in 3d space (something the flock screensavers I see do quite well).

                      Comment

                      • NoseKi||s
                        Member
                        • Jul 2006
                        • 481

                        #12
                        Re: Serious thoughts on the state of AA, past and present

                        I wouldn't put my signature on anything saying that theres no skill involved using the AA. Even mobile AA's cant pop smoke and they are slow as hell.

                        you can't think of it as - AA vs. jet - combat. the AA vehicle or guy sitting in a stinger has a million other things to worry about on the ground too.

                        So far i think it's prettty well balanced.. You don't see AA guys in the top of the scoreboard every round but AA is definately worth using. You dont see so much pilots in the top of the scoreboard with 70:1 K/D either but jets are still worth using too. Same with choppers. :) Good post Ghost BTW

                        Comment

                        • DogFish

                          #13
                          Re: Serious thoughts on the state of AA, past and present

                          The ground stationary/mobile AA I have no problems at all with,I think the AIR2AIR was a little to much though.

                          Comment

                          • PoweredBySoy

                            #14
                            Re: Serious thoughts on the state of AA, past and present

                            Originally posted by NoseKi||s
                            you can't think of it as - AA vs. jet - combat. the AA vehicle or guy sitting in a stinger has a million other things to worry about on the ground too.
                            That is absolutely correct.

                            All of the pilots bitching seem to think that this game is their own personal flight simulator or something. There is a whole dynamic war going on - which, might I add, is structured around capping and maintaining flags. An aspect of the game which I think many pilots forgot long ago.

                            There is more balance to this game than just an AA missile vs a plane.

                            Comment

                            • TheGhost

                              #15
                              Re: Serious thoughts on the state of AA, past and present

                              Originally posted by DrMcleod
                              With respect, you are talking out of your big, fat arse.

                              Your suggestion for the correct use of pre-1.2 mobile AA is absurd. An armoured convoy, engineers, support players? What planet are you on. That would never happen in a million years. Try dealing with the reality of this game, rather than a bizarre fantasy.

                              Frankly, I think AA is pretty balanced now. Aircraft must be circumspect and skilled, but can still perform their duties.
                              Note that AA lock-on range has now decreased. I shall say no more.
                              With respect, I suggest a class in reading comprehension. I fully admitted that pre patch AA was not used the way it should have been, and I agree that seeing it used as I suggest will almost never happen in a pick up game (in a clan setting or just with an organized group of friends on TS this tactic was not only used but used effectively). The fact that people refuse to cooperate and use it correctly in no way changes the fact that that IS how it was designed to be used.

                              I also said that the end result right now between ground based SAM's and jets is a prettly balanced system. However, it is very poorly implemented and relies on missles that cheat every known law of physics (and in fact I think they invented several new laws of physics for the sole purpose of violating them). It results in a very artifical single-check based system. When a SAM is fired there is one check in place, do you or do you not have flares. If you fail the flare check you are getting hit. It leaves almost no room for the skill of either the SAM operator or the pilot to play a role in the outcome. I want to see a system where both sides have the opportunity to display their skill.

                              The biggest issue right now is air to air combat, and unless you have been flying you just can't appreciate what a joke this has become.

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