Re: Serious thoughts on the state of AA, past and present
The current system in play promotes teamwork. Yet, it promotes it in and extremely harsh manner.
Fact of the matter is, if your team wants Air Support, your ground units need to secure SAM sites and Enemy Anti-Air vehicles. The Jets have to rely on their team to gain some grounds, and hold SAM sites with small squads, if they plan on staying in the AIR for extended periods of time.
As for the turning abbilites for the missiles, I belvie this comes down to a game limitations. The variables needed to perfectly implement a realistic
A.A. system would probably bog down any server. So, instead of opting that road, they pretty much made the missiles realistically accurate. Which is true to life; in a sense.
In true air combat, banking hard isn't going to help you avoid a missile if the enemy still has a lock on you. The missile isn't going to chase your exhaust (Unless it's heat seeking, even then it's going to lock onto the engines). A radar missile will lock onto your cockpit area, so even in a hard turn the missile would strike the center of your jet (In a sense)
Furthermore, the most effective missiles are proximity. They don't actually have to connect with you in order to deliver damage. They just have to come within a certain range, detonate, and cause considerable damage to your craft.
I like the current system. I actually would prefer that EA gimped Jets a big more (Fighters don't get bombs. Bombs don't get A.A. missiles) to add a deaper level of teamplay. Yet, I highely doubt that would happen. If the fuss' is so strong over a "Teamplay Based" tweak. People would freak such changes were made.
...nice post though. I respect your stand on the issue. Yet, I don't agree.
{WP}Paas
P.S. - Also, the engagement range of SAMs appears to be reduced. Also, if you put an object between you and the missile, it will miss. I have done it plent of times in Blackhawks and Cobras. It does work, yet, it takes a certain levle of alertness. Also, you only have the timeframe of your flares to make it happen.
Yet, really in truely, the SAM sites don't have much range. If you stay out of their domain until you're ready to attack, you're good to go.
The current system in play promotes teamwork. Yet, it promotes it in and extremely harsh manner.
Fact of the matter is, if your team wants Air Support, your ground units need to secure SAM sites and Enemy Anti-Air vehicles. The Jets have to rely on their team to gain some grounds, and hold SAM sites with small squads, if they plan on staying in the AIR for extended periods of time.
As for the turning abbilites for the missiles, I belvie this comes down to a game limitations. The variables needed to perfectly implement a realistic
A.A. system would probably bog down any server. So, instead of opting that road, they pretty much made the missiles realistically accurate. Which is true to life; in a sense.
In true air combat, banking hard isn't going to help you avoid a missile if the enemy still has a lock on you. The missile isn't going to chase your exhaust (Unless it's heat seeking, even then it's going to lock onto the engines). A radar missile will lock onto your cockpit area, so even in a hard turn the missile would strike the center of your jet (In a sense)
Furthermore, the most effective missiles are proximity. They don't actually have to connect with you in order to deliver damage. They just have to come within a certain range, detonate, and cause considerable damage to your craft.
I like the current system. I actually would prefer that EA gimped Jets a big more (Fighters don't get bombs. Bombs don't get A.A. missiles) to add a deaper level of teamplay. Yet, I highely doubt that would happen. If the fuss' is so strong over a "Teamplay Based" tweak. People would freak such changes were made.
...nice post though. I respect your stand on the issue. Yet, I don't agree.
{WP}Paas
P.S. - Also, the engagement range of SAMs appears to be reduced. Also, if you put an object between you and the missile, it will miss. I have done it plent of times in Blackhawks and Cobras. It does work, yet, it takes a certain levle of alertness. Also, you only have the timeframe of your flares to make it happen.
Yet, really in truely, the SAM sites don't have much range. If you stay out of their domain until you're ready to attack, you're good to go.
Comment