Dissertation on the Involvement of Skill and guided weapons

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  • WarGimp

    #1

    Dissertation on the Involvement of Skill and guided weapons

    Much talk has been ignited by the fact that self guided weapons (Anti Air Missiles) take no skill to use. Since this is an aspect of gaming that has interested me for some time, I'm going to do a little post on what's really involved here.

    There is actually an abundance of skill related to tracking weapons. Most of it is on the target's end, rather than the trigger puller. “How so”, you ask? Well, that's the meat of this post.


    There is skill involved in not allowing yourself to be locked on. Large amounts of it. Skill as in being able to recognize the threat that AA entails. Skill in being able to maneuver in ways that make you a harder target. Skill in how to properly employ your countermeasures.


    Any time you get locked on with no way to counter, you've made a mistake and you're likely going to die for it. Your skills have failed you. Crying “Noob weapon” does not get you off the hook. It's your own fault you got tagged regardless of who pulled the trigger.

    This stands true of Air to Air encounters as well as surface to air. If an enemy fighter takes you out, you got out maneuvered. You made a mistake, he didn't, now you're dead. Sorry, but it happens.


    You need to be thinking all the time while you're in the air now. What's the most likely angle of attack that someone is likely to use? Is your tail clear? Are you presenting someone with a high potential kill opporuntiy? What's happening on the ground? Can you get in, tag, and get clear? Is it a better idea to stand off and wait for a better chance?


    Thus, flying is now a thinking man's game.
    If ya don't have that skill, it's time ta go home.


    Meanwhile, on the ground, using AA effectively is not without it's own skill set. Sitting in an emplacement looking for targets for extended periods is still a great way to get dead. Snipers will grin when they see you, wise commanders will drop artillery on your head. Any random passing grunt is going to want you as an easy kill. You still have to be judicious when it comes to whether or not to man an emplacement. Pop in when you know the area is secure and you really need to spank some planes (or choppers). There is some skill involved in actually firing those things too. Suckering your target into dropping their flares early while still managing to get a follow up shot off isn't as easy as it seems. It's a timing game with poker elements. Do you bluff and just give him tone to watch him drop flares? Do you just let 'em rip hoping he thinks you're bluffing (or already dropped)? Or do you use a combination of the two (fire one shot, hold the other)? Being aware of these tactics and using them effectively denotes skill.


    Likewise, effective use of mobile AA requires some additional thinking. In fact, it's a much more valuable asset now. Parking that sucker someplace that has a good view of the sky where planes are most likely to be, but still not too exposed to ground forces (tanks especially) is an art. AA drivers need to be aware of how to employ that asset to it's best effect. Covering an armored column, defending a flag, or just choking off likely skyways have a big impact on how the map will play out. Be smart.


    So there we have it.
    Skill is a part of this game mechanic.
    Discuss.
  • MooneyBravo

    #2
    Re: Dissertation on the Involvement of Skill and guided weapons

    Anyone who has the ability to, and if there's still servers, go and load up BF:V and play a round flying a helicopter or plane. Why? Imagine playing BF2 1.2 without flares and without the lockon indicator...and the fact every enemy can spawn with a heat seeking missle launcher. Also think back and remember how bad spawn point camping got in BF1942...and how many times you wished you knew how far to lead on the Flak cannons.

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    • Metal_Storm

      #3
      Re: Dissertation on the Involvement of Skill and guided weapons

      I would personally park a mobile AA behind a large warehouse or shed, on the opposite side to where the enemy is coming from, so that planes overshoot and you can send a couple missiles to follow. The warehouse will protect you from frontal attacks unless you miss and they come back around.

      Also, keep the targeting circle not directly on your target. Keep the bottom of the circle just in sight of the target so that when the flares drop they simply fall off your screen and do not effect the locking.

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      • Chris_Redfield
        Member
        • Oct 2006
        • 5986

        #4
        Re: Dissertation on the Involvement of Skill and guided weapons

        Also in real life- anti tank weaponry can (are taking?) take out tanks in one shot. APCs the same. This isnt real life. This is player vs player game where player with highest skill level comes out of the fight alive. If the STA missiles have a 20% hit chance, I greet it. If it has a 90%-100% hit rate, I call it unfair. A pilot still relies on his skill to guide his machinegun to the target. Most pilots say that its dead-easy now. Go back to where you started from- it wasnt easy back then. Most of course discard it. Most discard the WAY a player got his CURRENT skills. Which is pure ignorance.
        Using an AA requires skills- and its not only the targets skill that matters. Its the timing - when to shoot. The angle- how to shoot and information- how does the jet fly. Certain parts of the jets maneuvers leave them voulnerable to attacks.

        MooneyBravo- never played BFV nor 1942. But comparing these games wont do much good to this topic . Were discussing AA in BF2. I dont want to be shot down that easily, by a guy who has spent zero time specifically to master the ways of AA, where I have taken my time to increase my skill level. I dont think its fair.

        And all in all- BF2 should be more interesting now, although I weep about the A2A battles.

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        • MG42Madness

          #5
          Re: Dissertation on the Involvement of Skill and guided weapons

          EDIT: I'm hoping to see pilots pulling off 'Wild Weasel' runs just like in Vietnam. It'd be fun to see pilots getting an AA to fire, simply to get down on it while it's unprotected.

          I think this new system works just as it should. In other, more complex, games such as Lock On: Modern Air Combat AA is truly a DEVESTATING weapon, capable of knocking your plane out of the air if you're too foolish enough to get in it's range, or fly by and ignore it. AA Artillery is even worse ( I've had many a wingless A10's from those little.. ). Unfortunately, AA usually have a shorter range then most Combat Aircraft's ATG missiles ( Maverick ).

          It's simply a system of figuring out the AA's weaknesses. If that means flying overhead, finding the AA, and waiting and using the good ole' Vietnam 'Wild Weasel' tactic and destroying the AA first, then going after your target, then I don't see the problem with it. At least now ground troops stand a chance against jet aircraft.

          Originally posted by Chris_Redfield
          Also in real life- anti tank weaponry can (are taking?) take out tanks in one shot.
          Untrue. An AT4 or Eryx type missile usually has to get a lucky shot on the rump of a tank or hit a tread to disable it to kill it. Or, if elevation is possible, a shot from a vertical position to the top of a tank can take it out. Yet, a TOW, Kornet, etc, can all take out T90's and M1A2's in real life in 'one shot'. Though, even then, it's difficult to punch through the frontal armor of a tank. It's made even more difficult if a tank is sporting nifty reactive armor.

          PS- Unnecessary double post there by me. Didn't realize it.

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