I really didnt like aa in pre 1.2 versions of bf2. I had a 7/1 jet ratio before 1.2, my ratio will probobly just go up due to tactics (staying away from ground aa when not attacking it, watching my six, and releasing my flares at the right time). As a pilot it seemed too easy to rape the ground and excessivly hard to take out air from both the air and the ground. Also prior to 1.2, there was a lot of friendly fire problems with aa. In 1.2, the aa was fixed by letting aa make extreamly hard turns, this allows a missile to catch up with a hard turning jet, so if a jet is out of flares, aa will hit it. I perfer 1.2 aa to previous versions, but i still have problems with how it works.
One problem is that since missiles turn on a dime, you end up tking more people. Ive shot a missile at an enemy helicopter on the carrier on wake that missed and hit a friendly attack helicopter that was taking off at the airfield. Also a missile can miss you but since its still locked, it stays with you, winding all around you untill it hits. Ive also noticed that missiles go after flares that arent even near the lock or the missile flight path to lock.
In my opinion, the way to both fix the tk problem and the "strange" missile physics, is to confine the missile to a cone in the direction it was fired and give missiles a detonation radius to targert. What i mean is that when you get a tone, you have a targetting circle that if you turn out of, you lose the tone. If it was made so the missile was confined to a cone from that cicle, we a) wouldnt have missiles completly changing direction, and b) would have a new skill element to aa, "leading your target". Also, if missiles had a detonation radius to target, they would blow up when they get close enough to the jet to damage it, rather than flying around it untill they detonate.
another thing that i think would add a new skill element to jets while improving survivability to good pilots is if flares were ammo rather than rechargeable. you get three flare groups to be used at your disgression, but must be rearmed rather than regenerated. This would make it so a pilot would have a greater chance of lossing an enemy jet on thier tail, if they conserve thier flares and use them at the right time.
One problem is that since missiles turn on a dime, you end up tking more people. Ive shot a missile at an enemy helicopter on the carrier on wake that missed and hit a friendly attack helicopter that was taking off at the airfield. Also a missile can miss you but since its still locked, it stays with you, winding all around you untill it hits. Ive also noticed that missiles go after flares that arent even near the lock or the missile flight path to lock.
In my opinion, the way to both fix the tk problem and the "strange" missile physics, is to confine the missile to a cone in the direction it was fired and give missiles a detonation radius to targert. What i mean is that when you get a tone, you have a targetting circle that if you turn out of, you lose the tone. If it was made so the missile was confined to a cone from that cicle, we a) wouldnt have missiles completly changing direction, and b) would have a new skill element to aa, "leading your target". Also, if missiles had a detonation radius to target, they would blow up when they get close enough to the jet to damage it, rather than flying around it untill they detonate.
another thing that i think would add a new skill element to jets while improving survivability to good pilots is if flares were ammo rather than rechargeable. you get three flare groups to be used at your disgression, but must be rearmed rather than regenerated. This would make it so a pilot would have a greater chance of lossing an enemy jet on thier tail, if they conserve thier flares and use them at the right time.
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