Well, I am what some could consider a fly boy. And i also will be the first to admit that the Plane/AA whole system needed fixing. We have all fallen victim to the endless jet strafing runs and such. And we have all fired IGLAs and have them completly miss. Pre patch 1.2 in a jet or a chopper when i saw the flashing red box i just did a little flip and i could evade the missiles every time. This really isnt how it should be. What EA did, which seemed very logical in theory in my opinion unbalanced the game in the complete opposite direction. EA testers and such recieved complaints about the unbalanced air. So they simply buffed IGLAs and weakened flying vehicles, problem solved right? But what it seemed like, that the placement of IGLA installments and missile capacity were developed for an AA system that wasnt AS effective. I think the changes would have been more succesful if they decreased the number of IGLAs and perhaps repositioned them such that one would have a chance to seak cover behind a hill etc from the missiles. However, the flares, which were also left the same are inadaquit, the flares shouldnt be there to allow choppers and planes to simply evade the missiles and take out the IGLA, they should be there to give the pilot a chance to retreat. These out dated flares at the moment will allow you to MAYBE evade the first missile, but not the second. As how to fix this, perhaps increase the duration of flares?
Specifically dealing with Attack Helos, make them resistant to small arms, allowing them to attack infantry without fearing taking major damage from infantry. Choppers would also be vulnerable to AT missiles, as it would only make sense to have a 2 foot long missile be able to severly hurt if not destroy a attack chopper. The decrease in range of the TV missile although i see why it was implemented, i feel it would be a great fix if the AA system is adjusted. The decrease in missile count, although horribly un realistic, seems to be ok as the pilot of the chopper shouldnt be the one taking out targets, I believe they replaced the attack chopper's missiles with those of the Special Forces which fire slower but have either more splash damage or damage.
Now for all of you who believe in the rock/paper/scissor design of games. It is not that simple, When dealing with realism and playability it is no easy task. For if the game was designed around realism, majority of vehicle combat, flying and ground, would take place BVR (beyond visiual range). And that would be NO fun. Although nowadays dog fighting is not what it used to be, a game is designed to be enjoyable, and dog fighting in my opinion and many others is the pinnacle of combat, i find it this way because you are not only moving faster than everything else u need to make decisions much quicker all the while try to evade, shoot down, not hit the ground hehe.
And i was once a very average pilot and player(im by no means uber hehe), they really get the short end of the stick. For those who say wel now you just need skill, i agree to a point, you need to understand your surroundings, using your terrain to your advantage, but what about those who are trying to get better and understand combat flying? they have no oppurtunities to get some flight experiance with legit foes. Its like trying to play a game you JUST bought on expert.
The 203, the noob tube, yes it needed some fixing. The elimination of dolphin diving and bunny hopping was a much need fix. However, the 203 has no balance between realism and playability. The 203 which in real life, needs to rotate 3 times before it is armed, is meant to be very powerful. In the game, the minimum range is/was needed, you shouldnt be able to kill someone 5 feet infront and escape unharmed. However decreasing the explosion radius was a bad move IMO. In reality, the 203 has a very large range, and for the sake of playability it shouldnt be that large, but with a realistic min range, or just a bit further one, the current, if not even a larger radius with less ammunition would have fixed the problem.
Before anyone flames Dice/EA, all they were doing was listening to there costumers, just the ones with the loudest were not the majority in some areas. EA just was looking to please us, but just went about it the wrong way. Hopefully some of you agree with some of my ideas, if not tell me what you think is wrong with my observations/ opinions cause if you make a solid case, ill probobly change my views hehe.
Specifically dealing with Attack Helos, make them resistant to small arms, allowing them to attack infantry without fearing taking major damage from infantry. Choppers would also be vulnerable to AT missiles, as it would only make sense to have a 2 foot long missile be able to severly hurt if not destroy a attack chopper. The decrease in range of the TV missile although i see why it was implemented, i feel it would be a great fix if the AA system is adjusted. The decrease in missile count, although horribly un realistic, seems to be ok as the pilot of the chopper shouldnt be the one taking out targets, I believe they replaced the attack chopper's missiles with those of the Special Forces which fire slower but have either more splash damage or damage.
Now for all of you who believe in the rock/paper/scissor design of games. It is not that simple, When dealing with realism and playability it is no easy task. For if the game was designed around realism, majority of vehicle combat, flying and ground, would take place BVR (beyond visiual range). And that would be NO fun. Although nowadays dog fighting is not what it used to be, a game is designed to be enjoyable, and dog fighting in my opinion and many others is the pinnacle of combat, i find it this way because you are not only moving faster than everything else u need to make decisions much quicker all the while try to evade, shoot down, not hit the ground hehe.
And i was once a very average pilot and player(im by no means uber hehe), they really get the short end of the stick. For those who say wel now you just need skill, i agree to a point, you need to understand your surroundings, using your terrain to your advantage, but what about those who are trying to get better and understand combat flying? they have no oppurtunities to get some flight experiance with legit foes. Its like trying to play a game you JUST bought on expert.
The 203, the noob tube, yes it needed some fixing. The elimination of dolphin diving and bunny hopping was a much need fix. However, the 203 has no balance between realism and playability. The 203 which in real life, needs to rotate 3 times before it is armed, is meant to be very powerful. In the game, the minimum range is/was needed, you shouldnt be able to kill someone 5 feet infront and escape unharmed. However decreasing the explosion radius was a bad move IMO. In reality, the 203 has a very large range, and for the sake of playability it shouldnt be that large, but with a realistic min range, or just a bit further one, the current, if not even a larger radius with less ammunition would have fixed the problem.
Before anyone flames Dice/EA, all they were doing was listening to there costumers, just the ones with the loudest were not the majority in some areas. EA just was looking to please us, but just went about it the wrong way. Hopefully some of you agree with some of my ideas, if not tell me what you think is wrong with my observations/ opinions cause if you make a solid case, ill probobly change my views hehe.
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