badmojo420 wrote:I couldn't disagree with you more. PR is a team game. Everyone has to do their part for the teams effort, no matter how boring or tedious the job can get. I know the jets/attack helicopters have the ability to not only defeat infantry and armor, but also the AA emplacements and vehicles. I've seen it first hand, while manning both. It's all just a matter of teamwork and pilot skill & discipline.
..took the words right out of my mouth? There's no point of contention here, though I think that with the variety in PR right now, there's no reason to be doing something you find truly boring without any positive aspects. For me that means Infantry and Armor. For you, that means Aviation. I think we compliment each other's rolls rather nicely.
badmojo420 wrote:
I honestly don't pilot attack aircraft in PR, because it's boring while still being highly stressful.
I honestly don't do any infantry work in PR, because it's boring while still being highly stressful.
To each their own, and that's all it needs to be. The system is fairly balanced right now, even if it's tremendously unforgiving of any slip up on the pilot side.
badmojo420 wrote:
PR isn't just about air combat, it's about combined forces in larger scale environments using realistic tactics.
Didn't they remove the out of bounds penalty for pilots?
I no longer think Project Reality is about realistic tactics, it can't be. Tactics that work great in real life, Bounding Overwatch, Thatch Weaves, Staggered Armor formations, all work absolutely terrible in PR, but I don't fault the game or the devs for this. Additionally, if I wanted it to be entirely about air combat, I'd play Combined Arms, which, in my opinion, went waaaay overboard attempting to add new features centered around aircraft, over did it, and fell by the wayside. It isn't entirely about the infantry though either, I don't see it as fair or realistic for there to be a magic "Kill all aircraft" button, buildable anywhere, that can't be dealt with except by assaulting that button. By the same token, I'd be pretty bored if I could actually just wave my hands and destroy the entire enemy team at no risk to myself.
badmojo420 wrote:
First off, a quarter of a second is not even close.
But, I could say the same thing as you said, except about aircraft and laser targets being an easy and safe system to use. You should really only be exposing yourself when engaging a lased target, which in a jet doesn't always mean exposing yourself at all.(except of course to other aircraft)
My apologies for being unclear. It does take more than an instant to achieve lock, but once you're locked, that is, the missile has acquired target, is tracking target, and when launched, will follow and intercept target, it takes only as long as you take to press the trigger to send the missile away. Said missile cannot be spoofed by flares and cannot be avoided, barring a freak turn of events. Once I hear that tone, I'm already consigned mentally to the respawn of both me and the asset. I still maneuver wildly and drop any remaining flares, but those efforts are always fruitless.
I agree, Laser Targets are a tremendously safe and effective system, especially when they're actually used. If Infrared AA missiles could lock onto friendly aircraft, then I'd be much more apt to agree there should be no warning. In the same way that dropping a bomb BVR on an attack marker leaves me open to counterlazing and a large teamkill, firing missiles on air targets you can barely see, let alone identify, is a bad idea. This is prevented by a magical IFF system which is 100% accurate and viewable from any distance. As it is, to minimize friendly fire, I must dip into visual range, dispense ordinance, then retreat out of visual range.
Hunt3r wrote:CAS pilots live for that moment when the adrenaline is pumping and you're dodging tracers and missiles, with airbursts all around you, dumping flares like it's the 4th of July, praying that a random missile doesn't come and smack you in the face.
If I'm in that moment, I chalk it up to a tremendous failure, both in my plan of attack and execution of the attack. Perhaps most all CAS pilots are like this, but I am not. It isn't about thrills, it's about managing the highly complex operation of maintaining correct operation of the aircraft, attacking targets assigned the highest priority by the
team. It's not about my kill count, or the thrill of the hunt. The adrenaline rush I feel only kicks in once I'm safely back at cruising altitude, knowing I am credit to team.