My Campaign To Improve Current Air to Air Combat.

Expatriate Gamer
Posts: 89
Joined: 2008-08-24 05:56

My Campaign To Improve Current Air to Air Combat.

Post by Expatriate Gamer »

First, I will say that this thread is NOT about Ground to Air Missles. This thread is about Air vs Air Combat, F-16 vs MIG-29, Apache vs Havoc. I wish to discuss ideas to improve Air Combat gameplay within the limits of the bf2 engine.

I think we can all can agree that the BF2 engine is not designed to accommodate realistic Air Combat to even the smallest degree. Thats why I propose a change in the current Air to Air missle gameplay. I am pretty sure that changing AA missles fired from a Aircraft can be changed without changing missles fired from Handheld AA or AAVs. I suggest limiting a Aircraft fired AA missle's agility and blast radius.

I will go further into detail if anyone agrees that increasing the average time of Aircraft combat engagement to kill would improve gameplay.
Tim270
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Re: My Campaign Against Current Air to Air Combat.

Post by Tim270 »

Yes It has been brought up in a few other threads. I agree that more dogfighting would be better for gameplay, so you dont just take off in a jet, get found/find the other jet and then have air superiority for the next 20 mins.

But I dont know, kinda works as it is, just needs some tweaking.
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Expatriate Gamer
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Re: My Campaign Against Current Air to Air Combat.

Post by Expatriate Gamer »

Tim270 wrote: so you dont just take off in a jet, get found/find the other jet and then have air superiority for the next 20 mins.

But I dont know, kinda works as it is, just needs some tweaking.
Attack Chopper vs Attack Chopper scenarios are the worst when it comes to this.
Jigsaw
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Re: My Campaign To Improve Current Air to Air Combat.

Post by Jigsaw »

Re-named the thread to something a little more polite.
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chrisweb89
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Re: My Campaign To Improve Current Air to Air Combat.

Post by chrisweb89 »

Anything to make the air-to-air combat last longer and give you the ability to run to your team for help would be great even if not realistic.
Hunt3r
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Re: My Campaign To Improve Current Air to Air Combat.

Post by Hunt3r »

More flares, shooting out, rather then just dropping out, would be appreciated.
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Rhino
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Re: My Campaign To Improve Current Air to Air Combat.

Post by Rhino »

Expatriate Gamer wrote:I will go further into detail if anyone agrees that increasing the average time of Aircraft combat engagement to kill would improve gameplay.
What is the point of making the topic without going further into detail at the start?
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L4gi
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Re: My Campaign Against Current Air to Air Combat.

Post by L4gi »

Expatriate Gamer wrote:Attack Chopper vs Attack Chopper scenarios are the worst when it comes to this.
Nah, Jet vs Jet is way worse. With choppers you can dodge/avoid missiles if you know what you're doing. :P
K4on
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Re: My Campaign To Improve Current Air to Air Combat.

Post by K4on »

same for jets l4gi... just avoid the lock :) (which is more difficult, yes)
Epipen
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Re: My Campaign To Improve Current Air to Air Combat.

Post by Epipen »

Yeah... in dogfights you get locDEAD ALREADY.

Even if the aim 9 explode 20m away from your aircraft, you die.

I've scaped from a enemy aircraft ONLY 1 time, i was on a tornado flying on 3000m, looked back and fortunately i saw the j10, i stared popping flares before the lock on, and dived on 90º at 2200 speed i think, wasted around 25 flares and the eurofighter (a squad memeber) killed him...

Dogfights in pr = who sees the enemy aircraft first.
flares in dogfights = beautiful fireworks that we lauch before dying.

so, if you don't wanna get killed, you gotta look back every 5 seconds....
lukeyu2005
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Re: My Campaign To Improve Current Air to Air Combat.

Post by lukeyu2005 »

The dog fight range in PR is realistically gun range.
IT would be nice if missiles are only good an long range and at close up encounters are useless. I.e either make the planes more maneuverable or make the missiles less agile.
Hunt3r
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Re: My Campaign To Improve Current Air to Air Combat.

Post by Hunt3r »

I'd be in favor of improving the agility in the aircraft of PR, as they are right now they honestly feel a good deal slower than what actually occurs in reality, probably due to scaling effects or something of the sort.

I suppose as a compromise, increased speed bleed from increasingly hard turns would work.
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Haji with a Handgun
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Re: My Campaign To Improve Current Air to Air Combat.

Post by Haji with a Handgun »

That would be amazing to see planes actually using their guns rather than missiles. Smells like a suggestion though.
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lukeyu2005
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Re: My Campaign To Improve Current Air to Air Combat.

Post by lukeyu2005 »

And realistically dog fights don't happen at mach 1 they happen at around 400km/h to 700km/h (correct me if i'm wrong)
And i'm pretty sure f-16 don't stall out at 600km/h.
Please get the air combat sorted.
The more realistic you guys make it the less realistic it seems.
lukeyu2005
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Re: My Campaign To Improve Current Air to Air Combat.

Post by lukeyu2005 »

Because right now Air to Air combat (In jets) is not a matter of skill it's a game of chance of who ever manages to get behind someone first.
Truism
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Re: My Campaign To Improve Current Air to Air Combat.

Post by Truism »

It's been an issue forever. I honestly think Air to Air is the only thing in PR that can't be fixed due to engine limitations (almost everything else just requires hueg amounts of time and workarounds).
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Oddsodz
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Re: My Campaign To Improve Current Air to Air Combat.

Post by Oddsodz »

I Would love to see the jets be able to turn tighter than they do. Keep the max speed as it is. And let the jets turn. As it is now. It takes haft a map to make a 180 turn. This maybe realistic but for game play, I Would say it's a small price to pay for more fun in the air. This would not have much effect on what happens on the ground.

And as some of us have said before. More Flares and have more than 1 pop out at time. Or even two types of Flares. 1 that just pops out the back like it does right now. And 1 type that shoots a load out in a spread but has a long time to reload before it can be used again (I did see a video from PR:CA that had just that on a F-15). The ideas can go on forever. But the Dev team are lacking Jet coders at this time as far as I know. So you are all going to have to live with what we have right now. I Can tell you one thing. Air to Air combat does last a little longer in this build. Air to Air missiles have had some tweaking that "Snap-Shooting" a lot less effective. That has helped.
Zoddom
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Re: My Campaign To Improve Current Air to Air Combat.

Post by Zoddom »

i finds good as it is now, however not realistic.
because you cant achieve a realsitc air gameplay because of the engine you should keep it as it is now.

the only solution possibly possible could be to make aircraft contact draw on hud on a much bigger distance tahn the lock distance. perhaps it would imrpove gameplay.
Alex6714
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Re: My Campaign To Improve Current Air to Air Combat.

Post by Alex6714 »

Oddsodz wrote:I Would love to see the jets be able to turn tighter than they do. Keep the max speed as it is. And let the jets turn. As it is now. It takes haft a map to make a 180 turn. This maybe realistic but for game play, I Would say it's a small price to pay for more fun in the air. This would not have much effect on what happens on the ground.

And as some of us have said before. More Flares and have more than 1 pop out at time. Or even two types of Flares. 1 that just pops out the back like it does right now. And 1 type that shoots a load out in a spread but has a long time to reload before it can be used again (I did see a video from PR:CA that had just that on a F-15). The ideas can go on forever. But the Dev team are lacking Jet coders at this time as far as I know. So you are all going to have to live with what we have right now. I Can tell you one thing. Air to Air combat does last a little longer in this build. Air to Air missiles have had some tweaking that "Snap-Shooting" a lot less effective. That has helped.
Agree with the turn radius, it needs to be scaled in.

The flares too, in CA we deployed them one out each side, at a higher speed (rather than dropping) and at a much higher ROF with a higher mag count. Is more realistic and looks it, and probably wouldn?t affect the aa missiles negatively.

I don?t think the problem is lack of coders, I think it is what is allowed in game or not. Id be willing to do the flare changes as I did in CA, and some know the jet physics more, but I think it comes down to more abut what is considered ok.
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Noobinator
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Re: My Campaign To Improve Current Air to Air Combat.

Post by Noobinator »

The maps aren't big enough to accommodate proper air 2 air combat...
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