As some of you know. When an "Air to Air" or "Ground to Air" missile is fired. It heads for the target it was locked on to when fired. Now if it misses that target. It auto locks on to the next thing it is flight path. Now due to some old quirk from vBF2. This always happens to be any target that is not a flare. It does not matter what or how far away the new target will be. As long as it's not a flare. It will home in on it. The old cWiz gun on the Essex in vBF2 was great for teamkilling F-35Bs. Here is one example.
You are flying the F-35B and you have a J-10 on your ***. You fly back to the essex and the guy in the cWiz gun is trying to help you out. He locks the J-10, fires all 8 missiles at the J-10. All miss. But 2 would always change target and hit the F-35B. This would happen 80% of the time.
Ok. So the above is from vBf2. But time and time again, I see it happen in PR.
Two CAS HELOs are ducking it out over the bunkers on Kashan. You team mate gets in some form of Anti air. He locks the Bad guys CAS HELO, He fires, 1 Missile will miss and the 2nd will head for the intended target only to do a 90 degree turn at the last moment before impact and change direction and head for the friendly CAS Helo and hit the friendly CAS Helo. This also can be predicted to be with in a 80% of happening on any given day (Ok I am guessing, but I would ague for sure that it is 50% of the time).
Same for jets. You are flying along. You have a bad guy jet on your tail. You are droping flairs as you should to stop any locks from the bad guy jet. You call in your wing man to help. He gets behind the pair of your. He locks on to the bad guy jet. He fires. Missile will head for it's intended target only to skip off at the last moment and head straight for the Friendly jets in front. And yes, You guess it. It's a team kill every time. Even though you have been dropping flairs all the time (I mean dropping one every 1 or 2 seconds or so) so that you can not be locked in the 1st place. In theory, There should be no way for the "Rouge" missile to even get a lock on to the friendly jet. The bad guy was not able too.
When a Missile like to above goes "Rouge". They seems to be no way of shaking them off. Counter flaring has already at this point failed. It's what I call "insta-Lock of doom". It has a slightly different tone when it's locked on to you. Like the old vBf2 it sounded like 2 missiles had locked on to you at the same time. It's a double tone. It's seems to be the same in PR.
Now I am not going to say it is not realistic as I have no idea about how things like this work in the real world. But I will say this. When was the last time you heard of a "Blue on Blue" Air to Air or a Ground to Air incident with modern day missiles. From my very quick google search. There has not been any. Seems the only time you will see this sort of thing is in a movie.
So I would here by ask that this be looked into and if possible. Removed so that you can not teamkill in this way.
Remove Air to Air or Anti Air Missiles to teamkill/go Rouge
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Oddsodz
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Haji with a Handgun
- Posts: 443
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Re: Remove Air to Air or Anti Air Missiles to teamkill/go Rouge
+1
This needs to be looked into. Apart from the lulz, this is complete ****.
This needs to be looked into. Apart from the lulz, this is complete ****.
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Alex6714
- Posts: 3900
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Re: Remove Air to Air or Anti Air Missiles to teamkill/go Rouge
Rouge missiles will go after anything that has a heat source, including flares.
The reason they are so "deadly" is because they are already up to max speed.
I am pretty sure that code wise for the missiles there is no difference whatsoever between flares and planes.
The teamkilling aa can be reduced but its not just a simple fix. Maybe reducin the angle for the missile to see targets would work, etc There is a variable to determine the probability it locks onto a new target or not which would help. But if it was made not to relock basically, then releasing flares would probably be an instant win because the missile wouldn?t retrack.
But I think its a bit more complicated than it seems.
Remember, even if the missile kills you, it may not mean it was tracking you, they all proximity detonate within something like 50-75 metres, so even if it tracks a flare, if that flare is closer than that to you, chances are missile will detect its close and blow up anyway.
The reason they are so "deadly" is because they are already up to max speed.
I am pretty sure that code wise for the missiles there is no difference whatsoever between flares and planes.
The teamkilling aa can be reduced but its not just a simple fix. Maybe reducin the angle for the missile to see targets would work, etc There is a variable to determine the probability it locks onto a new target or not which would help. But if it was made not to relock basically, then releasing flares would probably be an instant win because the missile wouldn?t retrack.
But I think its a bit more complicated than it seems.
Remember, even if the missile kills you, it may not mean it was tracking you, they all proximity detonate within something like 50-75 metres, so even if it tracks a flare, if that flare is closer than that to you, chances are missile will detect its close and blow up anyway.
"Today's forecast calls for 30mm HE rain with a slight chance of hellfires"
"oh, they're fire and forget all right...they're fired then they forget where the target is"
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BrownBadger
- Posts: 495
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Re: Remove Air to Air or Anti Air Missiles to teamkill/go Rouge
I've experienced this lots of times, but it doesn't happen nearly as often as you claim. The most common thing is just the AA operator not being careful enough, and firing regardless of how close your friendly helicopter is. Rogue missiles have caused a lot of baserape whining though, and no one actually believes it was a rogue missile.
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Johncro
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Re: Remove Air to Air or Anti Air Missiles to teamkill/go Rouge
Personally I think it should stay.
yes, some cases could be messed up,
But it does teach you to be careful,
all of these cases that you have stated have been basically quick firing AA not being steady or slow, yes your enemy could get away, but I can get multiple Helis, Jets from being slow and steady.
yes, some cases could be messed up,
But it does teach you to be careful,
all of these cases that you have stated have been basically quick firing AA not being steady or slow, yes your enemy could get away, but I can get multiple Helis, Jets from being slow and steady.
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Oddsodz
- Posts: 833
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Re: Remove Air to Air or Anti Air Missiles to teamkill/go Rouge
Johncro wrote:Personally I think it should stay.
yes, some cases could be messed up,
But it does teach you to be careful,
all of these cases that you have stated have been basically quick firing AA not being steady or slow, yes your enemy could get away, but I can get multiple Helis, Jets from being slow and steady.
I Would ask that you go back a re read what I posted. None of the above storeys I posted make references to "quick firing" Or as I like to call it "Snap-Shooting".
Now I may be wrong. But there is no difference from firing a missile when in a Anti air vehicle when it is moving or staying still. As long as you get a good lock on the target. Your missile will head for it. And 99% of the time hit it.
And as this is the same for deployable FOB Anti air and CAS-HELO/Jets. Then I think it's safe to say it is a bigger issue.
@Alex6714
Alex6714 wrote:
Remember, even if the missile kills you, it may not mean it was tracking you, they all proximity detonate within something like 50-75 metres, so even if it tracks a flare, if that flare is closer than that to you, chances are missile will detect its close and blow up anyway.
This fine.. But as I said. The Missile is tracking you as you have the "insta-Lock of Doom" sounding tone. Not just the normal warning/tracking/locked tone in the cockpit. There is a difference. If the Missile is heading for a flair. Then you in the cockpit would not get the warning/tracking/locked tone in the cockpit as the missile is homing on the flare and not you.
so the ending question really is.
Is this behaviour realistic?
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Johncro
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Re: Remove Air to Air or Anti Air Missiles to teamkill/go Rouge
Oddsodz wrote:I Would ask that you go back a re read what I posted. None of the above storeys I posted make references to "quick firing" Or as I like to call it "Snap-Shooting".
it implies, that is quick firingall 8 missiles at the J-10
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Oddsodz
- Posts: 833
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Re: Remove Air to Air or Anti Air Missiles to teamkill/go Rouge
lol, did you ever play vBF2?Johncro wrote:it implies, that is quick firing
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Johncro
- Posts: 1146
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Re: Remove Air to Air or Anti Air Missiles to teamkill/go Rouge
ofcOddsodz wrote:lol, did you ever play vBF2?
who hasn't... I'm merely saying that you have to be patience with AA, and be aware of your surroundings, frankly i use AA more often then not, and i never hit friendlies, ever
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Celestial1
- Posts: 1124
- Joined: 2007-08-07 19:14
Re: Remove Air to Air or Anti Air Missiles to teamkill/go Rouge
He's referring to firing at exactly the moment of/slightly before the lock tone is received and then turning off your lock (back to bombs, in vBF2).Johncro wrote:it implies, that is quick firing
Basically you're firing the missile off in such close proximity, time wise, to the lock tone in your cockpit, and then turning it back off, that the other pilot never hears a thing (due to a delay in him receiving the initial lock and no lock afterwards.
What if we were to remove the pilot's pre-launch warning?Alex6714 wrote:There is a variable to determine the probability it locks onto a new target or not which would help. But if it was made not to relock basically, then releasing flares would probably be an instant win because the missile wouldn?t retrack.
Only warn after launch, turn off relocking ability... flares pre-launch would still do their purpose of 'confusing' the lock, but after launch the pilot would have to react quickly to flare and dodge the missile.
This could screw up jet air-to-air combat, but would solve a few the problem of rogues, and would make ground-to-air a bit more effective if the pilot doesn't flare as a precaution/doesn't react quickly enough.
Disclaimer: No idea if this is realistic.
Last edited by Celestial1 on 2010-12-03 20:08, edited 1 time in total.
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Oddsodz
- Posts: 833
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Re: Remove Air to Air or Anti Air Missiles to teamkill/go Rouge
Guys, In my example storeys above. I Did not say anything or implied anything that is "quick firing". I Clearly posted "locked on to the target". What I mean by this is that you have locked on to the target aircraft and then you have fired the missile. And at no point do I make any reference to the tips and tricks of "quick fire" or "snap-shooting" (and there is some). Please learn to read what is posted and not what you think was posted.
I Myself would like to see a system where if you are locked on to the target. Then your missile would 98% hit (or more). With a small chance of being out manoeuvred like Trans Helos seem to be able to do. If the missile misses the target. It just goes dumb and flys off to the edge of the map or hits an obstruction. No Re-Locking at all ever. The trade off for that 98% would be that it takes longer to lock on to a target. And that all aircraft would have more flares to play with. The more flares would mean that all aircraft can pre flair to help make a safe zone for it's self.
But I don't care how it's done. Just so long as "Rouge" missiles are gone. From what my google searches tell me. It is only something you see in movies. And even then it all seems to be submarine movies. I Can't find a case of "Air to Air" or "Ground to Air" friendly fire with missiles. So at this point. And I do know that I could be very wrong. I Would say that "Rouge" teamkilling missiles are unrealistic and need to be resolved.
I Myself would like to see a system where if you are locked on to the target. Then your missile would 98% hit (or more). With a small chance of being out manoeuvred like Trans Helos seem to be able to do. If the missile misses the target. It just goes dumb and flys off to the edge of the map or hits an obstruction. No Re-Locking at all ever. The trade off for that 98% would be that it takes longer to lock on to a target. And that all aircraft would have more flares to play with. The more flares would mean that all aircraft can pre flair to help make a safe zone for it's self.
But I don't care how it's done. Just so long as "Rouge" missiles are gone. From what my google searches tell me. It is only something you see in movies. And even then it all seems to be submarine movies. I Can't find a case of "Air to Air" or "Ground to Air" friendly fire with missiles. So at this point. And I do know that I could be very wrong. I Would say that "Rouge" teamkilling missiles are unrealistic and need to be resolved.


