Though it may not be that realistic.
Would you agree that if would be good to have the 0.91 flight physics back?
My Campaign To Improve Current Air to Air Combat.
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lukeyu2005
- Posts: 226
- Joined: 2010-11-01 02:48
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Noobinator
- Posts: 50
- Joined: 2010-10-16 18:05
Re: My Campaign To Improve Current Air to Air Combat.
Maybe the F16..not the Mig or A10 tho.
Imho, if jets could fly well outside the OOB area it would improve things.
Imho, if jets could fly well outside the OOB area it would improve things.
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mat552
- Posts: 1073
- Joined: 2007-05-18 23:05
Re: My Campaign To Improve Current Air to Air Combat.
They can, the oob time on Kashan and Silent Eagle is something like 180 seconds
Players might be hardcoded, but that sure doesn't seem to stop anybody from trying.
The only winning move is not to play. Insurgency, that is.
The only winning move is not to play. Insurgency, that is.
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Zoddom
- Posts: 1029
- Joined: 2008-02-11 15:29
Re: My Campaign To Improve Current Air to Air Combat.
you can be outside the map borders for an unlimited time in jets, if im right. i was outside and couldnt come back fast enough, the coutner reached 0 but nothing happened...mat552 wrote:They can, the oob time on Kashan and Silent Eagle is something like 180 seconds
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mat552
- Posts: 1073
- Joined: 2007-05-18 23:05
Re: My Campaign To Improve Current Air to Air Combat.
What I meant was you have whatever the timer says, plus a lot of additional time. It's not unlimited, but it may be long enough that it's a moot point, and you'd never have to worry about getting wounded.
Players might be hardcoded, but that sure doesn't seem to stop anybody from trying.
The only winning move is not to play. Insurgency, that is.
The only winning move is not to play. Insurgency, that is.
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Oddsodz
- Posts: 833
- Joined: 2007-07-22 19:16
Re: My Campaign To Improve Current Air to Air Combat.
Going out of bounds has no bearing on the topic at hand. It does not matter where on the map the air to air combat is happening. So changing or messing with the out of bounds timers is not going to improve anything here. Leave them as they are as it helps with landings from the opposite way on runways. A Handy trick I use for avoiding base camping (note that I said camping and not base raping) Anti aircraft vehicles.
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Noobinator
- Posts: 50
- Joined: 2010-10-16 18:05
Re: My Campaign To Improve Current Air to Air Combat.
Yes it does make a difference, it effectively increases the size of the map, which is half the problem for air combat...
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Oddsodz
- Posts: 833
- Joined: 2007-07-22 19:16
Re: My Campaign To Improve Current Air to Air Combat.
Jets don't need more sky to fly in. We need more fun in air to air combat. You will not see much of that by flying around in the "out of Bounds" part of the map all game long. Leave the timers as is.
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Jafar Ironclad
- Retired PR Developer
- Posts: 2203
- Joined: 2008-11-26 00:45
Re: My Campaign To Improve Current Air to Air Combat.
Here are some ideas to make air-to-air combat more FUN (I.E. we care about gameplay more than realism):
1. Make it so the afterburner boost also/only increases pitch-maneuvering ability (could be implemented with thrust-vectoring style afterburners as far as the game physics are concerned). Tactical use of afterburners becomes important when shaking someone off your tail or evading a missile.
2. Make flares launch in greater quantity per salvo, and with velocity away and to the rear of the aircraft.
3. Make Sidewinders lock about .5 seconds slower OR accelerate more slowly.
4. Ultimately, make it so that a pilot dealing with a six o'clock missile can evade it by both deploying flare AND turning hard into the missile's path.
However, players are still hardcoded. Whether the lock-on tone is a 100% harbinger of death or a siren of hope, you, pilot, are responsible for the airspace around you. Keep a eye on your six, or find a third eye (a buddy) to do it for you.
1. Make it so the afterburner boost also/only increases pitch-maneuvering ability (could be implemented with thrust-vectoring style afterburners as far as the game physics are concerned). Tactical use of afterburners becomes important when shaking someone off your tail or evading a missile.
2. Make flares launch in greater quantity per salvo, and with velocity away and to the rear of the aircraft.
3. Make Sidewinders lock about .5 seconds slower OR accelerate more slowly.
4. Ultimately, make it so that a pilot dealing with a six o'clock missile can evade it by both deploying flare AND turning hard into the missile's path.
However, players are still hardcoded. Whether the lock-on tone is a 100% harbinger of death or a siren of hope, you, pilot, are responsible for the airspace around you. Keep a eye on your six, or find a third eye (a buddy) to do it for you.

