P.S.:
WTF Developers?
I think in this patch it might seem worse than it is because of the handheld stinger's lock-on problem. Also, if a heli is going 3 digit kill counts, they have a spotter/commander. Coming from someone who's done this. Flying in the blind is quite hard actually, the enemies have most likely had commander/spotter against you.'[GER wrote:Birnd;2061985']Attack Helicopters with LG Missiles with a good gunner dont have to rely on any intel. They can destroy everything since AA doesnt work if the Pilot flies correctly.(Most of the AA Kits dont function at all anyway) Often enough a whole round is decided by 1 Attack Chopper. 3 Digit Kill counts are Possible. They can take multiple HE or AP Rounds.
P.S.:
WTF Developers?![]()
UAV is broken, CAS or no CAS, but at the very least it seems they found a sensible solution that hopefully will be implemented next patch, so I'll leave it at that.viirusiiseli wrote:I think in this patch it might seem worse than it is because of the handheld stinger's lock-on problem. Also, if a heli is going 3 digit kill counts, they have a spotter/commander. Coming from someone who's done this. Flying in the blind is quite hard actually, the enemies have most likely had commander/spotter against you.

Not really. If you know how to use AA then you can shoot down even the best pilots. The problem is not that many people understand how AA really works and how to use it effectively, and as such then they just fire off and hope which is yes then about luck if it hits_Fizzco_ wrote:This is more a case of AA being kind of broken. It really is 100% luck.
[R-DEV]Rhino wrote:Not really. If you know how to use AA then you can shoot down even the best pilots. The problem is not that many people understand how AA really works and how to use it effectively, and as such then they just fire off and hope which is yes then about luck if it hits
This video explains most of how to use AA Missiles:
SNIP
I personally can get around a 90% hit rate with AA missiles myself, unless I'm not being conservative with ammo and taking pot shots I know are unlikely to hit which then it drops to around 75%.
Like I said in my previous post, I normally don't fire my AA unless I'm pretty damn sure its going to hit, which is why I can achieve around a 90% hit ratio, which isn't a lie.Senshi wrote:I hope you are kidding with your claimed 90% hit ratio, because I dare you to prove that against skilled CAS pilots. I would bet real money that this kind of ratio is absolutely impossible.
A good CAS pilot doesn't really have to bother about AA too much. Even following all the tricks outlined in Murkey's video, your AA simply won't hit a flare-spamming CAS in most cases, no matter if it's stationary, moving towards/away from you. It's easier to hit them when they come at you, but you rarely kill them. Sometimes you hit/"hurt" them due to a near miss, but it's near-impossible to instantly kill them. They almost always will make it back home safely to repair and rearm.
You should post detailed bug reports on these:Senshi wrote:Hell, choppers in general are crazily robust. Some choppers survive a 120mm tank shell (Chinook, Hind)! CAS choppers take ~6 hits by 30mm autocannon. And a near-infinite amount of "smaller" caliber such as .50 cal.
Small hint: Usually a team can't wait for me to crawl over the map, but has to rely on an AA to protect a certain area - that's the entire bloody point of building an AA emplacement in the first place.[R-DEV]Rhino wrote: But even against flare spamming choppers, its possible to find gaps in their "flare shield" if you know how the missiles work and how to use them. But yes there are times when you can't get a shot off because of it. This is why you need to move to a place the CAS doesn't expect you to be so they don't flare spam before you start trying to lock them. CAS only really flare spam when they go into areas they know have AA, or are likley to have AA, so you need to go outside of that if you really want to get a good shot on them before they can do anything about trying to counter you.
This is not unknown, it has been the case since practically forever (I remember doing that in the 0.8something builds, which is definitely not the first version of PR I played). The way rockets work hasn't changed fundamentally, my experience still applies.[R-DEV]Rhino wrote: There are also many more tricks to the trade than highlighted in Murkey's video. One of the biggest and unknown ones is deliberately locking on and firing at a flare that is between you and the chopper, knowing that once the missile misses that flare, the next target its going to find is the enemy chopper which will get no warning at all for it to deploy more flares even.
No I didn't say that. I was actually just replying to _Fizzco_ on his comments that the AA is "100% down to luck" as that simply isn't the case and hence why I only quoted that bit from his post.Senshi wrote:I hope more veteran players speak up on this topic, to make it clear that this is not an issue of "Learn 2 Play", but an actual balance problem.
I don't play PR that often these days since the guys I normally play PR with don't play it much any more and most of my free time I spend working on PR too. But hoping to get back into playing again soonfecht_niko wrote:Where do u play Rhino?
Ye, it works surprisingly well if you know how to use it but pretty hard to find the right situation to do it in.[R-DEV]Mats391 wrote:Does the bouncing off flares even work? The missiles are coded to explode close to the target they are following, so if that is a flare they will explode close to that.