Actually nice idea, can get behind that, anyone else? Just increase flares to a realistic number but make them deploy in big volleys so they get used up quicker.Could take a step towards realism and make IR missiles have no lock-on or fire warning, make the flares proper effective (if you see a missile firing you can deafeat it) and decrease amount of flares to prevent pre-flaring making CAS invulnerable.
You still don't seem to understand that in a normal match AA covers all the objectives. Avoiding AA in CAS the whole round is practically impossible. Your whole team+ commander won't be able to spot every AA (on big maps there are 10 available AAs per team). Especially the sneaky ones in a pit or building. One AA alone can possibly cover an area bubble of over 2.5km in diameter. Now imagine at least 3 in different parts of the map. Already more than enough to cover every objective.Or you dont fly over AA?
Would you tell a tank to go inside an urban area full of enemies and then complain its their fault when it gets hit by RPGs? With a practical outlook, even with a competent team the intel will always be far from perfect and incomplete.
What you are saying is basically that you want to be able to kill any jet you can remotely see, no matter what it does, which is far from realistic. PR air combat is scaled down heavily (normal map max engagement range is 1.2km). So ranges of 800m+ should basically be treated like IRL ranges or altitudes where AA missile probability of kill becomes low because of manouverability/speed loss of missile.
Also consider this: If a jet kills you you can just respawn in less than one minute and get your kit back, if you kill a jet the pilot has to wait 20min until he can use it again. Your whole attitude is pure entitlement, you want to be able to swat any jet you see out of the sky, no matter what, with no skill and planning just by shooting at its flares.
John has a practical outlook. John has experienced through countless tests that around every 2nd AA missile will ignore any flares and kill the jet. So he doesn't get focused on semantics and can say with confidence that in nearly every case one AAV can kill any jet it sees no matter the circumstances.John has a perfect dice...
In the 2 videos there can be no doubt that most if not all kills resulted from an actual flare being locked, even if the interface is a bit wonky sometimes. Even if that wasn't the case this system would still be undeniably broken and in need of big adjustments. Or are you telling me an AA missile (fired at a flare) is supposed to just ignore a shitton of flares in its FOV and instead track the jet that is behind that cloud of flares?Lets keep it simple. The client does not know what you actually lock at.
Don't tell me reasonable AA balance is impossible with the new system. Right now most helicopters are actually 'OK', if you shoot at their flares (yes even with buggy interface you blame), the missile will far less often go for the helo compared to jets. Even the A10 will noticeably fare better against flare locking
compared to normal fighter jets.
That tells me certain adjustments can be made by looking at those cases and copying what makes them work better. But i guess helos and A10 will be nerfed instead.





