First off, I apologise for splitting up your quote like this in my reply. I normally don't like it when people do it so I shouldn't do it either but I feel it's needed here because of the amount of text
'[R-DEV wrote:Eddie Baker;971885']Once again . . .
What will not change is the fact that you will still have to kill him before he kills you. All HAT gunners have to ready his weapon, during which time he can be spotted and killed. The SACLOS HAT gunner (realistically only the Eryx; Predator SRAW should have gone bye-bye from this game ages ago) has to keep an open line of sight to you until the missile impacts- once again, he can be spotted and killed during this time. Depending on how close he is to you, you and/or your gunner(s) have time to deal with him or get the Hell out of the way. If that isn't enough time for you, and/or if both you and your gunner(s) let him get that close, as far as I'm concerned, he earned you.
I agree with you 100% on this when it comes to ground vehicles. On the ground you have a chance of detecting the HAT-soldier because there is only a limited area from where he can shoot you.
In a helicopter, in the air, the area from where a HAT-soldier can shoot at you is enormous and it is not possible to detect the missile, aim at and kill the HAT-soldier before the missile hit you, even at max range, because there is no warning to let you know the missile is coming and the flight time is only 1-2 seconds. There is also alot of ground underneath you so spotting the HAT-soldier before he shoot is not easy and have more to do with luck then anything else.
'[R-DEV wrote:Eddie Baker;971885']
What will be less realistic is the fact that you will be incorporating a lock-on-before launch requirement to a weapon that does not have one in real life (Eryx). And if your idea is implemented, then what? When your helicopter gets wasted by the HAT again, will you complain that flares don't work against the lock-on-before-launch missile that doesn't have an IIR seeker in real life?
Now, if you had suggested a missile launch warning receiver that worked on HAT missiles or a laser warning receiver that could detect, prior to launch, the laser range finder of the launcher (for those that have them), that would be okay, since those are realistic. The lock-on-before launch fire and forget is only realistic for very few weapons; one of which is incorrectly implemented in game (where it shouldn't be anyway), and the rest (all three of them) are not.
Ofcourse you shouldn't be able to lock onto an aircraft with the HAT weapons, thats the whole point. In vanilla BF2 there are missiles that only lock onto ground vehicles (the bomber plane have these). It was that kind of "missiles-system" I was thinking about. I didn't make myself clear on that part so I apologize for that.
Now, Your suggestion with a warning sound when someone aim at you with a HAT-weapon is better then my suggestion. Can this be implemented then Im 100% behind this idea.
Thinking about it, isn't this how the warning sound for MBTs and APCs function in vanilla BF2? If it is, this could perhaps be possible to code for helicopters as well?
The thing I see before me though is that people will just aim next to the helicopter and only move the aim onto the helicopter when the missile is half way, to avoid the pilot from receiving the warning until it is to late.
If this can be avoided then sure, this is a great, and probably the best idea.
[R-DEV]Eddie Baker wrote:
The point of all this that you seem to be missing is that this HAT "problem," as you call it, is a simple and cold, hard fact of reality. A weapon does not have to say "____-to-air" or "anti-aircraft" anywhere in its name for it to put your helicopter on the ground, and you in the ground. RPGs have shot down god knows how many helicopters since the Vietnam War, and those initials don't stand for "Rockets, Planes and Gyrocopters." The crews of these weapons are aware of their capabilities and limitations and train to use them the their fullest extent.
I realise this, but like I have said before in this thread, limitations in the game prevents helicopters, mostly attack helicopters, to function in a realistic way and they have no way of detecting and defend itself from HAT when they are being used as a AA weapon.
Limited viewdistance coupled with the long range and "guiding ability" of the HAT weapons makes the HAT weapons in PR the mother of all AA.
I can't believe this is what the HAT weapons was intended to be when implemented into PR, no matter if it is realistic or not to kill low flying choppers with HAT in real life.
In PR all helicopters are low flying helicopters, because they simply have no choice but to fly low if they want to see the ground and be useful for the team.
It's because of this limitation I suggested a sort of middle ground between realism and gameplay regarding HAT vs. helicopters.
I'm not saying my suggestion is the best, I even think your suggestion with a warningsound is better if it can be done in a good way.
Something has to be done though.