Zoddom wrote:Why do you want to take out "lock-on" weapons??? WHAT?
I know it seems radical after using them for the last 4 or so years. Personally having played DICE games and BF mods since Codename Eagle (99) I'm from the perspective that lock-on weapons were a step backwards as far as game play.
Zoddom wrote:it would be at least as unreal as Unreal to have a jet without guided weapons.
Again, as I said in my OP that realism argument is flawed because PR is already unrealistic when it comes to aspects like aircraft capabilities and scale. Of all the things PR has left out/removed for game play reasons this is one I'd happy live without.
Zoddom wrote:the trick is to use flairs BEFORE somethin locks on you.
I'm not after advice on using flares but thanks anyway.
Logaritm wrote:here is how not to get shot down by AA:
DON'T GO THERE
I doubt the average pilot knows where enemy AA is all the time and can do their role without risking being within range. By your logic we may as well not fly on most maps due to AA cover. Ideally teammates on the ground would handle it, but you know how it is.
Regardless, if the AA was unguided but remained effective you'd still get shot down going close to it. Main difference is you won't hear a warning tone.
Logaritm wrote:i'm getting really feed up at people thinking that just by getting in a tank/plane/heli you will be harder to kill
That's kind of the point of those assets, they're meant to be survivable enough to have an impact on the battle. If they're supposed to be vulnerable and expendable in PR then they shouldn't take upto 20 mins to spawn and often require ground spotters to engage effectively.
Logaritm wrote:there is weapons out there that's made with the only purpose to kill that tank/plane/heli your driving, so why would not that weapon do it's job
I don't want it to be near impossible to take out a special asset, I just want it to take more skill than it does now. I'm not saying the weapon shouldn't do it's job, I'm saying it's far too simple to use in comparison to what it's defeating.
badmojo420 wrote:If you were to do something as crazy as remove the lock on AA systems you would have to also remove the whole laser target system as well. With the way the game is now, if you use teamwork, and coordination, any AA threat on it's own is defenseless.
Mmm I don't believe it is crazy, that's just narrow-minded conservatism IMO. Unguided AA shouldn't necessitate removing the laser system, which demands teamwork and patience.
badmojo420 wrote:Lock on weapons FTW
I like your ideas of using more HMGs and Cannons at least on the helicopter maps but I don't get your reasoning behind your support for lock on weapons in general.
IAJTHOMAS wrote:That's hardly all there is to using AA, especially if using it against a decent pilot. Sure its not the most difficult thing on the battlefield, but there are certain things you can do that increase the chance of you missiles hitting that brings a bit of skill in to the equation.
True there are various tactics to increase your effectiveness and survivability, I recognize that. Whether or not you are a complete novice or highly skilled, when you're using lock-on weapons you're being assisted by automation both in acquiring targets and engaging them.
IAJTHOMAS wrote:At the moment an aircraft has to be in your envelope for a good long while to get a lock, and thats without flares involved.
That's not what I observe though. Just the other day my squad used a fixed AA emplacement on Kashan to take out a good pilot in an F-16 that was flying fast and low, using cover around the ridgeline. Our AA fired at it so quick the F-16 didn't even know what hit it.
IAJTHOMAS wrote:Also, your team should be letting you know about where AA is located so you can avoid it and wait for them to neutralise it. Its like complaing that you stumble in to a tank no one has told you about in a AAV and it kills you with one shot without any warning.
I never complained because the AA is effective or suggested not needing teammates to spot them. If I had things my way the AA would still be formidable, more so when you consider there being no lock on tones to warn pilots.
IAJTHOMAS wrote:I'm willing to bet that the BMP's cannon will kill a plane on the ground in the same time as one of the MEC quad cannons, so in that respect they are the same, you point it at where the plane is going, shot and hope it goes boom.
Obviously the existing cannons would need to be tweaked, I never said 'keep them as it is they're perfect.'
IAJTHOMAS wrote:How do the missiles that an AAV fires affect the gun in any way? Its irrelevent and my point stands.
You didn't say guns. Regardless, I don't care if the existing (let alone previous version) weapons are ineffective as they can be recoded.
IAJTHOMAS wrote:Key word there is training, training servers are populated on the whole by idiots who barely know one end of the plane from the other and are as likely to plow in the ground on take off/ landing/ attack runs or suffer mid air collisions as get killed by enemy fire.
Generalize much? I'm not just talking about noob pilots I can tell the difference thank you very much.
IAJTHOMAS wrote:Well, it takes one person to keep the jet operational and armed, compared to the driver and gunner in an AAV.
I'M NOT TALKING STRICTLY ABOUT JET FIGHTERS AND AAVS, THIS IS ABOUT ALL AIRCRAFT AND ALL LOCK-ON WEAPONS.
IAJTHOMAS wrote:Its not even that you have to be that skilled a pilot in terms of techinical ability to avoid AA
More so then it does to shoot down aircraft.
IAJTHOMAS wrote:Air to air combat is in my opinion a great threat, which is often alot more difficult to evade once you get on the back foot against a decent pilot.
Well I'm glad you thought of dogfights as they're also under the topic of lock-on weapons.