Remove Warning for AA Weapons
Posted: 2009-03-09 11:25
Hello,
I searched the thread with already suggested suggestions and didn't found this one in it. So here it is:
The Anti aircraft weapons depicted in this game have an Infra Red (aka passive) seeker. This means the weapon does not emit anything that could be detected by some warning device mounted on a heli or aircraft... rather, the weapon itself is relying on the heat emissions from the exhausts of the engine/s of the heli or aircraft.
The current implementation of how those weapons work in PR is utterly unrealistic and annoying for both... the pilot and the Antiaircraft kit wearer.
At the current state the antiaircraft kit does nothing more than to trigger the flares launch from the bored pilot and be a nuisance for those "Aces of the Skies" that are more annoyed than scared by the nerve the insurgent taliban had...
Now, I understand why it was implemented in BF2 this way... but, I don't understand why the similar warnings from the tanks/APCs were removed but, the ones from helis or aircraft preserved. Out of frustration of missing yet again an opportunity to fire my Stinger at a heli I always assume in the DEV team there must be an "Ace Wannabe" (take it more as a joke) who's ego will suffer a terrible blow if he would had to work in a realistic manner with the helis or planes and be punished for taking to much chances.
So... we have a pretty reasonable delay in deploying the shoulder mounted AA missile... we have just one missile per kit... we have "someone's looking at me warning receiver" on every plane or heli... now we need the antiaircraft kit wearer to be blind or see blury. Joking... Seriously... why someone would bother to take an inferior (infantry wise) kit armed with a single useless missile and some rocks (or a SMG)??
Ask yourselves, Who kills the AT kit? the tanks? Or the infantry? Why helis and planes get the unrealistic advantage of relying on a fictional gadget for its protection rather than... infantry again?
How a balance would be accieved? Well... there is no direct ballance. When a pilot goes bellow a certain altitude in a hot zone he knows what's the biggest threat: small arms, light AA and shoulder mounted or armor mounted IR seeking missiles. what he does? He does not linger. He has to go in fast, release his hell and get out of the dodge. All this while popping flares as creatively as he can.
This is what a flight simmer does in games like Lock On, Falcon, DCS Black Shark so why not doing it here too? Is not like the current model works... cause you have to be pretty stupid while playing with a plane or heli not to pop flares imediatelly after the warning and retreat, then go back again. In one Muthrah City round we had a guy killing helis with the Heavy AT with more success than the AA guys, funny but...
So... why not put more flares on planes and helis... make them release less at once (two is more common) and let the "game" return where it belongs... to the minds of the two players. Make the AA missiles less effective after a certain range/altitude.
And.. eventually put a AA/AT missile in a Assault kit so the two guys would stay together
.
regards,
zaelu.
I searched the thread with already suggested suggestions and didn't found this one in it. So here it is:
The Anti aircraft weapons depicted in this game have an Infra Red (aka passive) seeker. This means the weapon does not emit anything that could be detected by some warning device mounted on a heli or aircraft... rather, the weapon itself is relying on the heat emissions from the exhausts of the engine/s of the heli or aircraft.
The current implementation of how those weapons work in PR is utterly unrealistic and annoying for both... the pilot and the Antiaircraft kit wearer.
At the current state the antiaircraft kit does nothing more than to trigger the flares launch from the bored pilot and be a nuisance for those "Aces of the Skies" that are more annoyed than scared by the nerve the insurgent taliban had...
Now, I understand why it was implemented in BF2 this way... but, I don't understand why the similar warnings from the tanks/APCs were removed but, the ones from helis or aircraft preserved. Out of frustration of missing yet again an opportunity to fire my Stinger at a heli I always assume in the DEV team there must be an "Ace Wannabe" (take it more as a joke) who's ego will suffer a terrible blow if he would had to work in a realistic manner with the helis or planes and be punished for taking to much chances.
So... we have a pretty reasonable delay in deploying the shoulder mounted AA missile... we have just one missile per kit... we have "someone's looking at me warning receiver" on every plane or heli... now we need the antiaircraft kit wearer to be blind or see blury. Joking... Seriously... why someone would bother to take an inferior (infantry wise) kit armed with a single useless missile and some rocks (or a SMG)??
Ask yourselves, Who kills the AT kit? the tanks? Or the infantry? Why helis and planes get the unrealistic advantage of relying on a fictional gadget for its protection rather than... infantry again?
How a balance would be accieved? Well... there is no direct ballance. When a pilot goes bellow a certain altitude in a hot zone he knows what's the biggest threat: small arms, light AA and shoulder mounted or armor mounted IR seeking missiles. what he does? He does not linger. He has to go in fast, release his hell and get out of the dodge. All this while popping flares as creatively as he can.
This is what a flight simmer does in games like Lock On, Falcon, DCS Black Shark so why not doing it here too? Is not like the current model works... cause you have to be pretty stupid while playing with a plane or heli not to pop flares imediatelly after the warning and retreat, then go back again. In one Muthrah City round we had a guy killing helis with the Heavy AT with more success than the AA guys, funny but...
So... why not put more flares on planes and helis... make them release less at once (two is more common) and let the "game" return where it belongs... to the minds of the two players. Make the AA missiles less effective after a certain range/altitude.
And.. eventually put a AA/AT missile in a Assault kit so the two guys would stay together
regards,
zaelu.