GoreZiad wrote:I don't fully understand it? They drop 4 at a time now, how'd 1 at a time make them harder to shoot down?
They have always dropped 6 at a time, unless it's been changed
Anyways, with the current BF2 ported flares in PR, any flare is enough to disrupt a lock signal. To counter this, the "balancing" feature implemented has been that you can't hear the lock until a second or so after it's actquired the lock, to simulate it "being in flight" before detection.
HOWEVER, it is easy (especially with jets), to simply drop a single flare for every second or so (however long it takes to acquire a lock) whenever in AA territory, so that they are practically invulnerable. Currently, the only thing that allows helicopters to die due to AA is either:
1) The pilot not proactively dropping flares (IE, without a lock) because they only have 5 batches and cannot fly in and out of an area on those 5 batches. They therefore preserve the flares until they get locked on, which either means that the missile has hit them and they've died, or they make it out alive and RTB.
2) On larger maps where the AA location
is known, helicopter pilots may enter the area, start flaring, and run out before they completely exit the threat danger zone.
That pretty much sums up the use of flares in PR. Unless the entire flare system is changed, having single flare drops would completely make points 1 and two irrelevent, and therefore helicopters would be "impervious" to any AA by the simple fact that they never need to put themselves into any possible AA locations without small flares escorting them.
So... the question to anyone deciding whether to implement this is:
1) Do I want to implement this on it's own (and unbalance the entire AA system, meaning any pilot with half a brain could survive the entire round) ?
2) Do I want to implement it, but revamp the entire flare system as well ?
3) Do I not want to implement it, and leave it as is ?
I can tell you already, each and every Dev has already eliminated 1) from their list, so if you want this to transgress into anything you're going to need to sway them to implement 2), and find ways to keep AA balanced (which, remember, overpowered can also stay balanced).