Forum Discussion
UP_Hawxxeye
5 years agoLegend
The problem with the stealth fighters in BF3 and BF4 were that they could eliminate all other kinds of aircraft and then they would be impossible to eliminate without equally skilled stealth fighters on the other side thanks to the ECM countermeasures giving them more than enough time to escape any ground based AA.
Nothing else in this game can counter its target while escaping its own counters and only be reasonably vulnerable to its own kind.
rainkloud
5 years agoSeasoned Ace
@UP_Hawxxeye Agreed and precisely why missiles and counter measures need to be very carefully balanced and specifically jet AA missiles need to be effective from the start so that pilots can't just use ECM and below radar to make themselves immune from AA missiles.
At the same time you don't want to turn BF into a never ending lock on battle. It is a VERY delicate balance. Look at Star Citizen. Been in development since 1972 and they still haven't even come up with a proper missile/CM system yet.
One easy thing that can be changed to benefit JAA missiles is to look at IR missiles which traditionally are your short range dogfighting missiles. In BF4 you had a locking warning and a missile fired warning. With IR missiles I think they should do away with the lock warning and just have the missile fired warning. This will still give you enough time to flare if the missile is fired at medium to max range but be almost impossible if at short range to do so.
Why?
Because If I am in dog fighting range and my short range missile is less effective than using guns then why am I picking IR missiles anyway? They are supposed to make me more effective at AA. And there is no warning at all for guns so if I am already in gun range then there's no reason in my mind to not make the IR missile nearly uncounterable at short range.
The other piece I feel is the off boresight missile firing capability which will allow players to fire even if they don't have perfect angles which should go a ways to evening the odds against ace pilots. It's still going to require some considerable skill to get those shots off as you are going to have to turn fight while free looking long enough to lock and fire a missile.
OBS firing is going to really make pilots cautious on how they approach as if they just try to go at your head on they risk eating a missile either on the approach or in the turn battle. They're going to have to do something they aren't used to: rely on teammates. Yes, they'll need to rely on teamwork with other air units and also setting up traps like drawing the enemy into your ground AA network. Many of the old school dogfighters will fight this tooth and nail but this is how it needs to work for MP.
Dogfighters should be able to setup their own custom servers and even be able to restrict to guns only. I don't want to take that away from them but the MP game needs to better reflect the variety of weaponry used in the air and not be overly focused on gun/turn battles.
Another one real quick is Below radar - Definitely needs to go bye bye for jets. Maybe for helicopters too but we'd have to see how well they survive. In exchange though I would make the Jet cannons a lot more effective against infantry and IFV's than they were in BF4
At the same time you don't want to turn BF into a never ending lock on battle. It is a VERY delicate balance. Look at Star Citizen. Been in development since 1972 and they still haven't even come up with a proper missile/CM system yet.
One easy thing that can be changed to benefit JAA missiles is to look at IR missiles which traditionally are your short range dogfighting missiles. In BF4 you had a locking warning and a missile fired warning. With IR missiles I think they should do away with the lock warning and just have the missile fired warning. This will still give you enough time to flare if the missile is fired at medium to max range but be almost impossible if at short range to do so.
Why?
Because If I am in dog fighting range and my short range missile is less effective than using guns then why am I picking IR missiles anyway? They are supposed to make me more effective at AA. And there is no warning at all for guns so if I am already in gun range then there's no reason in my mind to not make the IR missile nearly uncounterable at short range.
The other piece I feel is the off boresight missile firing capability which will allow players to fire even if they don't have perfect angles which should go a ways to evening the odds against ace pilots. It's still going to require some considerable skill to get those shots off as you are going to have to turn fight while free looking long enough to lock and fire a missile.
OBS firing is going to really make pilots cautious on how they approach as if they just try to go at your head on they risk eating a missile either on the approach or in the turn battle. They're going to have to do something they aren't used to: rely on teammates. Yes, they'll need to rely on teamwork with other air units and also setting up traps like drawing the enemy into your ground AA network. Many of the old school dogfighters will fight this tooth and nail but this is how it needs to work for MP.
Dogfighters should be able to setup their own custom servers and even be able to restrict to guns only. I don't want to take that away from them but the MP game needs to better reflect the variety of weaponry used in the air and not be overly focused on gun/turn battles.
Another one real quick is Below radar - Definitely needs to go bye bye for jets. Maybe for helicopters too but we'd have to see how well they survive. In exchange though I would make the Jet cannons a lot more effective against infantry and IFV's than they were in BF4
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