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@GamerlnParadise wrote:I feel like the SOFLAM doesn't really need to be changed in terms of damage, but the lock-on time decrease is a good way to make it harder for air vehicles to escape if they don't make that their #1 priority.
I think buffing AA projectile velocity and damage, along with removing the sluggish turret acceleration (while still keeping rotation speed limits) will help while fighting jets. If that's not enough to improve their effectiveness against air, giving them a radar-based lead indicator would make it a lot easier to aim.
Honestly, I think with the greater numbers of players and other vehicles, I don't think the jet cannon max range needs a reduction, especially not with the spread and damage the way they are. Jets need that much increased lethality to be a viable spawn choice when attack choppers are much easier to do well with.
Thank you for your feedback!
It's always a challenge to reply to feedback on individual changes as this proposal is designed as a comprehensive plan and as such some items when looked at individually may not register
at first glance, but looked at in the context of the larger picture with all changes accounted for their existence should make more sense.
1) The SOFLAM changes have to be considered in the context of shorter range for the 30mm heli cannon, fix for the AA missile dodging bug, better traverse and maximum angles for the Wildcat AA, better damage for the Wildcat AA missiles and better damage for the 25mm jet cannon vs aircraft. I'm generally not a fan of OHK vehicle weapons to begin with and assuming with all those items factored in, having OHK (even for a "teamwork") weapon is overkill IMO.
2) The damage, at least at short range, is vicious. Admittedly though I haven't checked the droppoff so I will add that to my list of things to do. There definitely should be droppoff but if it is too severe like the jet cannon 25mm for example then it can cause an imbalance.
3) It's specifically the 30mm jet cannon that needs this as the 25 only ranges out to 800m and since it doesn't penetrate Wildcat armor there's little reason to adjust it. But Jet 30mm vs Wildcat AA you're looking at 1300m vs 700m respectively - almost double. For the SU57 this is not as big a deal (still a problem though) but for the F35 which can VTOL it can be a huge issue as you can simply kite the Wildcat and there is nothing they can do except run for cover.
Separately, although not explicitly mentioned, the damage dropoff adjustment for the 25mm Jet Cannon in the proposal would help increase damage vs infantry which would strike a good balance between jet vs infantry. They'll still have high spread cannons that discourage use against man sized targets BUT if they do decide to attack they'll at least do more damage. Conversely, infantry can be assured that if jets do want to strafe them effectively they'll need to get in close to do so which renders the jets vulnerable to AA counter-attack. This avoids a scenario where jets can kill infantry from 900m away leaving their teammates with no method of retaliation.
I use the manpads a lot in combination with Rao and I can say with certainty that they are completely unreliable at hitting their target. I can't be sure if it's from dodging, broken tracking or because they're too slow to catch up with the aircraft or a combination of two or more things but in scenarios where I know the enemy can not flare, the AA missile will often not hit the enemy.
I wonder if there is differences between mouse controls on PC and stick controls on console.
It's either that or the game is simply not relaying the information that the stinger has successfully hit.
- rainkloud4 years agoSeasoned Ace@Noodlesocks Is this against Jets or Heli or both?
- 4 years ago
@rainkloud wrote:
@NoodlesocksIs this against Jets or Heli or both?Mostly little birds and attack helicopters. The transports seem to be hit more reliably. Jets too if they are already close when you launch but I haven't had much chance to test against jets since their speed makes them more difficult to hack.
Not sure if AA missiles disappear after a certain distance/time like many other projectiles in previous games.
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