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Airstriker97's avatar
4 years ago

We Need Jets As Their Own Category: Fixed Wing Attack

Something iv heard many people say in game chat that are infantry players and aviation players is jets need to be their own section. Jets are something that is increasingly being reduced due to the little bird and attack helicopter while no issues remain with them. It falls onto the transport helicopter more than them.  The lack of jets and normal air assets leave the air space feeling lacking, boring and turn the gameplay into having to focus air to ground kit as aircraft that are meant for air to air combat with limited ground support ability.  

Jets of course should be based on the map with how many you get and ill provide my thoughts below for everyone to add their thoughts. But at the end of the day we need to see action on this and we need it soon.  Especially with multiple types of attack helicopters and in future different jets, this becomes increasingly needed. Jets also help balance helicopter issues, for example look at transport issue ongoing

Orbital: 3 Jets: Medium map but plenty of balance points for infantry AA

Discarded: 2 Jets: Smaller map with many open areas. For both jets dogfighting and ground stingers, smaller amount keeps it close in balance

Hourglass: 4 Jets: Larger map with high and low positions for AA to knock them out and large open space for dogfighting. This map is also focused on jets helping team against other helis and jets. 

Breakaway: 4-6 Jets (1-2 Attack heli): Largest map and with most ground. In history jets rarely paid attention to ground targets and focused air targets and jet combat for the air space and enjoyment of it. No cover from AA on most of the map as well. I added 2 numbers as a approx range as number of wildcats should grow as well or a actual AA asset added.

Manifest: 2 Jets: smaller map and less moveable space yet highest cover for infantry and ground assets. Adding too much air runs risk of crowding it too much and becoming turkey shoot for stinger teams. At same time this is more of a helicopter style map approach 

KALEIDOSCOPE: 2 Jets: This smallest map would better fit expectations and still remain true jet combat. 2 is the smallest about of jets we should have in a fight. This also keeps the importance of Stingers and wildcats in play

Renewal: 3 or 4 jets: This is a mix one for me as its open but also large focus map currently used for dogfighting prior to counts being 1 attack slot. Its a balanced asset field having 2 but better in that 3 or 4 range pending how many helis you want as jets balance them

All maps do depend on how many armor you have in play for wildcats or future AA tanks, Transports and attack helicopters.  Stingers pose a large threat when you know how to use them and a PLD carlo Gustav nukes them. More importance on class play would also help. From any true battlefield player all out warefare is important and we lack this right now

Id like to suggest a break up into Fixed Wing Attack and Rotary Wing Attack Sections.  Rotary being smaller due to their impact abilities 

4 Replies

  • @Airstriker97I can get behind the idea of spliting jets and helis but more than 2 jets per side at a time sounds like a big crowd considering there is also the helis and the flying transports.
    If I remember well typical BF4 map in CQ 64 had 1 fighter jet, 1 attack jet, 1 scout heli, 1 transport heli and 1 attack heli.

    Can we begin to picture the lifespan of a tank with 4 to 6 enemy jets? Every tank or heli would go extinct and there would only be jets

    I am already being a royal pain for the enemy armor with just my 1 jet in flashback conquest.

  • @Straatford87 I hope we can have a discussion upon this and platoons as well. My main post on jets and aircraft is going on 6 pages of support and counting

  • @UP_Hawxxeye Id say yes but keep in mind most of the jets would be focused on other aircraft and AA tanks exist. 2 missiles to kill jets

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