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I would prefer so see a unit have the disruption beacon to mess up the aim of the stingers (safe limited area). That way you'll need to cooperate with your team to not be shot down so easily, and lessen the enemy parachuting behind defensive lines on account of getting shot down quickly.
There are a lot of way to handle or dmg the tank but the stingers are the only way to handle the air units. The AA gun is a sitting duck, specially if the jet dive bombs which is what most try to do and since that gun is usually a back liner most players don't use it until the enemy is right on top of them which makes it a sitting duck. Snipers want to snipe so unless heli drivers can be sniped I think the stinger should stay as is
Ps. I do love driving the heli but 1 vehicle shouldn't overturn the entire game with no effective way to counter it. And the heli is a high dmg harraser if you use the terrain properly, as well as a fast moving deployment becon.
That is gonna be a tough sell considering FM-92 Stingers are Passive Seek IR, and the POST and RMP variants seek in IR /AND/ UV so counter-measure spoofing is much harder.
However, because I am also a helo pilot from time to time! And I do like things to be fair. I do believe that having one burst of chaff/flare every 10-20 seconds but unlimited or whatever DICE did with BF6 is bunk. I would much rather see a full flare battery of 15 or even the actual 30 cartridge chaff/flare dispenser. And heck even as a unlock give the thing the AN/ALQ-144 "disco light" IR Jammer, or even the new Laser based IR jammer. Heck even give both at the same time. Just make one take up a weapon slot and you lose out on the rockets, pilot missiles, or the air-to-air stingers and you get a really long cool down in it. That would give the SPAA more real work to do to get involved in since it is near useless for anti-infantry anyway. Just buff up the damage or ammo count of the SPAA cannons.
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