Flare duration
Flares remain active longer than their visual animation indicates, creating a mismatch between what players see and how the mechanic actually functions.
Details:
- After flares are deployed, the visual animation ends before the effect actually expires.
- Players are able to begin locking onto a vehicle shortly after flares are popped (around ~1 second), even though the flares are still active.
- Any missile locked during this hidden “active” period will still miss due to the flare effect persisting.
Impact on Gameplay:
- Infantry players:
- Cannot reliably determine when it is safe to lock on.
- Missiles appear to be correctly timed but still fail, leading to confusion and frustration.
- Air vehicle players:
- Cannot clearly tell when they are no longer protected by flares.
- Leads to inconsistent decision-making and reduced clarity in defensive play.
Expected Behavior:
- The visual flare animation should accurately represent the duration of its active effect.
- Players should only be able to lock on once flares are fully inactive.
Actual Behavior:
- Visual animation ends early while the flare effect continues for a few seconds.
- Lock-ons initiated during this period are misleading and result in guaranteed misses.
Suggested Fix:
- Update flare behavior to match a clearer visual timeline.
- A possible solution is to adopt a system similar to Battlefield 2042:
- Initial large burst of flares
- Followed by smaller, gradual flare releases over a few seconds
- Lock-ons should only be possible once the full visual sequence has completed and the effect has ended
- Do not make the effect of flares shorter, it’s already very short
Request:
Please align the visual animation with the actual gameplay effect so players can reliably understand when flares are active or inactive.