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ViperFTW

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21

Tuesday, June 4th 2013, 12:00am

They do, they go poof if you can distract them long enough/outrun them


I knew it :P

Oh, that lifespan. Wait, are you implying that AA missiles in BF3 vanish after a distinct period of distance? Also, do you believe the boundary solution is viable?


No, but then again its got nout to do with what we're on about here. I like Labby's idea of finding a balance between the chopper's effective range and the Stigla's lock-on distance.
...Oh and GET RID OF THE LIFESPAN ON SHIT LIKE THAT!!! Oh and definitely make it so dying doesn't make in-flight rockets/missles vanish into the fucking ether...

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This post has been edited 1 times, last edit by "ViperFTW" (Jun 4th 2013, 12:26am)


Labby

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22

Tuesday, June 4th 2013, 12:10am

@ViperFTW

Stingers last 10 seconds, I'm pretty sure that's how long heatseekers last too.

Usually the jet isn't out running the missile until it times out, it's just outrunning it long enough for countermeasures to reload. So you fire one missile and the jet flares, then fire another missile four seconds later after the flares time out. The jet only has to outrun your missile for seven seconds, then its flares will have reloaded.

You can use the fact that missiles time out at ten seconds to dodge stingers with ECM in a jet pretty reliably. ECM lasts five seconds, so when you hear the missile fired tone, hit afterburner and count to five, then hit ECM. You can outrun the missile for the first five seconds, then it will time out while circling because of ECM. Note: this doesn't work as well against heatseekers because they start out moving faster.

Anyway, you get the point. Missiles timing out isn't the issue, since countermeasures will have reloaded by the time that happens anyway.
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ViperFTW

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23

Tuesday, June 4th 2013, 12:30am

You can use the fact that missiles time out at ten seconds to dodge stingers with ECM in a jet pretty reliably. ECM lasts five seconds, so when you hear the missile fired tone, hit afterburner and count to five, then hit ECM. You can outrun the missile for the first five seconds, then it will time out while circling because of ECM. Note: this doesn't work as well against heatseekers because they start out moving faster.


So my point still stands. Get rid of the time limit and maybe pilots will have to think about which fucking countermeasure they use as that'll knock ECM off its pedistal of 'Everything proof shield' and make it bloody work how it bloody should!

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C0llis

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24

Tuesday, June 4th 2013, 1:15am

A big part of the reason helis keep their distance is because it's the easiest way to deal with stingers. It completely eliminates them as a threat and requires no effort on the part of the crew.

Stinger range should be the same as, or just longer than the heli's effective range. There is no point in having an AA weapon with less range than what it's intended to counter.
It is logical to have a counters range matching (but absolutely not longer than) the range of the thing it is intended to counter, but then we instantly have the issue of jets who have a longer effective range than Helis.

Maybe a better solution would be to make the stingers faster, thus making it impossible/very hard to outrun them before countermeasures reload. It would have a greater effect on jets than on helis, helis would probably remain the same (it is not unusual for a heli to have to land and repair after getting hit by a stigla) while jets that got hit would be less fortunate.

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And reading Youtube comments still gives me Turbo Cancer.

It really is quite frustrating when Helen Keller sets up her LMG in the only doorway in/out of an area.

What kind of question is that? Since when is cheese ever a bad idea?

Hardline is a fun and sometimes silly Cops and Robbers sorta thing and I think that's great. Or it would be if it didn't suck.

Labby

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25

Tuesday, June 4th 2013, 1:25am

Maybe a better solution would be to make the stingers faster, thus making it impossible/very hard to outrun them before countermeasures reload. It would have a greater effect on jets than on helis, helis would probably remain the same (it is not unusual for a heli to have to land and repair after getting hit by a stigla) while jets that got hit would be less fortunate.

Or just increase the reload of jet countermeasures from 11s to around 15s... Same effect, less unintended consequences.

Edited for Accuracy. previously it said countermeasures reloaded in 10s. Wasn't paying attention.
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This post has been edited 2 times, last edit by "Labby" (Jun 4th 2013, 1:51am)


C0llis

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26

Tuesday, June 4th 2013, 1:30am

Or just increase the reload of jet countermeasures from 10s to around 15s... Same effect, less unintended consequences.
Yep, that is probably a better idea.

Things people said

And reading Youtube comments still gives me Turbo Cancer.

It really is quite frustrating when Helen Keller sets up her LMG in the only doorway in/out of an area.

What kind of question is that? Since when is cheese ever a bad idea?

Hardline is a fun and sometimes silly Cops and Robbers sorta thing and I think that's great. Or it would be if it didn't suck.

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27

Tuesday, June 4th 2013, 4:14am

you guys are talking about Conquest jets right? because rush jets don't have afterburners they always get a 2nd stinger off on me and i wanna say 60% i ECM the missile loops and BOOM! Disabled :cursing:

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  • "Gorbaz The Dragon" started this thread

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28

Tuesday, June 4th 2013, 4:53am

You can use the fact that missiles time out at ten seconds to dodge stingers with ECM in a jet pretty reliably. ECM lasts five seconds, so when you hear the missile fired tone, hit afterburner and count to five, then hit ECM. You can outrun the missile for the first five seconds, then it will time out while circling because of ECM. Note: this doesn't work as well against heatseekers because they start out moving faster.


So my point still stands. Get rid of the time limit and maybe pilots will have to think about which fucking countermeasure they use as that'll knock ECM off its pedistal of 'Everything proof shield' and make it bloody work how it bloody should!
I think to balance ECM they should make it block locks, but not disable the already fired missiles.
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29

Tuesday, June 4th 2013, 4:56am

As many as it takes for the bastard to get bored of flying and not attempt to outrun the bastards :pinch:

*Sigh*, so many things in BF3 could be easily fixed by removing the 'Lifespan' of stuff. No more bullshit Jets who are literally immune to Jets, no more Chopper Whores who use ECM as an all-encompassing anti-everything defence and, most importantly, I WILL KILL THAT FUCKING TANK THAT HAS 6 HP LEFT DESPITE THE LITTLE TWAT SHOOTING ME THE SECOND MY ROCKET WOULD OF HIT HIM!!! ;(

By lifespan, are you referring to fuel/ ammo limitation or a combo of both? Air vehicle theft could be solved by shortening the out of bounds countdown or even placing a strict boundary over the spawn that will initiate a countdown even when piloting a vehicle. The pocket of out of bounds space will only encompass the deployment and effectively reduce the amount of hijackings.
You could completely remove hijacking by now allowing players of the enemy faction in your vehicles and vice versa.

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30

Tuesday, June 4th 2013, 5:19am

You can use the fact that missiles time out at ten seconds to dodge stingers with ECM in a jet pretty reliably. ECM lasts five seconds, so when you hear the missile fired tone, hit afterburner and count to five, then hit ECM. You can outrun the missile for the first five seconds, then it will time out while circling because of ECM. Note: this doesn't work as well against heatseekers because they start out moving faster.


So my point still stands. Get rid of the time limit and maybe pilots will have to think about which fucking countermeasure they use as that'll knock ECM off its pedistal of 'Everything proof shield' and make it bloody work how it bloody should!
I think to balance ECM they should make it block locks, but not disable the already fired missiles.

Couldn't agree more