BVR is the opposite of fun in this game. All because of the countermeasure bullshit.
Like seriously, CMs really ruin the game's whole performance on fighting.
Don't you ever love it when you just locked on to something but the lock just broke instantly? It's frustrating as hell. And that's not even counting the AI behaviour.
The AI's behaviour is like putting salt on a wound. It's hella bad.
It launches 2 missiles at the same fucking time, who can do that shit? It will abuse the hell out of countermeasures when given a fast autoDispenseDelay, and it's just overall bad.
I just wish BVR takes a lot more skills than just this garbage.
You can make flare proof guardian missiles by making them insta lock, then you can set their activation group to when the target is moving towards them. Something like
rate(TargetDistance)>100
To simulate how notching works irl.
Honestly, better BVR gameplay could be achieved if missiles would continue to track and glide after the motor runs out, that way we can properly defend missiles by making them lose their energy, currently, if the missile’s motor runs out, it stops tracking and just flies off, meaning most missiles will just have its motor burning for the entire time, so it ends up slamming into you at its full speed no natter how you maneuver
@FeatherWing
so what?
no RWR on an aircraft is a death wish.
Besides, why bring up Radar to an evasive maneuver?
While cranking up to the gimbal limit is effective, you can also go fully defensive with crank, it doesn't have to involve Radar.
@ZeroWithSlashedO
Yes, but that's all it does, detect radar pings. It can't lock onto anything and it serves no purpose to your own aircraft's radar or weapon system.
@FeatherWing
it's still a radar receiver.
which means it detects what the radar detects from the angle which the radar can't see.
@ZeroWithSlashedO
Yeah, that's not radar. That's just detecting radar pings from other radars it's not tracking anything.
@FeatherWing
I mean, there's RWR.
@ZeroWithSlashedO
No, I'm talking about a normal evasive manoeuvre. I doubt any typical fighter has a radar stuffed into their tail.
not to mention there are only fox 1 and 3 missiles in the game yet flares work
@FeatherWing
You sound like you were.
Still a crank, nonetheless.
sp has absolutely no good bvr physics/scripting at all in nearly every aspect of it
Yeah i wish there was someway for the missile to have a chance to lock onto a flare instead of the cockpit, like say you launched 10 flares, the missile would have a 1 in 11 chance of going after you, and a 10/11 chance of going after a flare. And i mean actually tracking the flares, not just losing tracking completely. And yes ai do be potato
@ZeroWithSlashedO
I mean, no, I'm not. We're talking about a missile that's behind you, which is where it will be coming from most of the time.
SP BVR is already 'Nothing'. Missiles can't glide after rocket cut off. Also it looks it still using Korean war anti countermeasure utility.
@FeatherWing
You're talking about Crank.
I don't think alot of people know about Crank.
For those of you who don't know, Crank is a maneuver in BVR where you break to the right or left until the gimbal limit where you can track your opponent, and also descending so you could track while effectively dodging a missile.
@ZeroWithSlashedO
The thing about missiles ignoring you countermeasures.
I don't know how the missiles are modelled and coded in SP, but depending on some variables, such as range and the missiles sensitivity to the relative countermeasure, they are able to ignore them and continue tracking you.
Also, could very well be wrong, but when using countermeasures, you should deploy them in a sequence, like 'bap..bap..bap' and at the same time, descend and turn away at around 90 degrees or so from the enemy aircraft.
I say descend (unless you're too low) because going up will just cause a loss in speed, which just gives the missile more chance to hit you. Descending whilst turning can reduce the loss in speed.
@ZeroWithSlashedO fixed. Pardon, my thinking moves faster than my typing.
Oh and:
Chaffs cancels missile locks
Flares cancels missile tracking on mid-flight
@ALTMTR
•I don't understand what you're saying? Sorry, your grammar is a bit off to me.
•I honestly don't. I thought they work just the same.
•Honestly, yeah.
@ZeroWithSlashedO
•AIs react to differently with different planes, especially those that are optimized for it. So a plane that missiles spams six missiles at a time could be a result of the author giving the plane a
firingDelay
of ".2".•You do know that the difference between chaffs and flares right? I'd use flares only when I'm locked on radar.
•Have to admit the AI is a bit dumb but FTs and specially built flight characteristic will remedy that. Until such time that the devs will consider a revamp (or an AI companion, oh dear lord and savior Andrew please), we might have some good dogfights.
Just make the AI Fighter balanced lmao, you know you can configure the missile and the ammount of CMs they have and use
Haha Countermeasures go Brrr!!
@ALTMTR
One, I did.
Two I did. It sometimes just didn't have the same impact.
Three There's guns, they're not good at it but it's still a weapon. Hell, sometimes they just hit me with a missile right in the face just because he fired multiple, and my Countermeasure just doesn't work sometimes, ironically.
@ALTMTR Also did a dogfight with one of my builds, 20 flares, 12-ish missiles each. It was a fair fight by the looks of it.
The flares are sorta my panic button when the missile gets too close, other times I could just try and move out the way of it and have it miss.
Okay,
One Limit countermeasures in your builds so its a little fair when you fight it. Having 9999 flare ammo on an enemy plane you built will make you rage.
Two You have flares too, use them.
Three Having them fire all their missiles at you and miss will guarantee your win because what the f--k are they gonna use?