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504Goon

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Everything posted by 504Goon

  1. I personally feel that this is the most important fix for the BVR combat right now. The notch is a very valid RL tactic to use against missiles. Pilot's just don't turn slightly away from the missile and start punching out chaff. In fact, from what i have learned, the chaff modelling in LO atm makes F-pole pretty useless.. Chaff resistance itself is what i would believe to be realistic..in beam! Second thing that i would like to see, is is the RWR strenght indicator. Sure, it can give some rough data.. but enough data to make timed evasive action against AR-missile? Don't think so. What i believe, these two changes would improve the Pk of all the missiles drastically, up to more realistic values. /rant mode off *goes back to his cave to build missions...ground targets..unit groups...mmm...
  2. Second that, GG. It really bothers me that all a pilot needs to do to evade a SARH is to fly straight and dump chaff at regular intervals. That's really it. Call that realistic? AFAIK chaff is far from "all aspect" chaff that we currently have in LO. It should work only in the beam. If we could have that one thing fixed, i'm pretty sure that the missiles would act more real.
  3. 504Goon

    Fights On

    One of the best looking Hornets i've seen! Good job:)
  4. Don't get into 1vs2 situations! :) Especially with a flanker, you'll always have 1 free fighter engaging you, with very little what you can to him while still remaining on the offence for the second guy. You could try shooting the other bandit at longer ranges (gain great altitude advantage) to force one of them defensive in the early stages to create separation with them. Then continue with the closer bandit, try to go for an ET kill, and then kill the remaining.. but i really don't see any good "tricks" or manouvers that will get you out of the trouble in 1vs2.
  5. Apply some back pressure to the stick when you roll, and your aircraft will fly a trajectory that looks like a loop from the front or the rear.. hope that helps.
  6. It's t3h rudder cobra!! J/K, i believe you mean barrell roll:)
  7. I guess you missed the part "server rules"?:)
  8. Fast blinking of ECM will break the lock at ranges greater than 25km before you can even fire a missile. Sure, it's not nice, nor the way ECM works IRL (or better yet, how ECCM works). One option to attack such a target is to maddog your favourite IR or AR missile at him..
  9. Well, one can't satisfy everyone:) See you on the non-ecm blinking servers then, and feel free to come back to our servers whenever you want:)
  10. Very OT You talking about our servers? I'm sorry, but if you are, i'm a bit suprised. We are still providing the community not with 1, but 2 high speed servers. If that is not an effort to make the community better, then i don't know what is. Are you really trying to say that we are actually DISTRACTING pilots out of the online community? If i were Zorlac, the man generously offering the services, i'd be quite a bit offended.
  11. So i guess it is just as much an exlpoit as is AIM120/77/ET maddoging, below 10m flying and..humm... anything else?
  12. I'm speaking about long range maddoging, which is way too effective right now. If it would work IRL like it does in lomac, then why all the money put into TWS systems, if the missiles would find their targets at longer ranges.. and what about the ET?:)
  13. Neither is maddoging any missile as general.. nor the low level operations of aircraft, as generally aircraft up high are at disadvantage against those pilots who know their stuff.
  14. From my point of view, pilots can use whatever means they can to take out the opposing side, as long as they are withing the server rules. If the server rules allow you to blink ECM, then i can't see a reason why one wouldn't use that to their advantage. So maybe one more good reason to check the briefing if there are any non-ordinary rules listed.. :)I know that it might not be the most "gentleman" way of how to fight the fight, but neither is 4vs1..:)
  15. Gotta agree with that.. a true NATO airfield in Lockon would be great!:) Merzifon mod is really good, but unfortunately there are some probs with it in MP if everyone hasn't got it.
  16. OMG! you forgot to turn ECM on!!
  17. Just saw an Eagle do a rudder cobra the other day!! ..i'll get my coat..
  18. Once the migs radar is in the A2A mode, lockon can be reached by one button.. But from plain navigation mode, it would be more than just "flick of the thumb". Also switching radar modes seems to be a b*tch.
  19. Yep! I've tried to add AAA/SHORAD systems near the long range SAM's to prevent sneaking up on them, or at least try to make it a bit harder
  20. Fuel trucks, ammo trucs, and repair crew as units would be great. Imagine a mission where the crew is moving to a new airfield, and the opposing sides mission is to take that convoy out. Wouldn't that add a whole new perspective to CAS missions? Though i'd be more than happy to settle with a static coalition selection to airfields. Hopefully ED takes a note..
  21. Erm.. always? I guess you understood my post wrong.. i was asking ED to implement the manual coalition setting for the airbases, since the mission editor is apparently going to get reviewed for BS. So that red cannot rearm/refuel on blue airbase, or vice versa, and no one can rearm/refuel on neutral bases.
  22. With the new mission editor, could it be possible for the user to define if an airfield can be used for re-fueling or re-arming. That would greatly improve MP missions, and add much more tactical aspect into them. Right now, pilots can just fly around in afterburner all they want, and when they run out of fuel, just land to the closest airfield, unless, of course it is defended by enemy SAM's. However, there are missions where it would be impractical to have heavy defences on all of the airfields. And by heavy i mean 25T pilots cannot get through. Basically that means at least S300/Patriot + BUK/Hawk systems. Also, this pretty much removes the possibility of "inactive" or "neutral" airfields. Of course we can use static objects to "block" the runways. However, if we want the blocking to be tight enough so that people can't do some pretty interesting landings, especially with the SFM aircraft, the airfields will just look downright silly. Having bunker/oilrig/radio mast right in the middle of the runway doesn't add to the immersion too much.
  23. [sarcastic]if the F-15 can carry Aim-54 in HL, then i'm sure that it can be fitted to the Su-25 aswell[/sarcastic] I tried to load the aircraft with S-300 for even better effect at first, but even LOPE doesn't allow that..:D @Force It's just an AI aircraft, if i set it to player, the aim54's disappears the moment mission is unpaused. I believe the payloads for both froggies are somehow hardcoded, and they cannot carry "illegal" loadouts..
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