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Cik

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Everything posted by Cik

  1. it's a wasted shot. maximizing your effective time on station and coverage is kind of important senpai, throwing away missiles on shots that will never reach the target in the course of a normal fight is wasteful, even assuming you are only beholden to a virtual taxpayer. the fact that a vast subgroup of the DCS fighter community are dumb and go defensive for no reason, or fly around on the deck all the time, or like to waste missiles, or what have you doesn't make it a good idea. you could argue even for firing at RAERO if we had good missiles, but rmax is simply never going to hit anything. ever. the groundpounders you are supposed to be protecting are shedding tears at the fact that you are going to have to go off-station half an hour earlier than you should have to and they are going to be eating the missiles that you are not around to prevent from hitting them. please, think of the poor mud boys ;_;
  2. if you don't have visual, skate the opponent will shoot and crank, which is going to autotrash rmax, -2 and -4 anyway. you aren't going to affect the guy's maneuvering whatsoever, assuming he is focused on you at all and knows your BRA. even relatively close range shots are obvious non-threats relatively high percentage of time due to terrible chaff rejection. RMAX is 100% wasted if opponent knows anything about what he is doing.
  3. Rmax is 100% wasted. opponent will get launch notification and turn 2 degrees left. missile trashed. even with best missile in game, AIM-120C, and v. good seeker, RMAX is 100% wasted as even with relatively late pitbull missile is easily trashable by minor, energy neutral maneuver(s) RMAX shots induce no significant defensive maneuvering and illumination for SARH is perfectly possible while under attack by essentially autotrashed missile.
  4. sniper is right, 7M is basically a WVR missile. your basic strategy is: wait until 7-9m shoot, crank if lock lost immediately, attempt to regain lock if successful very quickly, continue shooting 7s. if not, and visual is not gained within a few seconds, skate and refuse merge. pray friendlies arrive to save your ass. if visual is gained and radar lock is at least moderately stable, continue shoot & crank to merge, at 4~ nm (assuming some altitude and not engaging on deck like an idiot) begin rippling off 9ms (tricky to see motor and often achieve surprise kills at this range if target is dumb and not dumping flares like no tomorrow) if you or target have not died yet, continue to merge. use nose high maneuver to maintain corner, maintain visual and pull to WEZ. shoot until missiles expended or target dead. P.S. your real asset is friends. grab some hornetbros and work together. the way sukhoi SA works out i've gotten tons of kills basically by default because of the smoky motors of the russian kit- i go abeam, dive, chaff, and buddy bags the guy as he chases me into beam. also you can't really rely on one plane's worth of sparrows, but two or three is good. same with sidewinders, and it will help with WVR too. tl;dr with current state of radar, you will find yourself skating often to survive. get used to it.
  5. just add them as assets and remove them from the map. we can template them in as necessary or use a script if we want piles of maritime traffic
  6. Cik

    Sa2

    desperately need nuclear missiles for NIKE and SA-5 :^)
  7. the editor works fine. the issue is the huge gaps in assetlists. no one is asking for DB3k but it would be nice to have at least a few more ships at various eras and period correct weapons. naval side of the game seems like it hasn't been touched since y2k for instance, no arleigh or LCS, no SM-3/6. likewise iran is missing piles of ASHM/SRBMs mission/campaign creators really need to make cool scenarios in the gulf.
  8. falcon has one. think it's a standard feature. nice for measuring distance for formation keeping at medium-long range.
  9. cluster is not very good in general, except -97. avoid using it as it never kills anything.
  10. desperately need support for full decks alpha strike not possible in current game, which means anything but bombing some barely defended targets isn't possible unless you have 6-12 carriers.
  11. during a fight i punched emergency jettison, survived, flew back to stennis, landed, rearmed, took the cat, launched - however immediately as i left the deck all my stores dumped again. happened multiple times and E-jett was not "stuck in" at least as far as i could tell looking at the button. note: it actually jettisoned my 2x sidewinder rail and not just my fuel tanks which is a bit odd. theoretically it should only punch stores and not A-A weapons(?)
  12. autocomm sets it to 127mhz AM try that
  13. extend map out to diego tbh with you senpai would be nice to have a place to fly heavies out of.
  14. let it never be said that there are no evil men in this world
  15. this is pretty sick tbqfh, finally some red jets.
  16. US needs addition of: arleigh burke VLS ohio-class SSGN SM3/6 for arleigh, ticonderoga etc. (in general modeling of surface escorts is very old and out of date. if the focus is going to shift to some sort of naval arena with the release of the hornet they could do with updating in general) Iran needs addition of: F-14 F-4E mig-23(?) HQ-whatever SA-2 SA3/5/4/etc ballistic missiles (SCUD, FROG, whatever newer ones they've developed) STYX (TEL-mounted/ship mounted anti-ship missile) various boats (ASHM carriers mostly) in general blue needs "strategic" assets to hunt desperately. as it is fragging tanks is unlikely to have any real effect on a campaign level, it's likely to be an engagement between these "high level" mid-range assets which players would need to thin out before any sort of "re-opening" of the PG would be possible in some sort of hypothetical FON op. if all iran has is conventional artillery (without range or accuracy to really do any damage to anything that matters) it's hard to make a credible campaign out of this map, and while the SAMs are sufficient ATM to make something threatening (assuming S-300 with clever placement) it's still missing some stuff. ATM: iranstuff: SAMs: OK to good "strategic assets" (BM, CM, ASHM) essentially nonexistent planes: missing F-14, otherwise not terrible. for US naval escorts are junk but everything else is mostly OK. naval escorts need lots of new ships including SSGN and modern escorts, as well as new missile types.
  17. double inferior, that is to say will lose both BVR and WVR due to poor maneuvering capability + low energy maintenance capability and poor weapon characteristics (esp. seeking and range) also probably inferior of number of carried weapons. avionics are also likely significantly worse (3rd gen) visibility is likely also garbage. basically, a museum relic. double inferior. WVR capability essentially nonexistent, low number of missiles. very fast however- chase is likely pointless. will lose joust with you due to poor missile capability, even if you are restricted to sparrows. double inferior generally. dangerous. single inferior - WVR is going to be laughably trash, F/E-pole likely very nasty. avionics probably relatively refined, probably v. good radar and missile characteristics (both seeking and range) draw down into turning fight if able, attack from multiple directions and enter fight with maximum possible kinetic energy so as to ensure your stick is as long as possible- fire to force maneuvers as energy maintenance is likely relatively poor if forced defensive (due to big plane) will probably actually count as a fight unlike others in list. keep in mind though that any of these can bag you if they have SA on you. it is important to be sharp and to task your package such that you will have good awareness of your surroundings.
  18. Fpole game for eagle is borderline braindead, but WVR it is doomed. stay away best advice always 29 is pretty similar imo, though i'm not sure of it's exact flight characteristics (less maneuverable than sukhoi?) HMS means fight should be over in first 10 seconds even assuming he's a fool and does stick to gut pull into WEZ and then just launches at you. eagle is basically turkey WVR compared from what i've seen. you're actual WVR advantage is chiefly the low-smoke motor which gets you a lot of surprise kills within 4~nm merge, as the enemy will have trouble seeing it. smart move on sukhoi's part is to assume 100% there is a brace of sidewinders in air and pump flares as if life depended on it going into merge tl;dr avoid merge against any red FC3 aircraft, any 3rd gen or below is going to be double inferior to you and you can probably engage with confidence assuming equal numbers and SA. granted, i probably wouldn't do this and instead just RTR, fox3, crank and extend as a matter of course because taking risks is a dumb thing to do if you don't have to.
  19. stay away flares and friends high yoyo high yoyo stay corner, horizontal turn assuming no 9x, high yoyo one circle(?)
  20. seems to work OK on me, unfortunately the one issue i'm having is that my EWRs (multiple) often choose godark when their action ends.. blinding the network 90% of the time. is there any way to force the EWRs to an always on state? standard DCS AI is 1000% too aggressive, but if i have an SA-10/11/15/3/EWR IADS that chooses not to engage the 50 tomahawks and a flight of CAS (probably because it can't see any of them because i doubt the SAMs have any sort of "visual characteristic" that gives them eyeballs) it's might be an issue.
  21. nothing particularly scientific about my assertion that shouldn't happen but there you are. generally when i jump people i reach 490~ mph and have no problem zooming above them for the first two or so climbs. after that it's time to dive and run if you haven't killed them. were you pushing VNE on the way in? if your wings aren't about to fall off you're doing it wrong imo.
  22. ah fren, i have discovered the secret password to unlock the mysteries thank you for your sincere effort in helping my unenlightened mind reach the truth
  23. what is the magic of this open beta please reveal to me the secret mysteries of updating to the beta thank you senpai
  24. what is this mysterious open beta my fren where can i obtain it
  25. i don't get an update by running the updater. am i doing it wrong? running 1.5.8 and not nevada though i tried and neither works. is it actually out yet?
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