Active Radar Missles in the AA Tank and any other vehicle that uses them besides the jet, since it moves really fast.
There needs to be a counter measure that can thwart this. There is no lock-on warning, and if there is, it’s to short, maybe like half a second in it’s current form.
I’m no baddie, i’m D1 in all flying vehicles, i just think there should be a counter to this, or weaken the Active radar somewhat.
The problem i’m having with it is the warning system. There is none/very short and needs to be longer so players have time to pop flares or ecm.
yeah but if you think about it theres one AA, vs several jets, choppers, and a commander that can easily send a tomahawk their way if they become a real nuisance, had this problem the other day, the AA was annihilating our air, so i spotted the AA on the map, told the commander where he was and asked him for some help. BOOM no more AA. theres plenty of ways to deal with it
That is not a counter. The auto snap-lockon needs to require more skill and better aiming. As it is now, you can miss the plane or helicoptor by half a mile and it will still lock on and hit.
I learned how to counter them with ECM with Attack Jets but you need to be quick and constantly aware of where the mobile AA is at all times, as for helicopters it is almost impossible to dodge them. It needs a nerf though ASAP, maybe only 2 missiles with none in reserve, 20 dmg each, no mobility kill.
I dont think this stops AR being an instant win button in smaller games like obliteration where there is only one chopper per team.
I agree that AR is very over powered. Most people will probably start to agree once it becomes more common as more hours are put into the game.
AA should still be a good counter to Air but right now Air doesnt stand even the smallest chance without excessive team work…which doesn’t usually happen.
Why do you need the counter to a limited specific counter when you out number it even if it’s the counter and significantly out number as the only hard counter?
This is like asking for rock to be able to counter paper when you refuse to use your bro scissors cause you think rock is the master choice and should defeat anything in it’s wake.
FFS I don’t pick a main battle tank then realize, it’s hard counter is aircraft then demand aircraft be nerffed or I become buffed to counter it.
This forum needs to quit doing meth. If the AA is an issue, get the hell out of your super crutch vehicles because the counter will win and go kill it with all of the other counters the AA vehicle has. It’s that simple.
Your metaphor’s need work. I’m not saying i’m trying to counter it with flares i refuse to use anything else, i’m saying, no matter what i use, ECM, Flares, or Extinguisher, or ANY Scout Heli Unlock in the ENTIRE game, none of it matters, Active Radar ignores all of those. ECM is the only one that will cause it to miss but only like 25% of the time. It’s very inconsistent. Furthermore, there is no lockon warning/very short one, so popping ECM in time is very difficult unless you have maybe a 2ms ping.
There should be a direct counter to any weapon system. The Main Battle Tank has something called Active Protection, which when activated, it will nullify any incoming projectiles. The Chopper or jets DO NOT have this unlock when it desperately needs it if the Active Radar is going to stay, AS-IS.
I think what DICE should do is re-work how active radar works to match the description in the game. Active radar supposed to do light damage, (like flak). The missile should never hit the aircraft and do massive damage and turn the whole aircraft on it’s side mid-air. Just read the description in-game for this unlock:
From the Official Strategy Guide and in-game guide:
Active Radar: Once fired, these missiles will locate and track toward the nearest airborne target and explode within close proximity.
TL;DR
Lower the Damage output, and decrease the auto-lockon distance so it requires more skill. Additionally it should reload slower. Especially if pilots only get a flare every 25 seconds.
Honestly, if they make it where the missile locks on at a further distance, then it will be balanced in my opinion.
That way it will give people a time to react and use countermeasures.
AA-Missiles (like sidewinder, etc.) never hit directly, they always explode at close proximity (usually besides the target aircraft). They differ in this behavior from RPGs, who are designed for a direct hit to pierce heavy armored targets.