How to Balance/Fix Jets

In a way, but at least you’re required to control your speed.

I do control my speed as hard as i can but i simply cant keep it between 310-315 all the time like other Jet pilots do its just very hard especially when you can barely see that speed indicator. Well at least i use my own Tactics on countering this.

Because in the long run when you start to think about it. It doesn’t increase skill it just makes dogfighting that much more random.
bf2 you could always see your opponent in a dogfight and it always came down to the better pilot winning circling and some other noob stuff wasent possible.

Attack Jets needs a maneuverability nerf. Make them pull 8-9gs max.

Stealth Jets, obvious buff and balancing between them needed. Turning speed needs to be more or less the same and why the hell do you need an F35 when there is F22 as air superiority fighter?

ANYTHING ABOVE 11.9 G’S IS ABSURD. Hell anything above 6 in real life is life threatening. What makes you think going up to 14 G’s makes anything balanced? That’s way to damn tight. If I recall correctly, attack jets in BF3 could also go up to 11.9 G’s but because they couldn’t after-burn keeping those kinds of G’s only happened when going down at an angle. After-burning is an important factor in speed control. So to be quite frank, if they made it so attack jets had the exact turning radius as the stealth, stealth would still dominate them simply because they can after-burn and make a tighter loop. And it doesn’t just apply to looping, but to every other kind of maneuver as well.

Im pretty sure i saw on stream attack jet afterburning. Speaking of G:s i like personally having more maneuverable jets in dogfights the + 12-15 g:s look like real blast to fly at so if they balance every jet to that speed i would not be really but hurt. In the end this game series lost its realism factor ages ago.

Tell that to Dice…

I think that what makes it random is the lack of FoV. Blindspots and deceptions are important techniques of dogfighting so imo it’s not a good idea either for both pilots to be able to see everything all the time. I think the best solution would be to support something like TrackIR (=able to turn head while maneuvering) and/or increase the 3rd Person FoV.

bump

Yeah whatever… as long as stealth jets always win the dogfight I really don’t care to be honest, as long as that is the case. It was just a quick suggestion..

None of the attack jets can after-burn, haimelik confirmed for me.

why are you whining? in all wars jets are the thing that can rape enemies and it is one of the dedliest weapon, i guess that you want jet damage equal to the damage what handgun does…

Well exactly what i meant with my post. My bf2 example was just to enlighten that even with full vision it doesn’t make the flying less skill based in long run.
But this game defiantly needs something now and imoh it looks plain booring to dogfight in this game.

This please. Why is the F-35 in game? The F-35 is a POS in Battlefield. GIVE ME MY RAPTOR!!!

Atm stealth jets probably does less damage than a handgun :stuck_out_tongue:

Yes I do agree, right now it seems like dogfighting has the exact same mechanics as Hardcore in BF3, but for now the pilots just needs to adapt I guess.

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would of thought that after bf2 already and especially after bf3 they had learned why 35 sucked guess not.

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nope.

Cookie for you? :slight_smile:

It would make sense for stealth to dominate attack, but shouldn’t we aim for a bit more balance between the two considering how a useful a wingman is is quite rare in pub? :stuck_out_tongue:
That is why I’d say it’s best for the attack and stealth to have the same turning radius (or at least have a difference comparable to the Flanker and Hornet from BF3) to give attack a fighting chance, especially since they can’t after-burn, so the least they could do is pull off some spiraling or honey traps.