This is why you're bad in the attack heli

All credit goes to Labby:
AA Missiles + Suggestions
Warning: Long Post

First lets go over some major changes to the AA missile mechanics when compared to BF3

Countermeasure reloads increased: Flares and ECM reloaded in 11s in BF3. In BF4 they reload in 25s and 30s respectively. Flare’s effective cooldown has gone from 7.5s to 20.5s, nearly tripling, ECM’s has gone from 6s to 23s, nearly quadrupling.

New missile types: active radar missiles which lock in flight, and passive radar missiles which must maintain lock added.

Missile speeds and accelerations increased: The BF3 Stinger and IGLA launched at 16m/s, accelerated at 35m/s^2, and reached a top speed of 200m/s. The BF4 Stinger launches at 20m/s, accelerates at 100m/s^2, and reaches a top speed of 250m/s. The BF4 IGLA also launches at 20m/s, but accelerates at 125m/s^2 to a max speed of 500m/s. That’s 3.5x the acceleration of the BF3 missiles, and 2.5x the top speed.

Missile turn radius reduced: Max turn angle in BF3, 155. Max turn angle in BF4, 3600. Along with the .25s reduction in tracking delay, this makes dodges at very close range without CM’s impossible. It also makes ECM unreliable, as missiles will do very tight loops around the vehicle when it’s active, often hitting the vehicle in the process.

Locktime reduced: BF3 = 1.25s, BF4 = 1s. Compared to the other changes, it’s relatively minor, but combined with the increase in CM reloads, it makes stealth utterly worthless for countering locks. Reduced spotted time is the only thing it has going for it, and that isn’t even mentioned in its description.

No below radar vs. air to air missiles: This makes heatseekers from other aircraft practically unavoidable outside of the very urban maps, as small dips in the terrain that work as cover against surface to air missiles do nothing against missiles coming from above. It also makes helicopter fights very shallow. Altitude is pure advantage, and staying low
gains you nothing.

Missile damage reduced: BF3 Stinger/IGLA damage 65%, heatseeker damage 40%. BF4 Stinger/IGLA damage 45%, surface to air missile damage 30%, air to air missile damage 20%. (except scout heli which does 30% for some reason)

Crit system added: Hits >= 20% cause light crits (low power) hits >= 30% cause heavy crits (loss of control)

Don’t get me wrong, I like some of these changes, especially the new missile types, but as a system it verges on terrible. The low missile damage and slow CM reload is frustrating for everyone. It’s almost impossible to do anything productive in a heli on the more open maps unless you’re a) flare glitching, b) rep-tanking with gyro, or c) spamming TV’s from a mile away. Attempting to be aggressive isn’t possible when for each time you use your CM’s, you have to spend three times as much time waiting for them to regen. On the other end it’s annoying to shoot a scout heli with heatseekers only to have that damage erased in a matter of seconds. The only missiles doing a reasonable amount of damage are the Stinger and IGLA at 45%. A stealth jet whose sole purpose is anti-air can carry two heatseekers at a time, doing 20% damage and a light crit each. Those missiles take ~20s to reload once used. An infantryman with a Stinger can carry five missiles capable of 45% and a heavy crit, and can reload them in 3.6s. Does no one else see a problem here?

A fast CM reload, high missile damage system would be much more interesting. Fast CM reloads would encourage more aggressive play, but a single slip up would likely result in being shot down. Here’s how I see it working:

Miscellaneous changes:

Countermeasure reloads reduced to 15s
Crit thresholds for aircraft changed from 20% light, 30% heavy, to 30% light, 40% heavy.
Add a .67x acceptance angle modifier to stealth, giving it some effect vs. active radar missiles, and making tracking with the other types slightly more difficult.

There are three types of missiles, heatseeking, passive radar, and active radar, and vehicle mounted and infantry versions of both the heatseeking and passive radar missiles. Infantry carried missiles would be identical to their vehicle counterparts in function and damage, but have 100m less range, and come in single shots rather than pairs.

Heatseeking missiles: 500m hemispherical range for vehicles, 400m for Stinger. Almost identical in function to the current heatseekers, but doing 45% damage no matter the platform. 45% damage means a single hit causes a heavy crit, while two consecutive hits cause a full disable and health bleed. Heatseekers carried by aircraft can be countered by below radar, MAA heatseekers and Stingers are unaffected.

Passive Radar missiles: 500m cylindrical range for vehicles, 400m for IGLA. These missiles would retain their current hold lock mechanic and high velocity, but their lock range would be calculated using only horizontal distance to the target. Altitude would be ignored, allowing these missiles to reach all the way to the flight ceiling to create a true hostile air space allowing ground forces to influence dogfights, however all passive radar type missiles would be counterable by flying below radar. These missiles would also do 45% damage.

Active Radar missiles: For the most part the same as they are now. These missiles would do 30%, for light crits on single hits and a three hit disable. These missiles do lower damage than the other two types as they are much more difficult to counter. Unaffected by below radar.

That gives us three distinct types of missiles, heatseekers for use against low flying helicopters, jets can counter by staying high. Passive radar for area denial vs. jets, helicopters can counter by flying low, and active radar missiles which deal less damage but are faster to fire and harder to avoid.
Notable AA missile changes between BF3 and BF4

http://forum.symthic.com/battlefield-4-general-discussion/5803-aa-missiles-suggestions/ [forum.symthic.com]

Thx for the info, it proves that the system is F*** up as is now.

Thanks GNU. I’m just trying to pass the word. Wish Labby would have posted it in here himself. This explains everything now.

Yup. It really shows they have balanced the game more towards the infantry and away from air. Just for the sake of the casuals

I agree with all the above aside from the lock ranges.these need to be scaled to represent the size of the maps. Plus Max range should be 300 metres Max on the mobile AA and 200 with the infantry rockets.

Yeah, but they still use the name, Battlefield it should be called Infantryfield instead.

I agree with the scalability. If only the code could be dynamic per map! Man that would be awesome!!!

Bwahaha great point!

I think that once Dice gets the game running smoothly they will do a considerable amount of
buffing/nerfing. Good detailed post OP, never knew it was that much out of wack. Maybe the mobile
AA had a real long reach and it took a lot of rockets to take out anything but a rib boat.

Give Dice a chance, we all know they were rushed bad.

Yeah i forgot to say thanks for that detailed description of the games air issues :slight_smile:

Thanks BandAidMan. FYI…isn’t my post. Credit belongs to Labby. But yea I agree…DICE needs to fix the game and then fix crap like this. However, they have nerfed and buffed some things so it’s not that much to ask.

Agree, attack helos are so underpowered atm.

I had no problems flying them in BC1&2 and BF3 yet in BF4 the attack chopper is not even worth flying, I noticed that if you tilt it ~45degrees to the left or right you can’t recover at all and it’ll just uncontrollably fall- doing this in BC and BF3 allowed you to recover immediately, I used to do this for faster strafing and that’s what many top chopper pilots did.

very good summary and ideas

+1 this

Such a wall of text and already at page 3

bump

This x 1,000

You can have fun in the city maps with plenty of building to break lock, but any map like Golmud and Lancan, you wont be up for more than 1-2 minutes if playing aggressively.

I hope DICE read this and take on board what Labby has said.

and they added quick/instant vehicle respawn for the sake of noob pilot. Remove quick respawn and youll cry your eyes out.

a good pilot still destroy everything so i guess this calles for “get some skills or dont pilot”.

Skill is irelevent whent AA push you around and literally make you fall out of the sky. Same with the jets cannons. It’s exactly Like the same bugs from BF3.

It’s called battlefield, not vehiclefield, or airfield.

If you want that go play world of tanks or I’m sure there is one for air only.

And is it me or I saw this posted already in another thread? Why not continue the discussion there?

Yup, you said it yourself. The game should never be (imo) focused around infantry in such way that getting in a tank shouldnt be like “getting a new kind of weapon”. You should freaking feel more powerful in a tank, not feel like a bigger hitbox. Same goes with all form of air which is ridiculous atm.

Scout helos are OP when having 2 engineers and attack jets damage really need to be nerfed ot Stealth jets damage buffed.