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#11 |
![]() Join Date: Oct 2010
Posts: 217
Location: Auckland
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The dog fight range in PR is realistically gun range.
IT would be nice if missiles are only good an long range and at close up encounters are useless. I.e either make the planes more maneuverable or make the missiles less agile. |
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#12 |
![]() Join Date: Apr 2009
Posts: 1,544
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I'd be in favor of improving the agility in the aircraft of PR, as they are right now they honestly feel a good deal slower than what actually occurs in reality, probably due to scaling effects or something of the sort.
I suppose as a compromise, increased speed bleed from increasingly hard turns would work. |
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#13 |
![]() Join Date: May 2010
Posts: 452
Location: On a Fastrope
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That would be amazing to see planes actually using their guns rather than missiles. Smells like a suggestion though.
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In Game: Marxman
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#14 |
![]() Join Date: Oct 2010
Posts: 217
Location: Auckland
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And realistically dog fights don't happen at mach 1 they happen at around 400km/h to 700km/h (correct me if i'm wrong)
And i'm pretty sure f-16 don't stall out at 600km/h. Please get the air combat sorted. The more realistic you guys make it the less realistic it seems. |
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#15 |
![]() Join Date: Oct 2010
Posts: 217
Location: Auckland
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Because right now Air to Air combat (In jets) is not a matter of skill it's a game of chance of who ever manages to get behind someone first.
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#16 |
![]() Join Date: Jul 2008
Posts: 1,049
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It's been an issue forever. I honestly think Air to Air is the only thing in PR that can't be fixed due to engine limitations (almost everything else just requires hueg amounts of time and workarounds).
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SSGTSEAL <headshot M4> Osama
Counter-Terrorists Win! |
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#17 |
![]() Join Date: Jul 2007
Posts: 830
Location: Sea of Tranquillity
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I Would love to see the jets be able to turn tighter than they do. Keep the max speed as it is. And let the jets turn. As it is now. It takes haft a map to make a 180 turn. This maybe realistic but for game play, I Would say it's a small price to pay for more fun in the air. This would not have much effect on what happens on the ground.
And as some of us have said before. More Flares and have more than 1 pop out at time. Or even two types of Flares. 1 that just pops out the back like it does right now. And 1 type that shoots a load out in a spread but has a long time to reload before it can be used again (I did see a video from PR:CA that had just that on a F-15). The ideas can go on forever. But the Dev team are lacking Jet coders at this time as far as I know. So you are all going to have to live with what we have right now. I Can tell you one thing. Air to Air combat does last a little longer in this build. Air to Air missiles have had some tweaking that "Snap-Shooting" a lot less effective. That has helped. |
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#18 |
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i finds good as it is now, however not realistic.
because you cant achieve a realsitc air gameplay because of the engine you should keep it as it is now. the only solution possibly possible could be to make aircraft contact draw on hud on a much bigger distance tahn the lock distance. perhaps it would imrpove gameplay. |
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#19 | |
![]() Join Date: Jun 2007
Posts: 3,934
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Quote:
The flares too, in CA we deployed them one out each side, at a higher speed (rather than dropping) and at a much higher ROF with a higher mag count. Is more realistic and looks it, and probably wouldn?t affect the aa missiles negatively. I don?t think the problem is lack of coders, I think it is what is allowed in game or not. Id be willing to do the flare changes as I did in CA, and some know the jet physics more, but I think it comes down to more abut what is considered ok. | |
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"Today's forecast calls for 30mm HE rain with a slight chance of hellfires" "oh, they're fire and forget all right...they're fired then they forget where the target is"
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#20 |
![]() Join Date: Oct 2010
Posts: 53
Location: The Land Down Under the Land Down Under.
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The maps aren't big enough to accommodate proper air 2 air combat...
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| Tags |
| air, campaign, combat, current, improve |
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