Isn’t that what this forum is for? We share our observations and debate; besides, as players, we supposedly have a real impact on how the game looks. If a significant portion of players notices that something is off in some way after the latest changes, we can share that so that, with our advice, the game can keep getting better. Developers aren’t infallible and can make mistakes, which is why the feedback we provide after changes is so important to them.
Let’s not be like sheep led from pen to pen; let’s share our insights and work together to improve our favorite game :)
ECM wont change a lot for the J-15T since it only has internal ECM maybe, but as others have said the forums are here to inquire and complain about the game
“Pull is better technically, but it doesn’t seem to be working so well practically Better pull doesn’t mean anything when the enemy can just hold S+D and win”
I went to check some replays with aim120d it turns out that the missile usually only turns 25g cuz it is launched far away, so it rarely needs to pull at maximum overload, but pl12 is different, it has significantly less range, tho pl12a has 120km effective, it usually stops manoeuvring at around 17km-ish? So the missile depends on overload a lot, data mine showed that pl12 has the same drag as r77-1, which uses a high air resistant design. Since pl12 already has little range, and it stops pulling high g at closer ranges, i have no idea what it is capable now. Dont mention the range buff, it is so minor that I could not even tell.
Just a game I played yesterday I saved the screenshot because I knew someone on the forum would say that the missile doesn’t go over 25 Gs. You should be able to push it harder, but hitting the target is a different story.