This is especially true if the battle is closer. At close range, enemy radar attenuation is smaller, making any jamming more difficult. This environment should have only motivated the development of more advanced ECM. Towed decoys were not provided. I have never seen a manual that requires the use of multipath.
Why bother with multipath? At this point we have everything we need: a radar to detect attacks, a RWR, and a control stick to move the aircraft. This should be all you need.
Yes, in that case the missiles would not be sucked into the ground, but would be projected directly at the enemy and detonated by a proximity fuse, instead of being pulled to the ground and attacking the void like in the current WT. Am I wrong?
Im not exactly sure what the “prox fuse issues” exactly are. Its possible that the missile would just self destruct or miss the target as the prox fuse didnt go off, but it wouldnt be pulled towards the ground like a giant magnet.
though I think the point Khorne was making, is that some missiles being able to engage very low and others not being able to be used below maybe a few 100 metres could create some major issues.
So a universal standard for all is boring, but is probably the best solution. That being said. Lowering it to 40-45m would probably be enough for now
Mate, this still is a game, not real life. Just because planes IRL didn’t have certain countermeasures when new weapons were conceived doesn’t mean that the planes ingame shouldn’t have them.
The multipath thing needs to and will stay forever, the thresholds may change however.
Not in an environment like the one WT creates. You have up to 16 players per team launching missiles at eachother, more often than not multiple players targeting the same plane. But I guess that is realistic in your mind and multipath being unrealistic is the problem, not the horrible game design.
I don’t know if you have ever thought about this, but do you really think your average player would enjoy having to fly defensive all day?
Most people don’t enjoy BVR as it is extremely monotonous. They want to get into WVR to do missile jousts, dogfights, turnfights, etc. they don’t want to launch a couple of missiles across the map and wait like 2 minutes for the missiles to arrive, they don’t want to notch and chaff everytime they get a launch warning (or a lock warning if their RWR doesn’t provide launch warnings).
You may not know, but you also have the same missiles. If you find it boring to keep defending, you can make the enemy defend you.
I enjoy it the most when I use missiles better than the enemy and get into a mounting position, but multipath ruins it…
What if someone argues that BnZ is boring with reciprocating engines, that P-51 should also get into dogfights with Zero, and that BnZ should be regulated? Multipath and WVR claims are always like that.
Sending missiles up towards a target with altitude is a waste of missiles (unless your target is completely oblivious). I’ve been trying to tell you this, as the one coming from above you have an advantage, even if your target is below the multipath threshold. Not only do you have an easier time defending, you also get to dictate how your enemy has to approach you.
If you approach your enemy frontally, they won’t have to get out of the multipathing altitude, so that’s your mistake. If you approach them from a steep angle or from straight above you can force them to climb or to flee and if they flee you can just destroy them with IR missiles. If you refuse to bring IR missiles, then that is on you.
It is your unwillingness to adapt your strategy according to your enemies strategy and make use of your advantageous position, similar to how some high altitude prop fighter pilots just straight up refuse to swoop down when there are only low altitude fighters left in the enemy team.
You just seem to want people to get punished for playing planes that aren’t as well equipped for BVR as the competition or for flat out not enjoying the BVR gameplay cycle (flying defensively all the time, launching missiles that take minutes to arrive and re-arming constantly or merging with very few missiles and countermeasures left).
You can’t even wait for the gameplay to change to better suit these modern planes, for maps to offer more natural cover and better terrain masking opportunities or even for more appropriate countermeasures to be added before adjusting (or even removing, as you are demanding) the multipath effect.
Multipath can’t be 0m irl. This is simply because there is a certain beamwidth of the radar waves, forming a cone, the larger the cone, the larger the effect of multipath
. While it can be reduced to around 20m or 10m, it can’t be reduced to 0. And it’s fair to keep multipath at 50 - 60m rn for balancing reasons, we haven’t got ecm systems and towed decoys yet.
lol.
Being able to approach freely using multipath does not mean that it is controllable.
Also, even if you approach from any direction other than the front, if you don’t counterattack before moving straight up, it’s just because the enemy made a mistake.
You may not have noticed, so I’ll point this out, but the radar can move up and down, so if you stay in the multipath (or quickly escape), there is no distance of 10km that you can’t attack.
And the radar’s search range is roughly 70km. Only if the enemy doesn’t try to see anything and doesn’t take any measures during that 60km can you defeat the multipath from directly above.
I’m arguing the opposite, it’s you who are lamenting that “it’s painful to dive from high altitude” while staying at low altitude.
I’ve waited long enough. This problem has been around for years. I’ve waited for years during that time. The new mechanism you’re talking about never appeared. We should remove multipath and then have those who can’t fight propose adding a new mechanism themselves.
You seem to want to emphasize that it was my mistake, but if you argue that everything other than charging while abandoning appropriate energy and distance management is a mistake, then yes. But that’s not the case. All we have are stories of people being forced to take unnecessary and excessive risks by Multipath, of kills being wiped out by the existence of Multipath, and of people using Multipath to cover up their lack of skill, lamenting the removal of the barrier, convinced that it is a given.