Once again, if you are preoccupied, not if you want to start an engagement.
If you’re pre-occupied you will know a radar missile is coming your way thanks to the sound alert. You don’t get that with an IR missile, which is why it’s more dangerous and are more likely to get killed from those than a radar missile you can easily dodge while dogfighting on the deck while still focused on your target.
But again, this is an issue because of player counts. If you’re 1 vs 2 or 3, you should lose, that’s just how it’s supposed to be unless you vastly overmatch the opponents in tech or skill.
Knowing if the missile is coming or not is completely irrelevant. What isn’t irrelevant is the fact that you will likely not be able to do anything against it fast enough regardless of if you know it’s there or not.
This isn’t exclusive to ARH, an SARH or IR missile will lead to the same fate. Which is also why I mention that ARHs are overrated as they won’t make a big difference outside of headons as you don’t have to full commit anymore (which also means they see you coming).
Longer ranges
I’m not sure I see what you’re getting at.
In longer ranges we agree it doesn’t matter.
In closer ranges you can avoid them easily unless you forget about them due to being 3rd partied or overwhelmed. And, in that scenario, I’ve mentioned you have a better chance avoiding a SARH/ARH missile than an IR one as you have an audio alert to use to gain some situational awareness. However, being 3rd partied means death, regardless of what weaponry the enemy uses.
So why does it being an ARH mean anything special? When you are being 3rd partied, what does an ARH do that an SARH or IR missile not do? The range being irrelevant because the 3rd party could be 20km or 5 km, it’s the same difference to you being pre-occupied.
Let me put it this way, then:
When using things like the AIM-9M or R-73, one has to get relatively close to the target and to an extent focus on that person, which gives the target enough time to react according by popping flares and doing any necessary manoeuvers.
When using things like the AIM-120A/B or R-77, on the other hand, a person is able to fire it off from much further away, making it more difficult for the target to anticipate it, and radar missiles are in general harder to avoid at top tier if you’re not actively hugging the ground, which, as I’ve said, is hard to do most of the time when in an engagement.
But if a person is able to fire it from much further away, they’ll have a longer RWR ping and give you more time to defend. You can easily defeat them by going cold, hugging the deck, notching, etc. At closer ranges you have less time, so they’d be more dangerous, but so are IR missiles and SARHs. Meaning functionally ARHs offer nothing different at closer ranges.
At longer ranges, they’d have to constantly update your position with TWS radar pings and eventually you’ll get the MSL RWR lock. You’ve even mentioned that it’s the small maps, presumably the shorter ranges that are the issue.
This is why I’m unsure of what you mean. I think we’ll have to just agree to disagree here and just see it first hand in an update or two.
For the I believe fourth time, if you are preoccupied, then you likely don’t have enough time.
Also, longer ranges as in longer ranges for small maps, as I should have made clear.
Between an ARH or SARH, what’s the difference? You’re being 3rd partied, the other person can keep you locked for as long as they want.
You have to babysit SARH missiles.
Which the 3rd party has all the time in the world since they are not needing to defend against you.
If you want to say they’d have to defend against another ARH, then same point of a 4th party babysitting a SARH against the 3rd party and that chain could keep extending.
There is more than one person per team. Just because you aren’t targeting the radar missile launcher, it doesn’t mean that others aren’t.
Sarh allow to only fire at one target whereas ARH you can fire a multiple
I agree, but that applies to SARH and IR missiles too, so it isn’t exclusively an ARH thing, which is my point.
As I said before, I think we’re just going to have to agree to disagree and I’ll leave it at that.
In this case it’s a bit irrelevant. We all know that is the advantage of ARHs but when ARHs are defended the same way as SARHs, functionally nothing will change (in how to defend against them) thanks to the current ARB meta. ARHs, however, will be a bit more balanced than the current meta as it won’t be R-27ERs dominating the SARH skies (unless we have a similar situation with AIM-120s and R-77 in performance discrepancies).
ARH missiles are long range and fire and forget. SARH are long range and not fire and forget. IR guided are short range and fire and forget. The combination of these two things making them more potent is my point.
Idk, I feel 7.0 I justified
Assuming it still has the same reload as the regular bulldog, it has the advantage of a stabilizer which is nice, but in every other metric it’s kinda worse than either a bulldog or T-92. Worse survivability(the hull provides no protection, larger profile) and it’s mobility isn’t that crazy even at 7.0, but still good enough. Maybe 7.3 cus the stabilizer is still a big plus and the gun decent enough. Well see tho, but it shouldn’t be 7.7 or up in my eyes
By “generally”, I meant “to the average player”, since those vehicles, while they are very good, require much more knowledge of the maps and vehicle weak points in order to do well in them, which the average player won’t have a lot of.
Uhhh, I’m gonna call BS cus an R-27EA would def outclass the AIM-120A unless it’s actually based on the normal R-27R but even then that would be a stretch. Plus the R-27EA is kinda shady, and it’s hard to prove if it was ever actually built or used, much less put into service officially.
It depends on the ARH I think. I dont beleive they immediately go active. You cant just fire one off at 100kms and fly off to do its thing. I think its more like the last 10kms or so. Later versions, like METEOR, yeah, I think they are that kind of F&F, but not the first gen of ARH.
Until we actually get them in game. Its just speculation. We’ve already seen them butcher SARH, they should be way more effective than they are currently.
Its possible ARH arent going to change a thing, other than level the playing field a bit. Or they might totally change the game meta. I just hope they are added fairly too all nations and not just the usual 2 or 3