In theory ARMs have a number of advantages as among other things they would adquire the target sooner, give no launch warning, allow the airplane to freely manoeuvre instead of having to command guide the missile until it went pitbull. The main disadvantage would probably be inconsistent performance, and risk of friendly fire…
Or you know… the enemy aircraft just switching off their radar and chuckling. Very few types of NATO aircraft have that capability compared to Russian/Chinese ones. I’m not an engineer so I can’t say definitively, but I imagine there would be some serious problems to having an ARM that also had a ARH seeker… for an AA weapon… it being massive for one, if it even could be made to work at all.
Thats not a problem for ground attack but you can’t have a missile the size of a phoenix for CAP.
Hit F6, and/or rebind the key to go directly to gunner view. Has worked for me every time I’ve tried, since the moment they added it to be previewed and test driven.
You aren’t using your chaff bro. Turn on periodic countermeasures (Periodic countermeasure release (on/off). You can also cycle between Flair + Chaff, Flair only, or Chaff only. There is a keybind for that too (Switch countermeasures).
The flankers would be OP (unless limited to R-27Rs which would be fair), but there is a reason why everyone wants to play the US at the higher tier. (even at the lower tier they still have the best A2A plane for the mode, the F-4S)
Ok, so while I do love this mode, stuff like the osa’s and flarakpz’s are VERY annoying. It’s a mixture of their unlimited ammo, their apparent ability to fire on the move, and how when you eventually manage to destroy them, they just respawn.
I’m not against spaa reloads or even new vehicles coming in to replace old ones, but it’s the lack of dynamic stimuli that annoys me, for example, no convoy comes to replenish the SPAA at the vehicle depot.
Also while we’re on the subject, it would be cool where if you manage to detonate a fuel depot or ammo depot, it causes a chain reaction whereupon adjacent ammo/fuel depots go up with it.
sorry you been given wrong info. So the plan is this is a test of a new game mode which might be permeant or rotation base. As for new AF we might get an update on that in the summer major update
i dont want them to, theres always a place for a quick sortie team deathmatch type gamemode
permanent doesnt mean periodic, naval is played by relatively few people so without it either entirely replacing or being limited there probably wouldnt be enough people to fill it up without bots (which is already kinda cringe) but for air rb its a different matter as there is enough people to warrant a permanent, dynamic gamemode
The recent changes to sams in the mode is too much, before hand crafty players could get through defenses and now one sam can lock down an entire corridor by itself.
changing back max target angular change to what it used to be or half of what it is now would be good.
Id also like to say there is a large mis-step in balance when the pve is so difficult and still only rewards a small fraction of what pvp does.
I think considering how much easier pvp now is than pve, we need more sp, sl, and rp per ground unit. sp especially.
They are not free kills and should not be rewarded as such, I believe this is causing everyone to simply ignore the actual gamemode and simply pvp in the center just like air rb.