2013-11-06 17:23 , edited 2014-02-24 16:49 by NemisizZ-DK
A second review of the Mobile AA and the Active Radar Missiles.
So after the MAA got a few tweaks and i been playing around with it even more, i think i can say that i find it more balanced now than it was in the start.
but there is still some small balance issues that needs to be addressed and looked into....
MAA vs Jets.
Im sure Jet pilots will disagree on this part, but as i see it then there needs to be something that can be a threat to the Jets and them dominating the maps, a good and intelligent Jet pilot can still go 50-0 if he/she knows how to deal with the MAA and are communicating with their team, i seen that several times, even when the MAA had ARM's equipped.
MAA vs Scout.
I still feel the MAA is a bit out of balance when its head on head with a Scout and the Scout got a full pit crew, its not a big issue, but definitely something that needs to be looked into, a solution to this could be slowing down the repair tools on the Engineers while they are in the Scout Helicopter, removing repair while in flight would be unfair and wont appeal to people who wants to play as a team.
MAA vs Attack Helicopter.
The Attack Heli still have some issues as well that needs to be looked into, such as it being flipped over when being hit by ARM's and PRM's.
I haven't tested this out my self yet, so i don't know if its because the gyro isn't equipped, or if its because the missiles hits to to hard which is causing it to flip over.
Post on Attack Choppers: http://battlelog.battlefield.com/bf4/forum/threadview/2955064769335979427/ [battlelog.battlefield.com]
MAA in the mainbase! (Lancang Dam)
The biggest issue that's left in my opinion is that its able to shoot from from main base to main base (Lancang Dam), and being able to hide in the cover of the SAA, this issue definitely needs to be looked into.
A solution could be the ARM and PRM simply wont be able to be fired while its in the safe zone, another could be adding an angle on 15 to 2010 to 15 degrees to the MAA where the ARM's simply wont fire and or work as a dumb fire missile, giving the Helicopters in the enemy base a chance to take off without being hammered down by the ARM's.
15 Degree Angle Dead Zone : http://prntscr.com/29w3eu [prntscr.com]
Of cause, this is just my opinion and thoughts that could make it more balanced. =)
Personally i don't find it "overpowered" anymore, at least not compared to other vehicles, it is way more in balance now than it was in the start.
***************************************************************************************************************************************************
Original Post
I been playing with the Mobile AA a few times now, and been using the "Active Radar" heat seekers, and i came to a conclusion, they are way way to overpowered!
Choppers simply stand no chance against them, and in my opinion i think they should be either removed from the game, and or re-balanced.
Just an idea for a re-balancing them.
- Only active over a curtain height. (50-100m over the ground) (This will make them more useful for jets flying out of range)
- Increased reload time, so they cant be spammed. (20 seconds between each set seems to be fair in my opinion.)
- Increased time on weapon change, 5-7 seconds when changing from heat seekers to the main gun.
Cause as they are now they are just way to easy to use, and on top of that way to over powered, 2 hits and the choppers are disabled, and 5 seconds later there are 2 new reloaded and can be fired at the same chopper again, making them an even easier target.
+ The pilots gets no warning until its so close to them they cant react to it with their countermeasures.
Of cause, this is just my opinion, but im sure chopper pilots find these "Active Radar" heat seekers a bit annoying and overpowered.
***************************************************************************************************************************************************
Scout Helicopter.
-- Should not be able to be repaired while in flight.
-- Engineers should have a longer cool down on their repair tools, and or repair slower.
-- Should be able to take 3 to 4 ARM's before blowing up.
-- Should also have a shorter cool down time on the countermeasures.
-- Should not be able to be knocked over by ARM's and PRM's.
Transport Helicopter.
-- Should not be able to be repaired while in flight.
-- Engineers should have a longer cool down on their repair tools, and or repair slower.
-- Should be able to take 5 to 6 ARM's before blowing up.
-- Should also have a shorter cool down time on the countermeasures.
-- Should not be able to be knocked over by ARM's and PRM's.
Attack Helicopter.
-- Should be able to take at least 4 to 6 ARM's before blowing up.
-- Should also have a shorter cool down time on the countermeasures.
-- Should not be able to be knocked over by ARM's and PRM's.
Jets.
-- Should be able to take maximum 3 ARM's before blowing up.
-- Should also have a shorter cool down time on the countermeasures.
Main Base / Uncap Base.
-- The MAA should not be able to hide in the main base in cover of the SAA.
-- The SAA should be able to shoot down ARM's.
Acronym's
-- MAA = Mobile Anti Air.
-- SAA = Stationary Anti Air.
-- ARM = Active Radar Missiles.
-- PRM = Passive Radar Missiles.
***************************************************************************************************************************************************
Other posts addressing this or similar issue/problem.
http://battlelog.battlefield.com/bf4/forum/threadview/2955065670137325536/ [battlelog.battlefield.com]
http://battlelog.battlefield.com/bf4/forum/threadview/2955065670129631835/ [battlelog.battlefield.com]
http://battlelog.battlefield.com/bf4/forum/threadview/2955064767227001363/ [battlelog.battlefield.com]
http://battlelog.battlefield.com/bf4/forum/threadview/2955065670135565428/ [battlelog.battlefield.com]
http://battlelog.battlefield.com/bf4/forum/threadview/2955064767236680604/ [battlelog.battlefield.com]
http://battlelog.battlefield.com/bf4/forum/threadview/2955065670127982959/ [battlelog.battlefield.com]
http://battlelog.battlefield.com/bf4/forum/threadview/2955065218726010158/ [battlelog.battlefield.com]
http://battlelog.battlefield.com/bf4/forum/threadview/2955065218816237514/ [battlelog.battlefield.com]
http://battlelog.battlefield.com/bf4/forum/threadview/2955065219907176264/ [battlelog.battlefield.com]
(Please keep the post on topic and keep a respectful tone to the devs and to those who post in this thread so this issue can be taken serious.)
So after the MAA got a few tweaks and i been playing around with it even more, i think i can say that i find it more balanced now than it was in the start.
but there is still some small balance issues that needs to be addressed and looked into....
MAA vs Jets.
Im sure Jet pilots will disagree on this part, but as i see it then there needs to be something that can be a threat to the Jets and them dominating the maps, a good and intelligent Jet pilot can still go 50-0 if he/she knows how to deal with the MAA and are communicating with their team, i seen that several times, even when the MAA had ARM's equipped.
MAA vs Scout.
I still feel the MAA is a bit out of balance when its head on head with a Scout and the Scout got a full pit crew, its not a big issue, but definitely something that needs to be looked into, a solution to this could be slowing down the repair tools on the Engineers while they are in the Scout Helicopter, removing repair while in flight would be unfair and wont appeal to people who wants to play as a team.
MAA vs Attack Helicopter.
The Attack Heli still have some issues as well that needs to be looked into, such as it being flipped over when being hit by ARM's and PRM's.
I haven't tested this out my self yet, so i don't know if its because the gyro isn't equipped, or if its because the missiles hits to to hard which is causing it to flip over.
Post on Attack Choppers: http://battlelog.battlefield.com/bf4/forum/threadview/2955064769335979427/ [battlelog.battlefield.com]
MAA in the mainbase! (Lancang Dam)
The biggest issue that's left in my opinion is that its able to shoot from from main base to main base (Lancang Dam), and being able to hide in the cover of the SAA, this issue definitely needs to be looked into.
A solution could be the ARM and PRM simply wont be able to be fired while its in the safe zone, another could be adding an angle on 15 to 2010 to 15 degrees to the MAA where the ARM's simply wont fire and or work as a dumb fire missile, giving the Helicopters in the enemy base a chance to take off without being hammered down by the ARM's.
15 Degree Angle Dead Zone : http://prntscr.com/29w3eu [prntscr.com]
Of cause, this is just my opinion and thoughts that could make it more balanced. =)
Personally i don't find it "overpowered" anymore, at least not compared to other vehicles, it is way more in balance now than it was in the start.
***************************************************************************************************************************************************
Original Post
I been playing with the Mobile AA a few times now, and been using the "Active Radar" heat seekers, and i came to a conclusion, they are way way to overpowered!
Choppers simply stand no chance against them, and in my opinion i think they should be either removed from the game, and or re-balanced.
Just an idea for a re-balancing them.
- Only active over a curtain height. (50-100m over the ground) (This will make them more useful for jets flying out of range)
- Increased reload time, so they cant be spammed. (20 seconds between each set seems to be fair in my opinion.)
- Increased time on weapon change, 5-7 seconds when changing from heat seekers to the main gun.
Cause as they are now they are just way to easy to use, and on top of that way to over powered, 2 hits and the choppers are disabled, and 5 seconds later there are 2 new reloaded and can be fired at the same chopper again, making them an even easier target.
+ The pilots gets no warning until its so close to them they cant react to it with their countermeasures.
Of cause, this is just my opinion, but im sure chopper pilots find these "Active Radar" heat seekers a bit annoying and overpowered.
***************************************************************************************************************************************************
Scout Helicopter.
-- Should not be able to be repaired while in flight.
-- Engineers should have a longer cool down on their repair tools, and or repair slower.
-- Should be able to take 3 to 4 ARM's before blowing up.
-- Should also have a shorter cool down time on the countermeasures.
-- Should not be able to be knocked over by ARM's and PRM's.
Transport Helicopter.
-- Should not be able to be repaired while in flight.
-- Engineers should have a longer cool down on their repair tools, and or repair slower.
-- Should be able to take 5 to 6 ARM's before blowing up.
-- Should also have a shorter cool down time on the countermeasures.
-- Should not be able to be knocked over by ARM's and PRM's.
Attack Helicopter.
-- Should be able to take at least 4 to 6 ARM's before blowing up.
-- Should also have a shorter cool down time on the countermeasures.
-- Should not be able to be knocked over by ARM's and PRM's.
Jets.
-- Should be able to take maximum 3 ARM's before blowing up.
-- Should also have a shorter cool down time on the countermeasures.
Main Base / Uncap Base.
-- The MAA should not be able to hide in the main base in cover of the SAA.
-- The SAA should be able to shoot down ARM's.
Acronym's
-- MAA = Mobile Anti Air.
-- SAA = Stationary Anti Air.
-- ARM = Active Radar Missiles.
-- PRM = Passive Radar Missiles.
***************************************************************************************************************************************************
Other posts addressing this or similar issue/problem.
http://battlelog.battlefield.com/bf4/forum/threadview/2955065670137325536/ [battlelog.battlefield.com]
http://battlelog.battlefield.com/bf4/forum/threadview/2955065670129631835/ [battlelog.battlefield.com]
http://battlelog.battlefield.com/bf4/forum/threadview/2955064767227001363/ [battlelog.battlefield.com]
http://battlelog.battlefield.com/bf4/forum/threadview/2955065670135565428/ [battlelog.battlefield.com]
http://battlelog.battlefield.com/bf4/forum/threadview/2955064767236680604/ [battlelog.battlefield.com]
http://battlelog.battlefield.com/bf4/forum/threadview/2955065670127982959/ [battlelog.battlefield.com]
http://battlelog.battlefield.com/bf4/forum/threadview/2955065218726010158/ [battlelog.battlefield.com]
http://battlelog.battlefield.com/bf4/forum/threadview/2955065218816237514/ [battlelog.battlefield.com]
http://battlelog.battlefield.com/bf4/forum/threadview/2955065219907176264/ [battlelog.battlefield.com]
(Please keep the post on topic and keep a respectful tone to the devs and to those who post in this thread so this issue can be taken serious.)
Mind over matter... Because i dont mind that you dont matter! | System : http://valid.canardpc.com/y2q610