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Old 2011-10-11, 07:23 AM   [Ignore Me] #31
Traak
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Re: Countermeasures for fighters


Yeah, flak in the real world was largely timed. The Skysweeper did that automatically, setting the timed fuse before the round was fired, based on radar-determined anticipated positional data.

However, I vastly prefer proximity-fused flak.
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Old 2011-10-11, 10:43 AM   [Ignore Me] #32
Kouza
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Re: Countermeasures for fighters


Most people just got mad when they got cought off gaurd in PS1.. I always found it funny when I pulled my chaingun, and blew up a Mossy that was hovering trying to kill me. Aircraft in PS1 are like paper but, they deal a lot of damage.
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Old 2011-10-12, 03:45 AM   [Ignore Me] #33
Traak
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Re: Countermeasures for fighters


Aircraft without cheats, maybe. As I said, I was amazed how many full-clip bursts I put into Reavers to see them fly away. If I shoot at you, see the yellow COF bloom thing to tell me I got a hit, your computer should not be able to say "Oh, no, I'm not hearing this, lalalalalalaaaa!" through use of cheats.
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Old 2012-02-24, 07:52 AM   [Ignore Me] #34
Shogun
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Re: Countermeasures for fighters


time to necro this ;-)

so can we get a little more info on countermeasures now?
in the pc gamer article it was mentioned that even the vanguard can be equipped with countermeasures!

so what kind of missiles will there be, which of them can be countered, and what units will be able to equip countermeasures beside the MBTs?
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Old 2012-02-24, 02:13 PM   [Ignore Me] #35
Ailos
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Re: Countermeasures for fighters


Must confess to not bothering to read all of the comments above me, and this may have already been mentioned, but

I would love for all basic AA weapons to start out as dumb-fire, ES types. In other words, everyone starts out with a basic AA weapon - TR with flak, NC with a fast-travel missle, and VS with some plasma bullshit. And then as you progress you can pick what kind of addons you get for your weapons that modify their functionality. For instance, the NC might have access to a wire-guided missle head that has a shorter range, the TR might add heat-seeking projectiles that do slightly less damage (because some of what used to be ordinance space is taken up by electronics), and the VS can add some fancy magnets on the side to actively guide their balls of plasma, but that cause damage degradation with distance. In such a scenario, there will be situations where you'll be better off using just the standard AA weapon, and in other cases, such as when aircraft are slow or closer to the ground.
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Last edited by Ailos; 2012-02-24 at 02:39 PM.
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Old 2012-02-24, 02:15 PM   [Ignore Me] #36
Grognard
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Re: Countermeasures for fighters


Originally Posted by Tapman View Post
When it comes to air-to-air combat, I want to be able to do this as my countermeasure:

http://www.youtube.com/watch?v=k-wFI...layer_embedded
LOL...WTF???
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Old 2012-02-24, 04:33 PM   [Ignore Me] #37
jakaul
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Re: Countermeasures for fighters


I just hope aircraft have reasonable countermeasures. "Flying away" as was the case against most AA in PS1 isn't what I would consider reasonable.
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Old 2012-02-24, 04:58 PM   [Ignore Me] #38
ArcIyte
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Re: Countermeasures for fighters


The only AA that was actually fun to use was the Burster. Everything else was incredibly boring and easy.

Hopefully they go in that direction.
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