Four questions
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- When using any of the attack orders, my AI wingmen always fire from RMax, and the bandit usually just turns around, lights the burner and runs away into their territory, and my wingmen follow them. When the missile self-destructs, the bandit turns around, and my wingmen fire from RMax again, rinse and repeat. Is there some way to make my wingmen more conservative with their missiles, especially against low threat targets?
- SAMs aren’t very effective in 2D. I keep seeing hostiles attacking targets in my territory that should be protected by multiple SAM sites.
- How do PAKs work exactly? I’ve noticed that by default the ones near the FLOT are redder, but there’s also a red one way back in my territory. Are they meant to tell the AI where to frag most flights, with the one near the rear used for support flights (AWACS, tankers and such)?
- AWACS gives threat aircraft warnings to other flights in my package, but not to me. Why?
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for the first just tell him to rejoin whenever he decides to go by himself and chase the bandit. You can chase the bandit your self, the wingman will be with you if ask “rejoin” repeatedly. Once you are in good “flashing” range tell him to attack.
I’ve seen sams flying when in the ramp and shooting down aggressive attackers, do you have enough patriots in the airfield.
For the AWACS perhaps it depends on the type of mission, A-A might get an auto warning but perhaps you need to ask if you are on a bombing mission.
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- When using any of the attack orders, my AI wingmen always fire from RMax, and the bandit usually just turns around, lights the burner and runs away into their territory, and my wingmen follow them. When the missile self-destructs, the bandit turns around, and my wingmen fire from RMax again, rinse and repeat. Is there some way to make my wingmen more conservative with their missiles, especially against low threat targets?
- SAMs aren’t very effective in 2D. I keep seeing hostiles attacking targets in my territory that should be protected by multiple SAM sites.
- How do PAKs work exactly? I’ve noticed that by default the ones near the FLOT are redder, but there’s also a red one way back in my territory. Are they meant to tell the AI where to frag most flights, with the one near the rear used for support flights (AWACS, tankers and such)?
- AWACS gives threat aircraft warnings to other flights in my package, but not to me. Why?
In addition to the rejoin command, when they ask for permission to engage, issue the weapons hold command because with no reply they will eventually engage.you may have to issue it multiple times. Wait until in better range then issue one of the engage commands.
You can control Paks, just read the manual, but it is pretty straightforward.
If you are not getting AWAC info about threats, then most likely your are part of a package and are not the escort flight. To maintain SA, just continually request picture and/or threats from AWACS.
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In addition to the rejoin command, when they ask for permission to engage, issue the weapons hold command because with no reply they will eventually engage.you may have to issue it multiple times. Wait until in better range then issue one of the engage commands.
The problem is that requires some micromanagement that may not be possible in some situations.
You can control Paks, just read the manual, but it is pretty straightforward.
The manual only mentions PAKs once, and doesn’t say exactly what their priority does. For example, if I lower the priority of Seoul in Rolling Fire, will the AI stop fragging AWACS and tanker flights? How do I tell the AI where the FLOT is or at what distance from it it should frag support flights?
If you are not getting AWAC info about threats, then most likely your are part of a package and are not the escort flight. To maintain SA, just continually request picture and/or threats from AWACS.
That sucks. I was wondering if I was doing something wrong.
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- When using any of the attack orders, my AI wingmen always fire from RMax, and the bandit usually just turns around, lights the burner and runs away into their territory, and my wingmen follow them. When the missile self-destructs, the bandit turns around, and my wingmen fire from RMax again, rinse and repeat. Is there some way to make my wingmen more conservative with their missiles, especially against low threat targets?
I usually wait until the correct firing range to tell my wingman to attack.
- AWACS gives threat aircraft warnings to other flights in my package, but not to me. Why?
Check you have the right comms channel setup. I have asked AWACS for threat/picture etc and not heard anything back because I was still on UHF4 instead of UHF6. Click Comms Plan in your DTC in 2D before you commit as well.
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1. Dumb wingmen. I don’t think anyone likes the problem of dumb wingman (whether AI or in RL lol). Anyway joke aside, my guess is that we don’t have a BMS development member that is willing to spend the time on trying to improve the annoying wingman that doesn’t take weapons hold or rejoin seriously enough. It really chaps my hide when I am trying to bug out and my wingman keeps turning back to engage someone even though I’ve called rejoin. Or you call rejoin and he doesn’t let you know, “unable merged” or “unable spiked M29 close” or some such. The workaround is to fly with humans as much as possible. At least if they make a mistake they feel bad about it. Heh heh.
2. Surface to Air in 2D. I would like to see what the devs have to say about that for sure!
3. PAKs, I think you got it right.
4. Not getting radio calls meant for escorts and caps. I just disagree with your sentiment that this “sucks”. I don’t know about RL but I would think AWACS assumes that the package is on the package channel and so giving information on that channel goes out to everyone in the package (or at least flight leads). If you are complaining that AWACS gives out relative BRA to a different plane than yours I think there is a config setting where you can reduce the range at which relative BRA is given rather than Bulleseye. I’ve never tried it though. Anyway, my point is that it seems realistic to me and quite frankly one of the reasons Falcon is so engaging IMO. That is that the game/war isn’t there for you, it’s not trying to fool you into thinking you are the center of the universe and conflict. Nope, it invites you to roll up your sleeves and – win or lose – fight hard for your side. I like the calls to other flights, etc. It’s immersive. Anyway, my two cents there.
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About the dumb AI wingmen, I do what most of you say, tell them weapons hold and give them the order to attack when we are at a good distance. But that takes some micromanaging and doesnt allow using the new combat tactics like pincer or grinder.
2. Surface to Air in 2D. I would like to see what the devs have to say about that for sure!
Agree