M.O.A.B wrote:
They really need to fix the lock-on inconsistencies. Getting real tired of being locked by Stingers/IGLAs a second after countermeasure deployment, rendering it completely pointless (below radar is equally pointless now), and the rapid fire of missiles, so even if you dodge or fool one, they just hit you with an immediate follow up. On the flipside, any enemy aircraft pops flares/ECM and I'll get no lock on for a good five seconds, and even if they clear the clouds the missile still goes for them. Same with the IR smoke for vehicles. By the time the smoke dissipates they've reloaded and they're practically impossible to kill with Javelins. Got locked myself the other day and fired smoke. Still got hit and locked whilst sitting in the screen.
/Rage
The only lock-on inconsistencies I'd like to fix is the laser guided/javeline target aquisition "bounce" between adjacent vehicles; especially when one of the vehicles happens to be unoccupied. Makes using the LGM and (to a lesser degree) heat-seekers a real bitch to use at range.
Below radar is not pointless for A-to-A, only for SAMs; and it's been that way since the Armored Kill patch. Below Radar is VERY important for a heli or jet to avoid A2A lock on.
Countermeasures will not be effective if you fly past the deployed flares and/or ECM. Once you clear the 'cloud' they'll lock on. By that point, you should be on the deck and retreating behind cover hoping to break the lock or intercept the incoming Javeline/Stinger. With any countermeasures, immediate deployment is the key; especially with ECM. The goal is to minimize the regeneration time so that it's available (even if it's a split second) before the next incoming missle.