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In multiplayer, AAMs do not behave like on the campaign. In the campaign, the induction angle is way lower, which means, it turns slower. In campaign again, the missile can lose its target, if the missiles goes too far from the player. (Which doesn't happen in TDM.)
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quote: Originally posted by UnknownTarget: So now you're agreeing that AA missiles are unfair? Which is what I was saying? They're unfair and unbalanced?
no, i'm saying you're going to get shot at regardless - so play nice and die, or adopt the weapons at your disposal and kick ***.
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All of the missiles are balanced *and* fair. I never whine about what weapon(s) I get killed with, I just learn and adapt.
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in combat games, theres no such thing to me as an unfair weapon. i learned over a decade ago that many people in multiplayer will always consider one(sometimes more) weapons as 'cheap' or unfair. in descent 2, if an earthshaker missile impacted a football field away, you had half a second of screen-shaking time to avoid them before they hit you. half a second. it took me a while to learn how to avoid them - in fact i had to be taught by a clan member who loved playing earthshaker-only games. it CAN be done. just because you cant doesnt mean the weapon is unbalanced. have you fooled around with inducing a stall when the lock begins?
--- --- --- --- "...for in such dangerous things as War, the errors proceeding from a sense of benevolence are the worst."-Carl Phillip Von Clausewitz, Vom Kriege
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