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Echo38

"Tunguska!!"

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We play Warfare BE on games.on.net #1 which has a missile range limitation parameter (missiles simply disappear after 4km flight distance). We always set this to no more than 4km. Pilots can then stay up high and not be insta fragged by the 6 angry OPFOR players sitting in Tungs waiting for their free $25,000. Linebackers are also given Tunguska Missiles in place of Stingers via Unit Balancing so they can combat aircraft like the KA-52 and Su34 effectively. The missile range limitation of 4km also ensures the Linebacker's radar is also up to spec, as previously OPFOR air could sit outside of the severaly gimped Linebacker radar range and have virtually no competition.

Unfortunately Mk82s and FABs are not effected by Missile range limitation and thus pilots can kill you while you can't kill them :/ Thankfully not many have figured this out yet. Might have to create a ticket on dev heaven for benny about that...

I wish BiS would have a bit more consistency as far as Radar ranges and MWS is concerned, makes PvP a bit of a headache. It's odd seeing MWS on Mi-24 Ds and not on A10s and Su25s. We have to use mods and tweaks to fix it when they could release official patches and bring everyone onto the same page. I recommend using ;

http://forums.bistudio.com/showthread.php?107589-TGW-Vehicle-Fixes

To make your piloting career in ArmA a little less migraine inducing.

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How the hell can you hit an AA platform with a dumb bomb from beyond 4km?

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You press Tab (or 2 menu select target) and they "self-guide" 100% accurately from 11km in the air ;)

My explanation is "Bohemia Interactive Studios." or simply, "BiS" Somewhat of a Mantra in our community.

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It's an ArmA 1 bug ... it has been there for a long time ,and no one cares about it. but in the other side there is no other alternative,planes HUD is so poor for CCIP things.

It's the only way to kill tunguskas safely for the moment using a plane !

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you miss the main point of introducing potent AA system ingame - force players LEARN how to CO-OPERATE.

because AA systems way more easily downed from earth and vice versa.

so, generally, just like in real life join operations of all-arms air-land-sea forces/units, covering/supporting/helping each others - ESSENTIAL to anything really meaningful ;)

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I believe the Tunguska uses radio-command SALCOS guidance for its missiles, meaning it shouldn't be able to do "snap" missile shots as easily as can be done in game. Earlier variants of the missile system were also rather vulnerable to jamming and countermeasures.

Would a Maverick do the job with dealing with them in ArmA2, or do they lack the range?

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I think with Mavericks it's see first, shoot first. That's how it usually is in ArmA where you don't usually fight at maximum range, and that's how it was in Lock On.

ACE makes the Tunguska's guidance SACLOS for the human gunner, making it almost impossible to hit any target that isn't hovering for you. I can't imagine how the real gunner controls that missile.

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ACE makes the Tunguska's guidance SACLOS for the human gunner, making it almost impossible to hit any target that isn't hovering for you. I can't imagine how the real gunner controls that missile.

I think the radar would do most of the work of keeping the turret trained on target.

From what I've read about the MIM-146 ADATS (which would have been something of a NATO counterpart) it worked on a similar system but electro-opitcal sensors take up the tracking after radar initially acquires the target.

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How the hell can you hit an AA platform with a dumb bomb from beyond 4km?

MK82. :)

And yes, Tunguska is OP and totally unsuited for PVP - the missile velocity is far too great compared to what fixed-wing aircraft are capable of reaching in ArmA II. Traveling at your V max perpendicular to its LoS will get you shot down 99% of the time.

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1. do pitch-up attacks.

2. do barrel roll[in your chair], every time you ordnance hit'em.

3. try something better than "rambo attack" against AA. human waves didn't won wars, despite schoolbooks in some countries.

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