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 FSX Air Combat ROE's.

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Dragnoxz'
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PostSubject: FSX Air Combat ROE's.    Tue Sep 18, 2012 9:00 pm

Fighters, get opponent in HUD within 1.0 mile or less; Call out target opponent Game Spy Name, then begin the count, not too slow and not too fast, in a constant rhythm; if opponent escapes the HUD, you lost tracking-to-lock, and you will have to re-start once opponent is back in the HUD within 1.0 mile or less. If you manage to complete the count for lock, immediately call out Fox-2.Give a moment for missile air travel, and then if you are still holding your opponent in the HUD, or you know your missile and opponent were in good relations to hit, you got a shack. Most of the time, a fighter is going to go down, but for target craft like transports, it usually takes more hits. A good connection to a inner wing engine could take a wing out, depending on the size (C-130wing hit it is going down), (C-5 wing hit, will need more missiles on the same impact area).

THERE ARE NO “Guns, Guns, Guns” GUN KILLS- If you are closer than 0.2, you can claim a gun kill, but must count like normal with double the time of a missile count, like to 10-onethousand, then call a Fox-2. Within 0.2 of a mile or less, up to10 one thousands, I think that is good enough to count for a gun kill. TheFox-2 and not much time can be good enough for a gun kill.

Bombing- Heavy Bombers that reach their targets automatically hit their target as long as they are lined up properly. Just being over the target, it can be accepted that a bomber hits their target. Bombers line up with the target, and when they are about equal to the height and distance of their target, depending on speed, (or if they are lined up), you call out lined up(while lined up) then when ready, call out BOMBS THE WAY (You dropped your bombs). RTB, once payload is gone, and escape before enemy takes you out. Even after you bomb something, bombers must make it back to base to complete their op. There could be ambushes on the return home.

The way to prevent a big bomber from bombing your home is to NEVER let them get there. There are guided bombs now. Even if they are carpet bombs, the target is screwed either way. If you hear an enemy call out bombs the way, and if they are on target, it is too late. Bombers may take multiple missiles, same as Transports.

Strike Bombing (Fighters) - It is logical for fighters to line up for the targeted area, if they can find it. If you see a fighter going in for a dive on a target, and call Pickle (Bomb Drop), it is too late. You need to stop an enemy plane from calling Pickle, during their dive, or while they are lined up.

Chopper kills, it is safe to say one missile will take out a chopper of any kind. Shoot them down the same way you take out fighters. Choppers in air to air can count just like fighters, but must be within 0.5 or less due to their slow speed. Choppers can hide in hills, trees and rivers, as well as among buildings. It might be logical to say that if a chopper ducks in between buildings and is low enough to be below building tops, they would not be in danger to fighters. This would take into count that not everyone can see the buildings, so down low above town-looking textures, they could be safe from fighters, but other choppers is different.

Make sure you know how many missiles you have before engagement, and when you run out you need to head back to base, and or try going in for the 10 second at 0.2 range kills.


Last edited by Dragnoxz' on Thu Jun 20, 2013 4:33 am; edited 1 time in total
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TheFalcon

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PostSubject: Re: FSX Air Combat ROE's.    Thu Jun 20, 2013 1:06 am

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Omni Core Unltd.

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PostSubject: Re: FSX Air Combat ROE's.    Thu Jun 20, 2013 9:54 am

The Falcon's post is rude, inconsiderate, childish, and completely uncalled for...I like it.  afro
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Dragnoxz'
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PostSubject: Re: FSX Air Combat ROE's.    Fri Jun 21, 2013 2:01 am

I agree, it fits him very well. I think he should have an official call sign from this. Anyone care to attempt to christen him with a name ?
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