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Before you fire the missile take into account how far it has to travel/check if the enemy is able to use the terrain to their advantage to dodge a potential missiles coming in. When you are firing at targets close to the ground which a good majority of people usually are at that br range your radar will get confuse the ground and the plane making your AAM basically ineffective, and if it does somehow manage to hold a lock it is very easy for an enemy to just notch it into the ground.
Also when you’re firing radar missiles make sure no friendlies are around the enemy, and make sure your radar can have a clean line of sight to the enemy, just because you can see an enemy and get a lock doesn’t mean your radar will always and forever track that enemy, if a friendly gets too close or goes in front of your radar for a second, the radar will switch to the friendly target.
Also radar missiles will blow up if they lose track for a long enough time so that’s why that happened.
A lot of people thing AAM are just 2 buttons easy peasy(which they kind of are) but you definitely need to make sure you have the right parameters for a launch, you can’t just launch them all willy nilly and expect great things.
Top tier can be really rough if you jump into a premium without having experience with your radar and missles, generally id look up videos on radar control as not every radar mode is equal and some are complete ♥♥♥♥♥♥♥ at keeping missles locked. I dont personally own the f4s so someone who does can correct me but afaik you want to use the pulse doppler mode for best missle tracking otherwise use the hmd mode. Other than that it just takes a little bit of practice to get to know your missles quirks (some missles track very well when fired vertically in a climb but cant track for ♥♥♥♥ in a dive for example).
The Sparrow in the lastest match seems to be a case of "The more you know...", although I never had that happen before.
The IR missiles I am not so sure about. It seem the seeker freaks out right before impact...
Gonna figure out how to link to the replays when I am back from work.
About firing missiles...
Not sure what to say. I fire the well within their launch range, try to lead them into the target at launch so they don't make a hard turn at launch and save some energy. But still I had enemies fly in a straight line away from me, not maneuvering and no countermeasures yet the missle did not hit.
Here's the problem, gaijin recently changed how sparrows work and other SARH radar missiles, because of this change they will randomly quit tracking or not track all together for seemingly no reason, from my experience there is little you can do to ensure it will track other than make sure you're using SRC PD, and that the target is not notching (flying perpendicular to your radar) or flying really close to the ground. These idiots in the comments will say "skill issue" and provide little explanation or advice, that's proof they're trolls/morons. the f4s is a okay grinder and is really not a great plane, I suggest you grind your way to either the f16 or the f15, you will have more enjoyment with those. If grinding is not too big of a issue for you I suggest you grind the russian tech tree, the german french or swedish tech tree, as those have the best top tier jets. I've been very frustrated with sparrows myself lately, so I changed and got the mirage 2000, it's one of the best and most enjoyable toptier planes I"ve ever played, it's reliable, consistant, agile, and well balanced, I whole heartedly prefer it to the f16 or f15, because it doesn't get crap sparrow missiles.
Anyway, sorry for the rant, TLDR, sparrows are bad missiles, play russia, france, sweden, germany for a better experience. (France is a pain untill rank 4-5)
Sorry if I wasn't clear. What I meant was that the missile was tracking its target properly but despite the fact the target didn't really manoeuvred, it never connected/hit the target
The radar paints with a cone, so multiple targets can get painted at sametime. When the missile has two targets within it's seeker heads cone vision it will prioritize friendlies over enemies, cause their data is not going through the system so won't have any issues tracking teammates.
Especially when the anti-cheat was first introduced it was very apparent that vehicle were being invisible cause it was deciding that you weren't suppose to be able to see them, so your game wouldn't know about their existence.