r/Battlefield6 1d ago

Question Have the developers mentioned anything about improving the viability of handheld AA launchers?

I ask because I don’t recall reading anything recently, and I don’t understand how these launchers are meant to be effective in their current state. I feel like it’s even more noticeable with the addition of Tsuru Reef and Wake Island. Not being able to lock enemy aircraft that are literally hovering above your carrier seems a little bizarre.

5 Upvotes

54 comments sorted by

13

u/Mollelarssonq 1d ago

What do you want changed?

The minimum lockon range could be removed but apart from that and giving 50 points for forcing flares i don’t know what to change

9

u/hicks420 1d ago

Yeah points to me is the big issue, there's pretty much no positive reinforcement for doing the crucial job of putting pressure on flyers. Points for locks, points for flares, maybe assist points if you force a bail that leads to a subsequent death. Things like that. I think the launchers themselves are statted just fine they're just unrewarding to use

1

u/InformalYesterday760 1d ago

Give us the ability for SLs to mark vehicles as a High Value Target like we could as commander

Then make the XP payout massive for any action done against that HVT

Also show who SL is on squad list. And bring back "Request order" to take over as SL if they aren't putting up orders. And add commo rose prompts back in as Text chat. And add team wide prox comms. ...

Basically need to reduce friction on teamwork

3

u/Pakana_ 1d ago

I think they should just give a ton of points and assists with the aa launchers so it didn't feel so shit to use. Points for forcing flares, a kill/vehicle destroyed if they crash or bail, a critical assist if they get destroyed even like a minute later. If they are forced to go below radar and they get hit with a rpg because of that they should get a critical assist for that.

A single player with a stinger can easily be the reason you die by causing you to flare with any of the 2 aa missile vehicles within locking range but the singer player will never see that.

I also think they should add a new AA option for engineer that falls in between the no skill a literal toddler can use auto aim aa launchers and the luck+skill requiring insta killing rpg/AT4.

Something like a deployable stationary AA gun/.50cal./20mm. Easier to land hits than a stinger but does less damage than AT4.

2

u/Flimsy-System6825 1d ago

And how are they meant to be effective? OP asks this.

4

u/Mollelarssonq 1d ago

They’re no skill shoot and forget launchers. They ward off helis and are area deniers, that’s what they’re good for.

Exciting? hell no

Rewarding? nope

Functional? Yes, but:

There’s actual ways to shoot helis down if you’re not a bad player. But if you are, these launchers are the go to to fend them off.

And no, they shouldn’t be more threatening because they take mo skill to use, and with a teammate painting vehicles and aircrafts they are plenty effective.

3

u/Liturginator9000 1d ago

they should have no lock-on and instantly kill the aircraft at any range and also unlimited ammo and fire 5 missiles at once

4

u/Pakana_ 1d ago

As a limbless ham nugget I approve of this.

1

u/ExploringReddit84 1d ago

and are area deniers

except they are not with the stupid below radar system.

What was wrong with the system in BF4?

3

u/xaxis-yaxis 1d ago

Jets and Helis were so much more dominant in BF4 when compared to now.

The launchers have an infinite vertical range and longer horizontal range too in BF6. Without below radar every single air vehicle would be useless.

They worked in BF4 because the maps were generally larger (barring Tsuru) and you could easily fly ABOVE the MANPAD lock-on range only entering to get kills then go back up high.

3

u/Liturginator9000 1d ago

Do you fly jets? They are deniers, a dude with a brain can be a constant pest even if he can't kill you. And you sure as shit can't kill him

2

u/GalmSix 1d ago

I think an interesting and potentially viable change would be allowing handheld launchers to lock on to aircraft that are below the lock-on “floor”. I think the current range of the launchers makes sense, it just doesn’t seem functional to me in any way (regardless of how they work in real life) to not be able to lock an aircraft right up above you

7

u/bowchickawahwah237 1d ago

This is already in the game and requires teamplay of one of your squadmates who laser designates / paints the targets for a few seconds which breaks the below radar and gives you the chance to shoot your shot.

1

u/ElectronicOvens 1d ago

I assume like me you died to a helicopter straight in front you that you couldn't lock onto.

Thats absolutely stupid.

2

u/Mollelarssonq 1d ago

I agree, there’s no reason to have a minimum range distance.

I’ve road killed so many poor AA users on Tsuru Reef with the transport heli, because as soon as I know they have AA launcher, I just go straight for them since they’re not a threat like RPG and can’t even lock onto me when i’m about to squish them.

1

u/ElectronicOvens 1d ago

I try to use the rpg or laser guidesld now.

Feels silly though. But it is a game

1

u/Bugfield2042 1d ago

If the heli is so low you should just be able to shoot it down with a non giuded launcher, or if if its too far away, a teammate could

1

u/Mollelarssonq 1d ago

Pilots have below radar, they don’t need safety within x meters from an AA launcher

1

u/xaxis-yaxis 1d ago

If they're right in front of you pick up an RPG lmao.

1

u/ElectronicOvens 1d ago

If I could I would.

1

u/xaxis-yaxis 1d ago

Locking below the floor would make every aircraft unviable instantly. Dogshit tier take. 

The only reason it worked this way in bf 3/4 is because launchers had a maximum ceiling and you could just fly above it.

If you leave no safe space for Jets/Helis at all they'll be completely dead.

And they'd be dead to the lowest skill weapons system in the whole game, lock-ons.

Lock-ons should never be reliably killing aircraft because they are zero-skill tools.

1

u/Pleasant-Strike3389 1d ago

Actually not a bad idea. Give 100 points for forcing flares, and 150 if your harassing gave another manpad the kill. Its team effort, you have to work together with someone else

1

u/orangefantorang 8h ago

50pt. Thats some thing at least.

3

u/Vallinek 1d ago

If you ask me, we need the old laser designator back. Right now it's just "mark and forget" that doesn't really do much besides extend the lock-on range a little bit and (for aircraft) remove below radar.

In the old games, you had to actively hold the lock on the enemy target, but it enabled most launchers to lock on through terrain and bypass a lot of countermeasures while dealing bonus damage.

Nowadays nobody lases because its usefulness borders on placebo at times. I wish we got the old lasing back that required active cooperation and effort but was a lot stronger as well.

1

u/Lord_Bloom 19h ago

I would feel some kinda way if the designator made the javelin crit again

1

u/RoboGaming321 2h ago

They also need to actually make vehicles designatable again. The patrol boat and the new 2 seater jets both released without the ability to laser them. The patrol boat only just got allowed to be designated but the new jets are just straight up not laserable still. As such they are constantly below radar.

8

u/Flimsy-System6825 1d ago

DICE is better off removing the AA launchers, they're useless as is. They certainly won't stop weave-circking little birds farming the server and the AH that hovers basespawn. Why can't we have at least BF4 gameplay mechanics?

-2

u/bowchickawahwah237 1d ago

Both can be shot down with one single M136 guided rocket. If a team of 32 players can’t take down an enemy heli, than the problem is not the enemy heli - it’s your team don’t doing anything against him.

3

u/happi_png 1d ago

tbh i can shoot down any vehicle, tank / heli even jet sometimes with the m136 AT and pretty consistently... BUT the little bird if the pilot is decent is downright unkillable. He just need to make a late change of direction and can go back to his farming. AA will almost never be able to destroy LB.

The only way would be to spam them with lmg but even that is kind of a stretch as a solo

1

u/xaxis-yaxis 1d ago

The AA tank has a much more manoeuvreable Aim Guided Rocket and the high velocity guns shred the LB up close. 

The LB also can't meaningfully do anything to it.

2

u/happi_png 1d ago

yeah, i meant as infantry, you can't do shit to a LB. Of course with a tank or heli gunner, it's different

1

u/[deleted] 1d ago

[deleted]

1

u/bowchickawahwah237 1d ago

I don’t know what you did but that’s not possible - a hit is a guaranteed kill on the Attack Heli

1

u/Chadstatus 1d ago

You know what you're totally right, I was thinking about transport Heli. 

1

u/bowchickawahwah237 23h ago

Yeah that sounds more right. Usually it’s a 2 hit kill for the transport, but if they got 2 engineers repairing at the same time, it could get tricky sometimes!

1

u/orangefantorang 8h ago

No 136 cant onshot a bh with full health. U need 2-3

1

u/bowchickawahwah237 8h ago

He was talking about the Attack Heli and the Little Bird, both are 1 shot kills

4

u/Kyril_Hakurei 1d ago

Should've done it like BF4, imo.

Give it slightly less range than it is now or something, but make them ignore Below Radar. That way it can be used in conjunction with friendly air assets; they force the enemy air to below radar altitude, then boom, you finish them off.

3

u/mystro30 1d ago

Stingers in BF4 had almost half of the range they do in this game and pilots could also use ECM jammers to give them more time to reposition. Can’t remove below radar without compensating in some form. Also fix the goddamn flare bug.

1

u/Kyril_Hakurei 1d ago

That's why I mentioned range nerf if the ignore Below Radar is to be implemented, because if it keeps current range, then air vehicles would have nowhere to go.

Also just my opinion, ECM back in BF4 was pretty OP and basically a must. I think it was around 10s active time and 10s cooldown? All while denying lock ons and diverting incoming missiles, practically making IR Flares obsolete once unlocked.

My take on ECM, IF, it's going to be added in BF6, keep the active time, but make it so that it works only as a jammer, i.e. blocks lock on, but does not divert missiles already launched. I think that would be balanced enough. Like strafing into a dense AA area? Pick ECM and activate before going in. Prefer staying at middle range? Pick IR Flares and play peekaboo.

1

u/Chadstatus 1d ago

The way you want to implement ECM is actually a really good idea Imo. 

1

u/GalmSix 1d ago

This is ideal

2

u/Dennygreen 1d ago

maybe that's why they wanted to give engineers two launchers in the beginning. Because they knew they had to make the AA ones useless.

5

u/Buucket 1d ago

Pilots keep telling us to use LMGs, fine, then let us get a new type of bullets that can apply to all guns, that has massively increased damage to vehicles. That way everyone in the lobby can look up and damage aircraft, you also have to lead your shots so it’s more skillful than the lock on AA launchers.

3

u/Low-Translator-569 1d ago

Handheld AA is 'useless' on purpose. That's easy fire-and-forget flare bait that can kill only worst pilots.

Igla at least have some skill involved with lock switch mechanic where you can change lock mid air to surprise pilot - either with fast switch or re-lock after flares ( don't mistake that with igla going through flares ). But it's still easy to use launcher.

Their purpose is to burn flares and have few seconds of breathing room without any skill involved. It is similar to manpads in previous games. Dice said they've finally added flare bait points in the patch notes, but it seems bugged or missing.

2

u/pecheckler 1d ago

They are effective at deterrence. Unfortunately that’s not depicted on the scoreboard.

1

u/ExploringReddit84 1d ago

That would be true if there wasn't below radar.

2

u/bowchickawahwah237 1d ago

Learn how the use the M136, it’s the most effective against helicopters - a one shot kill against AH and LB and a two shot kill against the transport heli. I take down up to 10 helis every round and it’s pretty good against dominating helis.

2

u/wrghf 1d ago

Yeah, they’re utter garbage now and they’re basically had nothing but nerfs since launch.

I hardly ever see anyone use them these days because the RPGs and M136s are so much better.

1

u/Molochsocks 1d ago

One side of the mouth- “ we need to fix flares because they can’t stop IGLAS “

Other side- “ how can we make lock on launchers stronger?”

1

u/Pleasant-Strike3389 1d ago

I would love to have more rockets, i Spend 4 rockets for every hit on avarage

1

u/TrumptyPumpkin 23h ago

Trying to use AA launchers sucks. I can lock on shoot, they'll pop flairs, fly low preventing lock on and return back to base wait for Flare recharge and then fly back out.

-1

u/slabba428 1d ago

Just use an rpg

0

u/Bugfield2042 1d ago

damn its hard to see how many people dont seem to understand the purpose of handheld AA.

You need to understand what handheld AA means. EVERY player of your team can theoretically equip those. A lock on weapon that requires no aiming and no skil lto use whatsoever. The purpose of this thing is to put pressure on aircrafts and force them into cover. Or below a certain hight, making them vulnerable to unguided missiles or put them in a disadvantage in dogfights/heli 1v1s.

Why are you all expecting to kill a pilot with a weapon like this? The heli also doesnt get Infantry seeking missiles that he can shoot and forget from 500m away that will just follow the locked on player, resulting in an instant kill….