A list of puns related to "FIM 92 Stinger"
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bruh
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FIM-92 STINGER
Weapon type - Secondary/Other (MANPADS)
Instruction-
American fire and forget ground to air missile (MANPADS)
Made to replace FIM-43 REDEYE
Belive it or not, it can even lock on to ground units if they have enough heat.
Can even lock on to humans!
Unlock rank-0 (free for all weapon)
Magazine size- 1/1
Reserve ammo- 1
First of all:
you can't shoot the missile before you lock the enemy
Damage:
Direct hit damage- 40~50
explosion damage- 60~60
Explosion radius- 5 studs
airburst radius- 3 studs (if the enemy is near 3 studs the missile will automatically explode)
Damage range- 300~400studs
Head mult- 2*
Torso mult-1*
Muzzle velocity-
Before Acceleration- 500 studs
After Acceleration- 4000 studs
Acceleration takes 0.3 seconds after the launch
After accelration, missile can follow his target
Self Destruction range- 1000studs
Seeker-
FOV- 100 (The enemy has to be inside the FOV in order to lock in)
Need to wait 1 seconds to lock
For fast moving targets or high located targets stinger only takes 0.1 seconds to lock
(for counter che!ter)
Fast move- above 30 walkspeed
Higher located- above 150 studs from you (not further, above)
Missiles can be fooled by other objects closer.
Weapon walkspeed- 10
Aiming walkspeed- 5
TACT/EMPTY Reload time- 5 seconds
Recoil- 0.01,0.01,0.01 (only some shakes involved)
Attachments-NONE
Air to Air missile actually can lock on to ground targets if they have enough heat.
So technically it isn't that wrong about it. (though this is bit exaggerated, pf is a casual game so we can just let this go since it is not 100% wrong with irl mechanism)
How to counter the missile:
RWR ( Radar Warning Receiver):
Before going off, PF already has RWR (radar warning receiver) in the main game.
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if you are locked by the rad
... keep reading on reddit β‘Like... i GUESS its a way to somewhat balance the stinger but its in 95% of the time more than useless tbh. The arc it makes when launching is just too much and far from beeing realistic since gaijin and ppl like to jump on that train. Even without the factor "realism" it should get buffed a bit so some vehicles can AT LEAST defend themselves against for example jets flying in a straight line without ANY movement towards a heli.
yeah yeah i know helis a the devil blabla
Long story short, AIM-92s don't have proximity fuse in the game just like real life and rely on direct hits to deliver damage. Nevertheless, a lot of times Stingers behaves like it has proximity fuse by detonating itself just before contacting the target. Given the small amount of explosive filler in this missile, it's very likely to cause little to no damage at all. I think this is why Stingers are so inconsistent in terms of effectiveness right now.
Now, I know they are small MANPADS, I know that Russian choppers, Havoc in particular, are flying tanks, but Stingers have 1 pound of HE fillers in the warheads after all. This is roughly the same amount of HE filler as a 3 inch Mk.34 Naval gun found on Asheville and Chikugo etc. Taking a Stinger to the fuselage is the same as taking a direct hit from a Naval 76mm HE shell. Maybe if the missile hits the protected area a Havoc can stand one hit, but the next one definitely should be a killer.
Any tips on how I can use these annoying little shits more consistently against enemy helicopters, props, sub-sonic and super-sonic jets?
EDIT: why the downvotes? Cause helicopter bad?
IW, please add the Stinger to this game. Make it lock-on fire only and have the missile be faster than the PILAβs. In Modern Warfare 2 it was great.
I play Ground War a lot and I love helping my team. I always do my best to take out enemy UAVβs and air support between capturing flags. The PILA is nice but the Stinger from MW2 was a lot more satisfying to use. It would be nice to have a dedicated anti-air launcher again.
It seems like a very stupid question, but when I researched a bit for this ground-to-air missile, there where some few question raised. I have read some fanfics of Gate, HWGA for one of a few, and they are great, but still I need something to clarify for a bit.
I mean, it's perfect for an anti-air because of it's speed, accuracy, and it will follow the target for a period of time (homing). But I also found out that aircraft doesn't have much protective armor unlike warships and tanks, and the Stinger has only have enough penetration and explosive to take down an aircraft or halo.
And here's where the problem occurs. I found some sources, first second, that stated that this MPAD is not effective against armored ground units like anti-tank gun carriers and tanks themselves.
And why am I concern with this? Well, the red dragon is a giant flying unit the size of an AC-130, and that indeed might be true and a FIM-92A will no doubt bring down one of those gunships, but in Gate their scales or carapace is as tough as Tungsten. Now we don't know how thick or tough this dragon scale they've described there, but let just assumed that they're as though as a tank, ranging from M60A3 to M1A1 Abrams, to say the least.
(Incoming spoilers below, possibly)
> But in Gate, the JGSDF blast it's arm off with the Panzerfaust 3
Yes, we have all seen or read about that, but there are two things you'll need to understand. First, the PzF 3 is an anti-tank, ground-to-ground missile, meaning it's meant to blow or mess up armored ground vehicles such as tanks. Second, the arm of the dragon may be equivalent to the vehicle's iron tracks or gun barrel, and any recoiless rifle can knock out those things at a certain "close" distance.
(End of spoilers, I guess)
> The dragon is a living creature, not an armored machine; it can feel pain and it bleeds.
True, the red dragon is a living creature, but that doesn't easily mean it can be killed
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