Okay, so those of you not flying or not paying attention may not have noticed some changes to what happens in cockpit when you're locked on. We'll go through a chronology, as some parts are good and some bad. Step 1 A guy points a lock on launcher at you. When flashing 'Lock' in your face (albeit in a stupid colour that is NOWHERE NEAR as visible as it should be...) it now says 'Lock (G)' or 'Lock (A)' depending on whether you're being locked from the ground or the air. This is great. High-five for SOE finally pulling their finger out. Step 2 Once they've achieved a lock and fired a missile, the lock on warning leaves. This is ******** in the extreme. I understand the intention may have been so you can tell if further missiles are locking you, but there's no reason not to come up with a 'Locked' or 'Incoming' label separately to the 'Lock (G/A)' for this purpose. The absence of a lock on warning is replaced by an incredibly quiet beeping (a small firefight below is -far- louder, as is any background noise on VOIP, or in my experience, my housemate's music next door...). Once again, stupid. It's most definitely the most important sound to you at this point, and any military engineer would ensure it's audible in a combat scenario. The beeping gets louder as the missile approaches (as far as I can tell - this could be psychosomatic) - not enough to make it truly audible until immediately before impact, by which time it's far too late to do anything about it because... Step 3 The missiles now display on the minimap. This is fantastic. Unfortunately, it highlights two huge problems with game design. First, when getting in an ESF, you're left with a radar that was designed for infantry combat and is in no where near scalable enough for this functionality to be useful. At the very least, an arrow needs to appear on the minimap for a missile until it gets within your ~150m radar range (which will take the missile 1.5 seconds to cover). But the bigger gripe, and if there were ANY functionality in the minimap display, this removes it entirely, is JUST how clientside the recognition of this missile is. For those of you not feeling a sense of relief that I've finally got to the really important issue, let's explain. It's the same as getting shot around corners. On the shooter's client, the missile is dozens of meters further towards the target than it is on the target's client. This means that when you watch the missile coming towards you on the minimap (with full zoom), a hit isn't scored when the missile reaches you, it's scored when the missile has crossed around 25% of your map (i.e. is in the middle HALF). So what we've got, is a 75m (0.75 seconds missile travel time) window where you can see the position of a missile with almost no visible/audible warning. Essentially, this renders the new mechanics nigh-worthless; sure they're clever, and it's the start of SOE showing they're capable of interesting mechanics... But the execution utterly fails, and I'd readily swap it for simply continuing to have the 'Lock' thing flash at me whilst the missile heads towards me. Given that speed is still the only reliable way to evade missiles, knowing their position for the last 0.75 seconds before impact is hardly a good trade for actually being aware they're approaching for what could be 4 seconds of travel time. Solutions: Firstly, make the missile approaching sound MUCH louder. MUCH MUCH louder. I should be able to hear it over my own guns firing; at the very least, over everyone else's guns firing. Secondly, add a visual cue that a missile is incoming (PREFERABLY IN A COLOUR THAT SHOWS UP ON YOUR HUD - red on red in a Mossie is hardly a helpful UI...). Those two are vital. These two would be lovely, albeit perhaps more challenging: Firstly, make the minimap zoom out to 400m radius for vehicles. If not, make the minimap display the position of out-of-minimap incoming missiles with an arrow, or make them anchor to edge of screen like engagement radar. Secondly, find someway to improve missile tracking, such that missiles do not 'teleport' the last 75m; whether this is by hypothesising missile positions, or communicating their position in some kind of 'priority' channel, or some other clever whizzbangery you're capable of is irrelevant. Anything would be better than the nonsense we currently have. TL;DR The changes to lock-on warnings and tracking were a good idea, but sloppily executed. Don't just think as to 'what would be clever' when patching things; thing about what an actual interface designer in a military engineering firm would do. If one of your biggest threats is an incoming missile, make the warning that said missile is incoming BIG too. Solutions are above, but in general can be summed up as 'keep the new features but add back a bit of the old ones, and keep working on making the game better.'