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[Feedback] Helicopter PvE: First Live Test Run


Stona
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We are starting to test a new game mode in War Thunder! In the opendev of the “Wind of Change” update, you were able to try helicopter battles. We have improved the mode based on your feedback and want to invite you to try it out again on the live server.

(AB) [PvE] Helicopter Battles are available in the “Event” tab.


Depending on the BR of your helicopter preset, a game session will be created in one of the encounter options:

  • 7.0 BR — 9.3 BR
  • 9.7 BR and higher

Game mode features


In this game mode your team (human players) must advance the front line by destroying enemy bases and other ground targets scattered across the map. You can respawn unlimited times in this game mode, where each respawn will cost you Silver Lions.

The economy in this game mode isn’t final; we can change it in the process of testing as well as improve the mode itself.

Changes after the first test

 

  • The game mode has been divided into several rank ranges for early and late helicopters, where the weapons and characteristics of your opponents are taken into account.
  • The number of convoys has been changed from 2 to 3.

Give us your impressions


We will be tweaking the event based on the testing results and your feedback. Leave your ideas, comments and report bugs of this game mode you encountered in this thread. 
 

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  • Stona changed the title to [Feedback] Helicopter PvE: First Live Test Run
51 minutes ago, Stona said:

Depending on the BR of your helicopter preset, a game session will be created in one of the encounter options:

  • 7.0 BR — 9.3 BR
  • 9.7 BR and higher

 

Thank you so much for listening to player feedback!

 

This is a great first step :goodsnail:

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57 minutes ago, Stona said:

The game mode has been divided into several rank ranges for early and late helicopters, where the weapons and characteristics of your opponents are taken into account.

I did NOT think I'd live to see that. Wonder if the economy will be as horrible as the dev server's would've been without the 5x multiplier.

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I will just copy and paste my feedback from dev section, because the only thing that changed is Battle Rating separation.
 

Here's what my expectations for this mode looked like:

  • Thematic maps (Afghanistan 1979-89, Afghanistan 2001+, Vietnam etc.) where thematic AI units are part of the scenario.
  • 1-2 starting respawn points.
  • Map divided into squares, where at the beginning of the mission almost everything is under enemy control.
  • Capable zones forming a grid of connected points.
  • Hostile and allied AI convoys moving between zones (Only between captured, possibly from captured to the next non-captured). (task for attack helicopters)
  • On the map, in random places, you can meet enemy groups attacking zones captured by players. (task for attack helicopters)
  • On the map, in random places you can meet enemy anti-aircraft defense. (task for attack helicopters)
  • On the map, you can find artillery positions (MRLS, SPG like Akacya) in random places. (task for attack helicopters)
  • Each zone is fortified by AT and AA defenses.
  • To capture a zone, players have to destroy all fortifications. (task for attack helicopters)
  • The zone can only be captured by a support helicopter (a task for utility helicopters as a landing force simulation) or an allied AI convoy. (Helicopters have an opening landing door, why not use it? - optional New Mechanic)
  • Zones need cargo crates to defend themselves against enemy AI attacks. These can be delivered by utility helicopters suspended from ropes underneath the vehicles. (New Mechanic)
     

3 difficulty levels:

  1. For helicopters without countermeasures:
    - anti-aircraft defense are vehicles such as M42 or ZSU-57,
    - convoys are equipped with tanks such as PT-76, T-54, IS-4M, M41 Walker Bulldog, M48, M103.
  2. For helicopters with countermeasures:
    - anti-aircraft defense are vehicles such as Shilka, M163 VADS and equipped with MANPADS systems (Early Stingers, and Igla),
    - convoys are equipped with tanks such as T-55A, T-62, T-72, M60, M1.
  3. For modern helicopters,:
    - anti-aircraft defense are vehicles such as Tunguska, ADATS, modern MANPADS like Ocelot,
    - convoys are equipped with modern tanks such as T-90A, Leopard 2 or M1A2
     

This type of gameplay will allow you (or not) to introduce, for example, Search and Resque missions or AI infantry for IFVs in the future. It will also allow for the efficient introduction and use of helicopters that don't have assigned anti-tank weapons. As reconnaissance helicopters (capable of detecting an AI infantry ambush, or capable of guiding fire from allied artillery), transport helicopters, etc.

Edited by Tivoru
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Is there a reason Rolands do not attempt to lock with radar like the M 247, so that you can avoid them or try to with chaff? otherwise whats the point of countermeasures in this mode

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Bases are very very hard to kill in the 7.0 - 9.3 bracket, the Rolands out range and out class everything, even with the Mi-24D with chaff/flare, it's near impossible.

1 minute ago, efetenekeci said:

Take RB ratings account. Bo 105 is 9.3 in RB but 9.7 in AB. 

 

Helicopters should be splitted by their RB rating

Or just make make a separate mode for realistic settings for better rewards

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I'm sure I will get the hang of it but since it takes 2 atgms to take out one target I find it pretty hard when I have AA taking me out with ease at 3k+.  Scout FYI.

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Having played it, I have found one pretty annoying issue. The rolands on the bases have extremely long range and they spawn randomly with the bases. They do not give you a radar warning at all making it pretty annoying when you are just flying and a base spawns then you somehow explode mid air.

 

(Edit)

The RP income is quite low especially with a premium heli and premium account. The SL income is great though

Edited by UwU_Minna
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Top tier as the same issue of atgm spam, games don't last long enough since everybody keeps rearming in the air. 

My solution for it would be to remove the air reload, meaning you have to use your weaponry for the targets that matter cause otherwise you would have to go back to base too fast. Otherwise i'd prefer to have a realistic mode for it. Rare are the people who play top tier arcade and i feel this mode really needs its Realistic version.

The city map takes a huge hit to the performance since ai don't disappear fast enough, many building are shot through too and the gun aa shoots at you even behind cover.

Planes are still props at top tier, they should be corresponding era and be jets. 

It could be the time to finally add Helicopter AI too.

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Thoughts so far based on the low BR bracket:

 

Replace the enemy aircraft with helis, we really can't do much against planes with twice the speed.

I still wish that there were scattered targets and not just the large groups.

I flew an AH-1G and the slower helis were able to get to targets and get kills so its way more fun/balanced than before.

I'd still prefer fixed enemy spawns at the start of the match rather than random during the match.

I really really really wish the rocket aim reticle was more useful. No idea what the bars represent but they don't match the impacts at all.

It is still incredibly frustrating when a bunch of AA spawns right under you.

The M163s are kinda too powerful against short range helis

Edited by Draco_Argentum
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1 minute ago, Legacy736 said:

Top tier as the same issue of atgm spam, games don't last long enough since everybody keeps rearming in the air. 

My solution for it would be to remove the air reload, meaning you have to use your weaponry for the targets that matter cause otherwise you would have to go back to base too fast. Otherwise i'd prefer to have a realistic mode for it. Rare are the people who play top tier arcade and i feel this mode really needs its Realistic version.

The city map takes a huge hit to the performance since ai don't disappear fast enough, many building are shot through too and the gun aa shoots at you even behind cover.

Planes are still props at top tier, they should be corresponding era and be jets. 

It could be the time to finally add Helicopter AI too.

Having to rearm every time you run out of ammo would be extremely annoying, especially for lower tier helis. 

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60 min of playtime 40+ Groudn Targets 11 Air Targets with an AB 205 non the less and all i got was a meager 6k RP 

Yeah it is safe to say that the rewards need a tweak 

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Feedback:

  • Reduce the amount of aircraft intercept objectives, they are almost impossible in the low tier bracket and in the high tier bracket, all they do is massively favor helicopters with A2A missiles/ATGMs which are already more powerful than, say, an AH-1F.
  • Replace the attackers with helicopters so that catching them without missiles actually becomes possible. A group of UH-1s, escorted by a couple AH-1s, for example.
  • Have more objectives active at the same time, and make sure at least one sector attack/defense mission is active at any given time. Often times, flying my AH-1F, we got a "Shoot down attackers" objective, which I lack the armament for, followed by a convoy, which spawns so far away that I can't get there before faster helicopters like an AH-64 or Ka-50 anyways, followed by another attacker intercept, followed by another convoy. Which basically just means I can't do anything for 5-10 minutes.
  • Add a ground zone capture objective only available for utility helicopters, basically "deploying troops" in a certain area. This could be done for unlocking the new helipads for example: When the frontline advances, a new helipad spawns in the new sector, but it is neutral and can't be used to respawn yet. To unlock it, 2-3 utility helicopters have to touch down there to "capture" it, and attack helicopters can't capture helipads. That would give helicopters like the Bo 105, UH-1, etc, a role outside of being outright worse than attack helicopters at everything.
  • And finally, increase rewards . 30 minutes of playtime with a premium account only nets 2.3k RP, which is basically nothing. At this rate, unlocking a single new helicopter would take 90 hours of gameplay!
Edited by Firnen_
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The RP gain is terrible

The Ka-50/52 spam hasn't stopped

The maps are too big 

and the pillboxes are bugged I think (unable to properly lock with a laser guided weapon)

 

Edited by legogeorgia@psn
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4 minutes ago, GetoDac said:

are there any rewards on this test? do we get RP and SL earning after the match?

image.png.1faa8b8c86ffff011a9007b34a4cc3

Might as well be getting nothing. Apparently the semi-decent rewards on the dev server were in fact quintupled peanuts .

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Just now, KOMMyHuCT_USSR said:

image.png.1faa8b8c86ffff011a9007b34a4cc3

Might as well be getting nothing. Apparently the semi-decent rewards on the dev server were in fact quintupled peanuts .

i think the earnings should be more balanced.. after 41 mins of play, the RP is to low and the SL is a bit to high..

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The AI in AAA units can shoot through the trees and building which is a big issue in the tier 5 battles, it is basically impossible to get to some objectives like ground battles, we do have a spotting system for the ground units in WT which makes them not shoot through those objects (it was used in the World War mode, the visibilityTreeTransparencyThreshold option) and it should be enabled, otherwise people will just not want to play this gamemode.

 

In my last battle everyone keep quitting because of that until no one was left:

Spoiler

shot_2022.03.25_12.56.22.jpg

 

shot_2022.03.25_13.06.57.jpg

 

Screenshots showing the AI shooting through the trees and buildings:

 

Spoiler

shot_2022.03.25_12.57.38.jpg

 

shot_2022.03.25_13.00.41.jpg

 

shot_2022.03.25_13.00.43.jpg

 

shot_2022.03.25_13.03.36.jpg

 

shot_2022.03.25_13.03.33.jpg

 

I think it's the biggest issue right now.

 

The other issue are planes, attackers (A-26) should be replaced with something that can be slower (AD-2).

To be honest that objective does not make much sense in this kind of gamemode anyway, it should be replaced with the other kind of objective, based more on engaging ground units, not something in the air.

Edited by RideR2
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23 minutes ago, UwU_Minna said:

Having to rearm every time you run out of ammo would be extremely annoying, especially for lower tier helis. 


Then they should double rewards for actions in this case, but even for lower tier heli the reward are worth it, plus just flying you get score already so it does'nt do to much harm even if it takes longer.

Top tier definetly cannot pursue the arcade ways, it makes no sense, some can get 100 of kills while other won't be able to get more than 10 to 20. It's the only way top prevent abuse and gajin nerfing reward because of a minority of abuser.

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1 minute ago, GetoDac said:

i think the earnings should be more balanced.. after 41 mins of play, the RP is to low and the SL is a bit to high..

RP was fine on the dev server, not great, not terrible, but it was 5 times what you're getting now. It's ridiculous.

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