Almost all helicopters (except 13.0) are dead and they need a buff

Second part of the whining about the weak helicopters. The first was here.

Helicopters have always had a reputation as a powerful and easy to play vehicles, but with the introduction of the statshark, it’s now possible to look at the figures and they tell a completely different story. Yes, there are the relatively new 13.0 helicopters that do fit this description, but the problem is that almost all other helicopters in the game are dead. Most helicopters have absolutely dreadful stats for its price, and I believe it is in dire need of buffs, given that over the last few years they have received a ton of indirect nerfs.

As an example, let’s compare the statistics for helicopters and MBTs over the last three months. Let’s see how different nations are performing in terms of the most popular (by number of games played) MBT and helicopter per BR.

\mathrm{X}_{BR}^{} = \frac{\mathrm{K/S}_{BR}^{heli}}{\mathrm{K/S}_{BR}^{MBT }}

If⠀{\mathrm{K/S}_{BR}^{MBT}} = 0⠀then

\mathrm{X}_{BR}^{} = \frac{\mathrm{K/S}_{BR}^{heli}}{\mathrm{K/S}_{BR- 0,3}^{MBT }}

\mathrm{X}_{BR}^{} = {\mathrm{K/S}_{BR}^{heli}} - {\mathrm{K/S}_{BR}^{MBT}}

If⠀{\mathrm{K/S}_{BR}^{MBT}} = 0⠀then

\mathrm{X}_{BR}^{} = {\mathrm{K/S}_{BR}^{heli}}-{\mathrm{K/S}_{BR- 0,3}^{MBT}}

2разница2

As you can see, almost all helicopters have worse stats than the MBT, and often by a significant margin. Given their price, these figures are simply disastrous. The only exception is the BR 13.0.

If anyone would like to check the numbers in the table: https://drive.google.com/file/d/1Om_-Lv0cYyguvHdMHVWBOXHwCyvK5IWL/view?usp=sharing

What are the main problems:

Trees (Leaves)

The main problem with most maps is that the leaves of the trees hinder spaa far less than they do helicopters. Whilst the leaves hide the spaa and prevent the helicopter from making visual contact, the leaves does not hinder the spaa at all, and it can easily track the helicopter.

As an example, here is one of the worst maps with trees for a helicopter:

Solution: make the leaves non-transparent for radars.

Maps

The previous point is partly related to this. A lot of maps are completely unsuitable for helicopter gameplay or give spaa a significant advantage. These are urban/heavy forest maps; on some maps, It is impossible to сlimb higher than 20-30 meters; most helicopter spawns are completely outdated; sometimes they can be easily shot down from a tank map and they are completely incompatible for new spaa, such as, for example, the Iris-T or SM-SV.

Optimal solution: simply place a small hill between the helicopter spawn and the tank battlefield on every map.

What I want: a major overhaul of non-tank part of the maps.

Ground-Based Spikes

The number of vehicles equipped with ground-based spikes continues to grow. Although these vehicles are generally rather weak, they were the best anti-helicopter spaa until the introduction of the Iris-T and similar systems; the removal of the tracer from these missiles also helped them in this regard. Staying outside the 5.5 km range of a tank map is certainly a viable tactic, but it deals a severe blow to the effectiveness of helicopters (which is already abysmal), as every hundred metres counts there (this is also particularly troublesome for vehicles with Hellfire missiles, which often become almost unplayable at ranges of 6 km and beyond.). The optimal range for playing as a helicopter is 4.5 km – 5.5 km, where there is always time to dodge spaa missile and the helicopter missile flight time is still more or less tolerable.

Optimal solution: limit the range to 5,000m from 5,500m and increase the distance from which incoming spike missiles can be heard.

What I want: increase the range limit to 4,500m but reduce br by 0.3.

Just to lighten the mood

Free SPAA Spam

A crazy amount of spaa, which is easily affordable considering how cheap they are. And thanks to the reward for interceptions, they can easily recoup their cost without even making any kills. There’s also the problem that a free spaa can be too good (such as the hordes of free pantsirs at the top).

Optimal solution: increase the BR range from which anti-aircraft guns are selected to 1.3/1.7 (to at least remove pantsir from the pool of free spaa) but increase the reward for shooting down aircrafts for spaa.

What I want: Remove free spaa entirely and give players another free tank instead and give free MBTs at least tier 1-2 upgrades.

Power Creep

A lot of new IFV with spikes, the deployment of new proxy/AHEAD rounds to some IFVs, free spaa, more and more tanks with LWR and APS, lead indicator for tanks, a significant reduction of br for fighter-planes, the introduction of new spaa like the Iris-T /SM-SV, new helicopter’s FnF and so on. This is especially bad for helicopters with manual guided missiles. Opponents have become much stronger, and for helicopters, the only thing that has resembled a buff over the last few years is the new RWR mechanic. LDIRCM/new FnF are strong but they don’t help <13.0 helicopters.

Optimal solution: Give a 10% discount to each weapon coefficient, except for helicopters equipped with FnF weapons with a range exceeding 8 km (the price of these could even be raised slightly). Make that LWR would trigger on lead from tanks/ifv (because lead usually based on laser rangefinder)
For example:

AGM Base cost (full uptier) old coef new coef old cost new cost
standart 280 1,8 1,62 504 454
6+km 280 1,96 1,764 549 494
6+km + proxy 280 2,14 1,926 599 539
FnF 280 2,29 2,061 641 577
8k+ FnF 280 2,29 2,5 641 700

What I want: Also, reduce the BR by 0.3 for a large number of helicopters. The new IIR spaa should have a higher BR and should not meet helicopters that don’t have FnF weapons (or, better helicopters that don’t have LDIRCM).

Other

  • A critical bug regarding the IR signature of some helicopters, which has been present for at least six months now.
    As example:

  • A bug where spaa’s radar sometimes become “invisible” for RWR (both scan and track) for a few seconds after spawning.

  • Helicopter radar cannot distinguish between enemy and friendly targets, and this, combined with the inability to increase the radar’s sceen, renders it virtually useless. The exception is the “air” mode on top-tier USSR helicopters, which still can be useful.

  • The current FnF targeting system favours HE far more than HEAT. It works by having the missile select a random MBT module as its target. As a result, the HEAT missile often hits a spot where it simply cannot destroy the tank in any case, regardless of its damage (for example, when missile choose as target a roof-mounted machine gun or the engine if the tank is facing sideways).

  • The developers have still not managed to fully resolve the issue where the lock sometimes resets when switching from first-person to third-person view.

7 Likes

That sure is one of the takes of all times.

8 Likes

I couldn’t think of a better solution. Perhaps you can suggest a better one. They are too strong for their br as anti-helicopter spaa.

We dont artifically nerf them at all.

God forbid ground vehicle has counterplay against some CAS vehicles

5 Likes

The change to spawn points is interesting, but apart from that I think they’re fine. they’ve always relied on direct player input to work

You cant expect to have the same playstyle with different maps and weathers. Thats when you decide to spawn CAS or stay in ground, which its a valid point related to real life issues also. For example, you not going to spawn helicopter in Advance to the Rhine c’mon. And if you do, you might wanna get a better result doing rocket run.

I learned to dodge spikes doing 360 degree turns (either vertical or horizontal) when the missile its very close, because the spike has low G overload and no proxy fuse, you can dodge them (except if you fly a mi24 or uh60 or other fatass helicopter). Succefully did this many times with the gazzelle and OH-58.

SPAAs tracking behind trees and even hills is a thing that definitely need to change, but knowing gaijin… Also they need to fix the bug report for hellfires trajectory thats open for over 3 years now…

1 Like

Is, is he seriously asking for a nerf to SPIKES? SPIKES?!

4 Likes

Let me tell you why this is. First, we confirm that War Thunder uses exactly the same vehicle models and parameters in realitc battle and infantry mode.In infantry mode, without the introduction of the 2S6, the effective anti-aircraft measures for infantry are limited to a certain shoulder-fired man-portable air-defense missile. Obviously, this thing cannot shoot down helicopters that launch missiles from several kilometers away, so Gaijin increased the heat signature coefficient of helicopters, allowing them to be locked onto. However, this parameter adjustment affects the normal game environment, and Gaijin has been pretending not to see it, because they still need to continue developing infantry mode.

Imo only helis below 13.0, these without FNF are anyhow balanced. They shouldn’t be able to carry GRB on their own.

This counterplay is completely out of proportion to the capabilities of most 10.0–11.3 helicopters.

Like almost any other vehicle in game.

I don’t expect that. I understand that some maps will be unplayable for helicopters anyway. But most of the currently “bad” maps aren’t designed with top tier spaa capabilities in mind at all, and in many cases, this can be partly fixed simply by adding a small hill between the heli spawn and the ground map.

I spawned until the IIR spaa arrived.

Price to pay for Stingers and such being unable to lock on helis at any reasonable range i guess.

And 10.0-11.3 tanks having no counterplay at all beside deploying amoke (of which they have limited amount), straight up hiding or landing lucky hit.

Define reasonable range, pretty much anything with TOW/Shturm has to preflare the whole time it’s in the air or die immediately

Sub 13.0 Helis have no influence on the game at all, with very few exceptions. I’m guessing you don’t play any of them which is why you think and say that unironically.

Helicopters aren’t even possible to play for majority because rp for mods is impossible.

I’m not going to lie, helicopters should struggle in ground battles. All CAS should. They are ground battles. Ground vehicles should not be in a struggle to kill CAS. CAS should have to struggle to kill ground vehicles.

Giving free SPAA to people was an amazing change, because it virtually guarantees you will have some sort of SPAA up when there is CAS up, decreasing the effectiveness of CAS. It’s fantastic.

I will concede that helicopters need some sort of buff, but them being hard to use should be the case, especially when you get IR SPAA that cannot lock onto helicopters until they are within 2.5km.

And are you saying to screw over spikes in the one role they are effective in? Come on dude, that’s the only thing they are good for.

2 Likes

Really beating a dead horse. Only thing Spikes can do effectively is anti-heli and anti light vehicle work.

1 Like

Even if you get the mods they’re rarely ever worth using over a plane

All CAS should be cheaper then, or the cost of SPAA should rise to match effectiveness.

Oh no, who could’ve guessed that pitting Helicopters from the late 1950’s - early 1960’s against

image

would go horribly wrong?

Couldn’t be me…

2 Likes

You’re not wrong about helicopters being more or less useless and painful to play besides top tier.

No lol, stingers dont even lock past 3km usually

1 Like