Helicopter Gameplay, the good, the bad, the ugly

This already occurs with things like the Tiger UHT and similar vehicles with F&F capabilities.

And as for abuse, many planes run for their airfield as is already, knowing that aa is guaranteed to kill any aircraft.
What I proposed for an aa system isn’t a guaranteed kill as the Gepard cannot fire flak rounds.

What about the other helis that have to expose themselves as they don’t have thermals or F&F capabilities?

If someone can reliably kill planes but not helis, that’s on them.

They aren’t hard to kill. Fly above them… they only really get iglas, vikhirs are easy to over g now. The 30mm can be dangerous, only if you fly low.

Also, the KA-50 isn’t as dangerous as the Mi-28 or 52 tbh, as a lack of a thermal imager reduces its effectiveness to eliminate tanks on anything that isn’t a very open map. (Most nation’s helis get thermals at 10.3 or 10.7 btw)

There’s usually something blocking you from directly firing at tanks from the heli pad.

And airfights going to airfields happen constantly. It to me, sounds like you love to farm free heli kills.
Counter point : why can things like the z-19e or any helicopter, be able to literally land on the enemy heli pad, wait for them to spawn, and just shoot them?

Like I said already. This occurs when planes fight as is. It’s ground realistic battles last I checked, helicopters were morec akin to being flying tanks than planes. So should spaa around airfields be removed then? Since it’s “offensive”?

One helicopter pad ( far one is over 10KM out, short one is 4-5km out)

It’s 15km+ from main battlefield. Cannot interrupt everything which is on a normal attack-exit course.
So it’s defensive

A helipad 4km from battle field with af defense AAA (4km) /35mm KDA (4km)/ stinger (6km) covers all the way over the tank map and the inevitable course of a plane, so Offensive of course
A ranged 8km helipad covers to 2km back of tank map, covers half the choices of exit routes of whichever attacker who has no intention to spawn camp. Offensive again.

It’s 4km from its friendly spawn.

And, spaa covering partial bits of the battlefield I’m sure would make everyone happy, and I’m sure it wouldn’t totally stop planes being as dominant as they are

Slightly below top tier, Gen2s will all bleed much energy to them

So it’s doing its job, 15km tank map to air spawn; Additional 4km/ a total of 19km so cannot bother anyone.

Better be Bits

Tho why not delete all AF AAA and add immortal+ no firing zones for 15m above helipad/AF as the main base in Squad, Inactive but well-protected anywhere inside

Your replies make very little sense

Sounds like you want free cas kills

If you would like to ignore my words, you can choose not to reply bruh

Thought I didn’t have to make clear again that main base zone as in Squad can delete ordinance, so AGM kills on AF will also disappear. We don’t have AF bombing in most matches anyways.

While I do agree with you points, I have several counterarguments regarding “Helicopter Pads AAA” and “Modifications”

  1. The modification is in relevance to Air RB modification costs, which - to my experience - is okay. Helicopter RP modifier are mostly similar to its aircraft counterpart at its respective Rank. However, what makes the grind tedious is the - you guess it - the gamemode’s RP modifier (Heli PvE had a very weird RP gain). I mean, brother, 10k RP for 3h of gameplay with 100 AI kill? Yeah, nah, I’d rather play Heli PvP when it was an absolute clusterfuck

  2. Helicopter AAA (or in your statement, AI SPAA) could be a great addition to GRB, However with a very limited implementation (like for example, the far helipad should be defended by Gepard, and the close helipad should not be defended at all, or just add one helipad at a 6km distance and let Gepard AI defend it or something).

It should be noted that, back in the day, helipads were defended by AI AAA akin to the main airfield’s AAA, which is horrible. It discourages enemy aircraft from destroying helicopters and it encourages helicopters to just spawncamp their helipad, which - to my opinion as a helicopter lover - is annoying.

I mean, it was a good implementation to deter helipad spawncamping, but man does it annoys me very much when I use my aircraft to dogfight enemies above the helipad and gets AAA sniped.

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You make little sense, repeating yourself in a understandable manner would be nice

  • Playing the Italian first Huey has been hell, it’s mod costs are too high being 10-12 k, while you only have 12 dumb rockets, and two 7.62 mini guns. (Many others including this) have terrible modification rewards for the costs, and heli sim matches are even worse. (Pre nerf, when the mode first came out, they were good, but gaijin doesn’t wish to pay out on their time for the players to have a good, enjoyable / profitable grind).
    Most matches I can only get a few hundred rp in this helicopter at best.

  • Yes I know that spaa used to be there for the heli pads, what I’m suggesting is merely 1-2 Gepard 1a2 or ZSU-23-4M2 (igla carrying one) perhaps 1.5 km behind the closest helicopter spawn. Most maps I played earlier, spawned me 4 miles away (whatever that is in km.) so if the spaa is 5 miles away, for example, it’s more realistic.
    The Gepard / zsu being chose is far more fair than the flak that is guaranteed to kill your air vehicle over time. As the Gepard won’t have a guaranteed hit chance (unless gaijin makes it a convoy aa which we all know the convoy spaa is buffed to make it unfair for us).
    All this to say, YOU have to put YOURSELF in a bad position to be engaged by these.(not meaning you actually). It’s not going to totally save a helicopter from say, an Aim120 or the like.
    but gun runs will be far harder, and far more fair for the helicopters. It’s also better than adding spawn protection near the heli pads.
    A great example, is I was flying Italy’s first heli earlier, trying to spade it via anti helicopter duties, and caps in grb. But before I was 100 feet from the runway, a plane strafed in and hit my tail. Not being able to lock an enemy plane to attack, makes that even harder to fight back.
    Then I went to play my KA-50, a far more capable helicopter… and the same thing occurred, but due to having better tools, I was able to use my 30mm to counter it. (With decent damage to the helicopter). If I was any further I would’ve been counted as a kill. As the turbo shaft died due to damage from a fire.
    You can’t effectively spawn camp planes as you can helicopters, nor should you be able to against ground targets.

Sadly the guns will be either not hitting at all (ARB veak) or dead zone (Sim gepard). There’s nothing in between like a player gepard, which should do just well.

If rotor doppler signal is added, only multipath can save heli , but it’s very effective
Without multipath heli will be spawn camped worse…

Now we don’t have rotor doppler signal, no radar msls can be effective to counter heli

All above combined with IR countermeasures, only guns and AGM can be used now, but 2A42 can lock people up and shoot apds so guns won’t be good even out of spawn, while shooting Mavs has always been a choice but it can also spawn camp regardless of any AAA.

This leads to the immortal zone design, no enemy can enter, ordinance will disappear, absolutely safe but you can’t fire inside, preventing planes from being shot when helipad range covers their exit route. The only prob is the celling, since shooting missiles (AA/AG) right on the celling and dive in when danger is close is definitely cancer. But if the pad is ranged enough, it won’t happen; if it still does, one would be countering spawn camp since the distance shows that the camp is intended, not the case where pad is too close on the route. .

I think grinding the helicopter parts in ground assault is easier in comparison, still take along ass time but you guarantee progress by investing more time, unlike bringing it into the match against other players, sometimes you make no progress if you can’t land even a hit.

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I agree.
LWS on most tanks make ATGMs hard to land, even more so APS systems in certain tanks make ATGMs impossible to land, unless you manage to run the APS out of charges.

There are plenty of aa to counter helicopters, especially the new OSA spaas.

Helicopters generally feel like a fish out of water… which just fills me with anger, regret, sadness, etc.
I’m not saying helicopters should be immune by any right, just it should be fair for everyone involved.

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Lower ended helis <10.0 having it worse if there is one M247 on the map lol really have no chance in hell, you can start a heli killing marathon with the Sergeant York and you might achieve a record of 100-0 against helicopters in that respective br

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Playing heli sim is so bad with the damage model changes, especially in the Mi-24D.

They killed this game mode

Helis are annoying. If they got more protection than them being so far away nothing but planes can kill them they would literally break GRB.

The highlights of my games are always killing them and saving people from having to deal with them, especially if I can use a guided bomb
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How would it change anything? It would prevent gun runs, and super easy kills on helis. ARH aams would still kill them, ground spaa would still be able to kill them.

It’s prevents:
Gun runs
And helis spawn camping helis.

Seems rather fair

Plane CAS is still hella OP in comparison

at the cost of making resupply helipad camping even more powerful

There should be no SPAA with a range beyond about 1km on the forward helipad.

That will prevent helipad camping, and that’s it. Nothing else is needed.

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1Km forward of first spawn is till less than 85% to the battlefield at top tier, at lower tier, it’s about 75%

I don’t see how people are so okay with CAS elements being untamed other than helicopters.

If it was 2km range, that’s a decent bit fair.

At lower tier it could be just normal spaa with no ir aams.
At higher tiers it could be Gepard 1a2s, lav-ads etc.