graze the fuselage with some 7.62 and the tail breaks off, Hind DM has always been crap
Well yeah if the pilot is killed it’s gonna go down lol.
KA-50 / 52 aren’t any slouch either.
Meanwhile the AH-1G is the Maus of the sky I swear
better than the hind but still bad made worse with the new extremely necessary high-fun measures of your weapons shutting off to some 7.62 instead.
Nah the Kamov helis are known to have absurb high survivability. It tanks 12.7mm bullets, and missiles often just destroy the tail, which the heli doesnt need to keep punching the ground vehicles.
Well I think they got nerfed with the more modules update for all helicopters, when with your control system damaged you cant no longer fire.
We had this a long time ago, except it was the oldschool “continuous damage zone” of lower-ranking airfields as seen in prop matches.
It was hell, and in many cases the closer-in helipad was so close to the tank map that planes could routinely be hit by it while still over the tank map. Thus that base AAA got made functionally useless and cosmetic-only, but you can still see it shooting to at least know someone is there.
Now what would I propose as an alternative? Just delete the separated helipads, and merge a helipad into the existing plane runway complex.
Helicopters get AAA protection. Helicopters packing particularly long-ranged missiles can no longer hop up and down on their pads to snipe tanks (which when pads had working AAA they could do and did with impunity), as their landing zone is now too far away. Helicopters would gain more overall space to land and be able to use the entire plane runway if desired.
As for fixing the other stuff, I honestly don’t know what to tell you. Helicopters being added into Air RB sounds like a funny idea, given that Air RB has actually good reward returns, but they would not survive unless the bright red enemy markers get completely and utterly removed.
Yeah only fun for the chinese players. Flying strella no thanks.
Plus LDIRCM?? nah
I was thinking about it from the perspective of being able to play helicopters without missiles and not instantly be focused by every player SPAAG on the map. I attempted trying my AH-1G in a few tank games, both early game and mid-game, and no matter when I used it, every single coax and AA was shooting at me long before I got close enough to try aiming at, let alone killing, anything.
I’d honestly prefer to just kill the bots on Air RB maps using Helicopter rocket CAS, but currently I am not able to.
Yes I know as used to exist, it wasn’t that bad at all. It only engaged you if you started to fly past the enemy spawn for a few moments. It was great.
Adding helipads to the runway would be hell, you’d spend 10 mins flying into battle at the very least. That’s a bad idea.
Also helicopters in Air RB is a terrible idea.
They just need to buff the rewards for GRB, and for heli PVE
It was very map dependent. Some maps gave planes enough space to exist over the tank map without being shot by Helipad AAA they were nowhere near. Others did not.
I already told you why giving helipads effective AAA didn’t work in the past, and why that AAA got reduced to being only cosmetic. If you want protection, you need to accept a further-away rearming point. You cannot have your cake and eat it too in this case.
It’s actually not, provided Air RB sees the idiotic red enemy markers removed. Without those, helicopters are not easily spotted, will not be lit up by shared spotting (especially from AI Attacker bots), they will have plenty of ground units to kill that cannot leap onto the forums screaming “CAS OP plz nurf”, and finally because Air RB rewards are already quite high.
Unfortunately, these are non-starter arguments from the point of view of the Snailgorithm™, even though I otherwise agree more broadly those do need to be increased. Naval RP even more so.
I agree somewhat, Helis were quite good during the SEAD event without markers (not so much in whatever that last one was, but that’s because the AI controlled AA was absurd).
I don’t think Air RB should completely lose markers though.
I agree somewhat, Helis were quite good during the SEAD event without markers (not so much in whatever that last one was, but that’s because the AI controlled AA was absurd).
The other one was Deep Strike, where people were assaulting a factory complex guarded by Shilkas with godmode level awareness and accuracy.
I don’t think Air RB should completely lose markers though.
It needs to. Simple as that.
Red markers make surprise attacks almost impossible to achieve. Red markers cause any bomber, attacker, overly-uptiered fighter, or any other plane seen as “vulnerable” to get swarmed. Red markers mean that when you start a dogfight with somebody, you almost always get 3rd-partied, and most planes do not adjust well to being 3rd-partied. Helicopters lit up by red enemy markers would be similarly swarmed.
As a result, they aren’t fun for anyone except unaware fools.
The other one was Deep Strike, where people were assaulting a factory complex guarded by Shilkas with godmode level awareness and accuracy.
Shilkas were a problem in combination with map foliage, you could outrange them with TOWs comfortably when you could spot them. Rapiers shut you down regardless, nothing you could do but blind rocket toss into the factory.
It needs to. Simple as that.
Red markers make surprise attacks almost impossible to achieve.
A lot harder but not impossible, it also provides basic team function, makes it easier to read energy states, identification etc. remove markers and I think that just kills ARB completely.
I know ppl sing of how much better GRB dogfighting is but in reality they’re playing Spitfires against overloaded P-47s and the dot rendering against the ground is complete cheeks.
Red markers cause any bomber, attacker, overly-uptiered fighter, or any other plane seen as “vulnerable” to get swarmed.
That’s just issues with bombers and some fighters being incorrectly tiered.
Helicopters lit up by red enemy markers would be similarly swarmed.
Maybe only marked within 1 or 2km. The real problems are balancing certain Helis against each other and where would they spawn to reach an objective within reasonable ARB times.
Some issues even overlap with problems I have with ARB in general; like all the maps targets being in the middle of the map. Even without markers, you’re still probably going to be flying underneath a furball.
A lot harder but not impossible, it also provides basic team function, makes it easier to read energy states, identification etc. remove markers and I think that just kills ARB completely.
It does not kill Air RB completely - it enhances it for all the plane classes that currently are considered “waste of time” to play. People can still ping on the map (like they do in Simulator EC or GRB) to alert people to where fights are happening.
I know ppl sing of how much better GRB dogfighting is but in reality they’re playing Spitfires against overloaded P-47s and the dot rendering against the ground is complete cheeks.
I specifically sing the praises of cases where it’s fighter vs fighter, because you actually get more uninterrupted 1v1 situations. Furthermore, the lack of red markers means opponents cannot use the Target Tracking Cam and then proceed to faceroll on the keyboard to deny you a gun solution even when you have otherwise outmaneuvered them.
Obviously yes, shooting down all the bomb-laden planes (or even exploding them in midair) is funny as all hell.
That’s just issues with bombers and some fighters being incorrectly tiered.
No. Tiering does not change the fundamental problems of most nonfighters. The issue is that they are seen too easily, and once they are seen they get swarmed by all the monkeys at their keyboards going “monkey SEE free kill”
Maybe only marked within 1 or 2km. The real problems are balancing certain Helis against each other and where would they spawn to reach an objective within reasonable ARB times.
No. No red enemy markers whatsoever. Any inclusion of that arcade trash opens up shared spotting, keyboard facerolling that certain fighter mains claim is “skill,” and all the other problems I have specified previously. If you don’t pay attention in the Realistic game mode, then you should get jumped and blown to smithereens like would Realistically happen if the other guy’s aim wasn’t bad.
Some issues even overlap with problems I have with ARB in general; like all the maps targets being in the middle of the map. Even without markers, you’re still probably going to be flying underneath a furball.
There are indeed a ton more problems. Regarding even the ground units, the old AI unit models are so ancient that unless they were freshly killed a minute or two ago, their models look identical when alive or dead. Thus it would be annoying trying to tell which ones are still in fact alive even by triangulating with the map frequently (if the map still had ground units marked). Furthermore, ground units sometimes spawn inside buildings and are almost impossible to spot without the markers to locate the small part of their model which isn’t in a building.
So yes, marker removal does not solve everything, but most planes would benefit in some respect. The other problems can be dealt with accordingly - it should not be terribly hard to add destroyed unit models for the old Air AI ground unit “Light Pillbox,” “Pillbox (the cubic kind on say Ruhr/Zhengzhou, not the Naval Pillbox kind on Alt History Spain),” “Artillery/Howitzer,” “Machine Gun,” “AAA (the kind with the gray sandbag ring around it),” and “Light AAA (the kind looking like a pit in the ground with a machine gun).”