wow this thread is full of straight-up victims who don’t know anything about helicopters xD
you don’t think helicopter gameplay is already countered if you get a missile launched at you the moment you elevate?
your statement holds no value or authority on this topic, don’t waste your time.
with missiles that fly less than 700m/s, a helicopter that “outranges” SPAA would manage to make like 2 kills before a jet shoots it down or the match ends.
IMO the only part of the heli nerf that I dislike is that, on some helicopters, like the AH-64 series, getting hit anywhere in the airframe, even parts that are completely not related to the engine system, obliterates your engine output for some reason.
EG you can loose the TADS and gunner on a 64 to just some MG fire, and somehow the heli struggles to make above 85% rpm, or you can take damage do your landing gear and get the same effect.
You should not loose engine performance when you take damage to things that aren’t the propulsion system regardless of what you are operating.
This would be like loosing engine power if you had your gunner optics shot out in a tank, or loosing elevator control because your WSO got shot, it makes no sense.
Should also re-iterate that this does not happen to all helicopters, only a number of them, the likes of the KA-50 / 52 have no such issue.
wow, sorry, I really mixed something up there. if we’re talking f&f, it’s top tier, and spaa radars detect the helicopter as soon as it pops out. this gives the spaa about 2 seconds to actually move the turret into the direction of the helicopter (in this case it is the german tiger heli and israeli helis), somewhere around 5 seconds to kill (missile speed above 1kmps). so in total the f&f heli has 7 seconds to locate, lock, launch and descend back. I think this makes the heli f&f playstyle counterable, or at the very least totally ineffecient
Helicopters now have access to ground map overlay and can set a “pointer” to where they think or know (scouting, pings, etc.) enemy vehicle is. This helps with their orientation as they’re going to know where exactly to look before they even show themselves to AAs.
Ammo resupply is also heavily in favor of helicopters, as Ace crews can reload and repair in 10 seconds as many times as you want. AAs on the other hand get only their stock ammo + the same amount in ammo boxes. In order to get more you’re forced to go to a cap point, which is suicide for such a vehicle.
Some helicopters at lower tiers are also broken, as AAs at their BR simply can’t touch them in their effective range.
ultimately a redundant feature for players with poor map knowledge, good helicopter pilots could already use the map to know where the enemy is.
going back to the helipad takes time. going from the helipad to some mountain spot also takes a lot of time. and if you stay close, well the SPAA won’t need time to find you and launch a missile, especially if they got a vendetta.
“also” broken? anyway. I can’t say anything about that, as far as it concerns me, if an empty jet/heli can take it out easily, it is not broken.
This minimizes travel time and increases your spam potential.
If your helipad is close to a mountain spot you could easily toss two dozen missiles in a minute.
You always have the element of surprise against tanks and again, against AAs you have no worries as you can sling off your FnFs much faster than he can shoot you down.
if it’s just about f&f, sure. I only watch a lot of replays (since I don’t have helicopters with them) and I can see how there is a lot of room for skillful play, yet it is not exactly needed or used in that space yet
They require skill but FnFs took a lot of it away.
This kind of goes for all helicopters as even SACLOS ones can “trade” missiles with an AA and they generally have a much easier time rearming.
But FnF ones are the main problem here.
ironically, I have failed to specify f&f helicopters in that post. I meant that people can play f&f helicopters skillfully, but they choose not to because they can make some kills just fine without it