Helicopters MITL needs a rebalanced or Removed from the game

They never have.

1 Like

“Yeah, we nerfed DIRCM so its justifiable to add MITL for Heli”

  • said that one dev who really loves helicopter
1 Like

Rare case of italian saving germany. I’ve seen entire scrapwards of iris t

3 Likes

I think that Otomatic might’ve been me

Was it on Middle East?

I was intercepting many LMURS and KH-38s until my radar failed to detect another one…

Yes it was middle east. Well played then.

1 Like

in the dev server MITL LMUR was a separate mod

I’m sitting at 2.4 in my Ariete Cartezzia, almost exclusively when uptiering it to at the time 12.7.

So clearly your 1.7 doesn’t prove that the T-series are disproportionally strong/easy to play.

Who?

Yes, this really joke . Ground vehicle can’t infinite get missile replenish , at least in most game, it is very difficult

I’m just leaving these here from the same game

Video 1

Video 2

MITL its self wouldnt be so bad if one LOAL was removed, this is primarily what makes it broken and then map designs… maps like this or American Desert just allow this bs mechanic to exist.

Helipads need to have infinite re-arming removed, make re-arming COST THE SP LOADOUT to curb spammers and to be frank skilless gameplay

1 Like

Nerf helipads? Would be great for utility helis with 4 to 8 ATGMs, just because unbalanced attack choppers with ludicrous loadouts + range + MITL abuse the new “game mechanic”. Helis with just 7 km range and few missiles without Mitl exist. For these it would be pointless to spawn.

Best would be to just remove MITL. You can’t balance ist via general adjustments. This would make weaker helis unplayable.

Removing MITL isnt really the solution here though, even before MITL helis have still been an issue due to FnF spammers, the only change here is MITL has now allowed helis to 10m hover and never been seen.

Helipads need a re-supply cost to curb this god awful gameplay experience, at lower BRs this isnt an issue because generally your expected to move from your helipad due to limited ranged AGMs so the loop is actually a little more organic. But they could atleast make rearming costs purely for FnF munitions ONLY and leave SACLOS/Laser systems alone.

But helipads imo shouldnt have infinite ammo for FnF, not when SAMs have limited ammo. either SAMs get unlimited ammo boxes or helipads lose that ability for particular munitions.

1 Like

Changing other game mechanics to resolve another one seems illogical. Even if you weren’t allowed to rearm MITL carriers for free, you’d probably have the opportunity to get a couple of kills without putting yourself in any danger (A plane is not a counter to MITL as a full AA loadout costs more, and you can’t expect people to have their first spawn as spaa to counter a possible MITL spammer).
Let’s say you get 2 kills, and both spawn in spaa to counter the MITL missiles. Then, you’d probably be left out without any useful munitions as even bad spaa can take out the missiles, which would result in you not having any ammo and not being able to afford to resupply.

Either the spaa runs out of ammo or you do. Neither really seems like a good thing.

I think limitting MILT resupply is really the only solution unless they was to include new AA for nations to intercept munitions with.

I’ve done the “interecept” thing with the US nasams and humvee and wasn’t a great experience. Also never managed to hit the missile while in the adats.

Also you can’t intercept 4 helis doing man in the loop - or if even one switches to fnf to spam while the other mitl… you’re up the creek.

They need to reduce the seaker FOV - I recall someone pointing out it’s got way to wide a FOV. And at a certain BR force the helis to spawn further away and travel in tp fire rather than trying to do this cat/mouse wvery updste between helis/cas/AA.

1 Like

Changing other game mechanics is not illogical, the entire free/infinite re-arming has been an old outdated mechanic that tbh doesnt fit the game any more.

You could remove MITL but you still havent solved the FnF spam, you could remove LOAL which is the main problem right now with MITL but then people would still resort to FnF spamming and re-arming for free. see the problem now? hell even if you solved re-arming at helipads, the MITL helis have such an impact even from a single loadout in a game that they need to have a skill curve/skill ceiling attached to it.

And to do this you need to remove LOAL and make helipads not infinite re-arming, make it so that whatever loadout you have spawned with, you need that SP cost back in kills/assists to be allowed to re-arm. atm the system literally hands helis free kills even if they fail to kill anything on the first set of AGMs because they can just re-arm in 10-15 seconds (aced crew) and repeat the process.

MITL has if anything highlighted that helipads in general need a rework because MITL as a mechanic is not inherently broken, its only broken because you can re-arm as many times as you want and saturate SAMs that have limited ammo. thats the problem here. I have multiple games of me doing this to prove a point. I think in one game using my Z10ME I re-armed 3x on a 16 MITL AGM loadout. so you do the math, so 48 missiles that SAMs had to contend with from 1 helicopter.

Now add in multiple helicopters and Jets also firing munitions, SAMs are simply overwhelmed and giving helipads infinite re-arming just isnt the play here. Jets with airfields are different because there is a huge lag between spawning, launching and landing/re-arming and usually by then you are getting hard countered by another Jet spawn.

Helicopters have no skill and making ammo resupply be tied to your performance brings some skill back because it also means you cannot always get away with spamming, because if you spam and get no kills well RIP you on re-arming so now thought has to be brought into the mix on when and who to launch against

Time to make helis spawn from airfields lol.

1 Like

Looking at screens makes me wonder how lucky I am not encountering this type of battles with MITL

Honestly, they should have done this from the beginning.

Then you got a Tiger heli with 7 km range and ATGMs which do a fraction of the damage russian LMURs do. There are also Helis with just 4 ATGMs instead of 12, 16 or even 18.

That always has been the issue with overpowered russian helis. Already from Ka50 times. They balance and nerf around these super helis, which makes weaker ones totally useless and impossible to play. While the Rus ones still rock. When I spawn helis with shorter ranges, the game lasts not long enough to move it into strike range. While LMUR slingers shot from what? 20, 15km range? They probably might almost be in strike range from the airfield, while all others cant be played anymore.

That’s more a HEAT postpen problem than anything. LMURs to my recollection are HE weapons.

This is true of course, but the ultimate reason is due to the game’s long history of neutering a bunch of things that aren’t APHE.