This is just not how SAM vs heli gameplay works at all, at least not in the upper tiers.
Helicopters have effectively infinite munitions as they can just hang around helipad, SAMs do not and have to venture to caps (almost always a death sentence) after running out. So SAMs will always lose the battle of attrition.
Helicopters with laser guided ATGMs can fire off, duck into cover and the re-emerge and engage laser so missile speed from SAMs is irrelevant if helis play smart.
Then you get into FnF helicopter territory and now the SAM capabilities are utterly irrelevant if it can’t intercept munitions because now the heli can just pop up fire and hide.
And then you get to FnF MITL helicopter territory and the SAM doesn’t even get a chance to shoot at the helicopter at all and now just has to accept death under this idea.
Absolutely terrible idea. Will never happen and should never happen. Might as well just remove SAMs from the game.
But honestly, of those problems, hiding helis is probably best countered by CAP.
Helicopters should always have doppler returns even when stationary since their wings spin toward and away from it all the time, so that’s an obvious gameplay fail.
LDIRCM being a magic bubble even for missiles that aren’t IR-guided is another obvious gameplay fail.
And note - I didn’t even know what MITL even is until seeing Snail’s devblog about it. But in a game mode where the obvious counter to hiding helicopters (CAP) is locked behind a SP wall, I agree with you all that it was a stupid thing to add now.
The meta will always be on something whether we like it or not. I don’t care for peoples’ meta-crazed focus. But at least gameplay about “who spots and opens fire first wins” is comparable to the gameplay of planes and tanks that is actually enjoyable. Unlike all this mess of half-baked modern tech mechanics.
Yes, I know how stupid MITL is when its ideal counters of CAP are locked behind SP walls.
Anyways I’ve said my ten cents on this, feel free to go back to discussing MCM. You all know what my opinion on the underlying mechanical flaw behind MCM and similar messes is.
So you force helicopters to spawn on the plane runway and delete separate helipads entirely. There are solutions to this the game hasn’t been willing to try yet.
Modern mechanics were what people wanted, yet we still have the ideal counters to this problem kept behind lock and key still (CAP).
Same as above.
Again, same as above. Expecting SAMs to do everything always was a terrible practice, but one hand of each team is tied behind their back and helicopters directly exploit that.
Ironic, the intent was to HELP SAMs so they didn’t need to constantly trade missiles with helicopters and could still kill the damn things no matter how many missiles they fired off in response.
That’s literally not going to do anything to solve the MITL issue
in fact, it’s only going to be a buff toward helis because now they have airfield defenses
And who says that cannot be changed? I agree with proposals of lowering baseline CAP costs dramatically, FYI.
Really? Because I remember seeing longstanding threads arguing about either “Helicopter rocket-walling of incoming SAMs makes them impossible to kill” and “Helicopter with 12-16 ATGMs overwhelms my SAM with 2-4 ready to fire - how am I able to counter this when they blow up all my missiles and I cannot reload in time?!”
I simply see the exact same problem with Aircraft vs Aircraft MCM. Do you understand where I am coming from? I don’t see them as separate issues because I don’t directly play any of them.
But they then have to travel pretty significant distances between reloads, so they lose their “virtually infinite ammo,” and have pretty lengthy travel periods where they are vulnerable to interception, provided CAP costs get massively lowered like is long overdue.
Giving helicopters AF defenses far away from the tank map is also a good thing.
Your suggestion does absolutely nothing to help SAMs, on the other hand is absolutely annihilates their capability at top tier.
Arguably what makes SAMs the most valuable at top tier is their ability to intercept munitions. SM-SV for example has the stock pile and capability to turn into an iron dome for their team which is incredibly strong.
I think this really boils down to you not having any experience at the BRs that are being discussed.
Yeah I probably should’ve made this thread a bit later after the update once people went back to trying to play like normal people and couldn’t. Wish I had a bit further reach than just the WT forums but I’m not making a reddit account for this shit 😵💫
I’m of the opinion that the average player probably shouldn’t have as much of a say regarding game balance as they do right now.
Or even people who don’t have any experience (or barely) in the areas being discussed
Thats why you need to read Devblogs. In the summer NE post from BVVD he said that they are planing to implement RCS for munitions this year, probably it will come together with 5th gen as it ties to the theme of advanced RCS simulation. It will naturally solve the issue with MCM