multipath, simple
Again what are you talking about, I own 2 seperate top tier helis and have played a decent amount of both??
Helis don’t multipath, how many times will I have to say this?
ok
Helicopters can multipath… ARH missiles will hit the ground the moment you are in MP range, which is 30 meters and below.
Except the UHT was that good.
Back then ATGMs didn’t come up on radar, were harder to see, and the UHT was the only F&F heli.
It terrorized lobbies.
Yet, the heli “problem” only became a “problem” when the Mi-28Nm got buffed… go figure.
Heli gameplay has been tossed in the trash thanks to the oppressive SPAA at all tiers.
Lol.
Miika getting corrected by another non Russian player, because he doesn’t have correct information
Multipathing needs to be nerfed though, it’s ridiculous to have missiles go past you or hit the ground because of a mechanic that was originally meant for planes. It has to be reduced to like 10 or 15 meters for helicopters, at 25 meters radio proxy fuzes don’t trigger either.
Or BUK missiles that don’t proxy when you notch, there is room for improvement for all AAs.
I feel like if that is a bug, the BUK bug is a little bit of a bigger issue. lol they don’t go off when you notch… good old spaghetti code
They should also fix SLM’s IRIS-T while they are it, the continuous DL+IOG guidance will be a nice buff if they get around doing it.
60m
Yes, I know it’s 60 meters but 30 meters is the sweet spot for the best amount of mirroring effect. Any higher or lower and you risk being hit.
There are 3 possible scenarios when an ARH missile can hit you if you are below 60 meters.
- unlucky splash (rare)
- the plane guide the missile being almost directly above you at a decent height (super rare with current spaa)
- buk guide missile via TELAR radar
In all other cases, it doesn’t matter if it 10m, 30m or 58m. The ARH won’t hit anyway.
holey maccaroni now i understand the level of experience this whole discussion is based upon. half the people never played any top tier heli and have 0 idea of any of the mechanics involved (not you obviously, i think the person you replied to). absolute waste of time discussing if thats the base level of information.
and you dont even need to play them to know that all radar missiles just zoom past you if youre low and their proxy fuze also doesnt trigger, you can just try locking any heli thats close to the ground with any radar spaa and watch overlapping soft lock windows jumping around and matching each other when they are climbing too high. it really isnt that deep. but somehow we are still discussing heli top tier balance with players that are not even on the basic level of how that stuff works…why?
Well, it certainly isn’t my fault that Gaijin keeps every single mechanic a secret in the game, I don’t know if it is actual MP or some terrain avoidance logic due to the radio proxy fuze avoiding terrain above below 25 meters. Either, way it might well work the same as multipathing but yeah. I’d need more time to research this.
i vaguely remember the proxy disable is due to avoiding the missile proxy from trees and other stuff close to the ground which makes sense in a way. not on absolutely open maps like desert with flat terrain but its probably jsut way easier to just code it like a general disable mechanism which in the past was basically the only chance you had vs vikhr slingers with twice your range.
But if they could explain now what youre supposed to do vs a mi28nm or ah64e or z10me thats close to the ground so invincible to radar missiles, has ldircm so invincible to ir guided missiles and ir guided agms and is too far to have any chance of hitting him with saclos spaa i would be really interested in gaijin explaining that. Its just the full s…show combination of mechanics that were introduced for a-a missiles, broken ldircm and them outranging the only spaa that in theory could do anything. oh, and gl if youre in any non ldircm heli.
Exactly the same thing that everyone has been doing for the last 3-4 years, when there was a FnF helicopter on the battlefield. It’s not a particularly new situation.
FnF helicopters with anti IR missile shields and double the range on their FnF missiles and or double the amount is not a new situation?
Helicopter that can’t be killed by ground vehicles is not a new situation.
Irrelevant in 95% cases vs ground. Mostly useful only vs other helicopters
People asked for it themselves.
maybe you remember that heli being completely helpless vs planes and that it takes half its weaponry to kill one pantsir or 3 to 4 missiles to kill a mbt? also spikes and pars are barely lofting so being behind any hard cover makes them miss. smoke makes them miss because they dont have iog (like all the new f&f agms have) and sitting next to a dead tank or alive tank turns you invincible vs them as well. (so in spawns with some dead tanks youre completely safe) how is that the same? have you played any of the new top helis?
also
how is that irrelevant? those missiles have twice the speed compared to spikes and the further you can stay away from the ao the more time you have to dodge and the more space you have to maneuver and stay hidden from planes. spaa has ages to intercept pars and spikes that come in almost flat if you shoot from 6-8 km. thats not rly the case with lmurs and jagms. they will be right above you and very hard to find in any saclos spaa. while if you go for the heli at 7 or 8 km plus hes got 4 to 5 seconds to dip down.