Whats your ideal Helicopter Game mode?

So, we all know that the helicopter game modes sucks balls beyond measure, Even gaijin abandoning it to bugs that make it unplayable.

But if you were allowed to remake the helicopter game mode, What would it be?

What would the objectives be? Would it be linear like Cod missions, Going through canyons to assault an airbase? Would it be free roam like it is now? Would you increase rewards? What would change?

7 Likes

To start off with an example suggestion. We’d shrink helicopter gameplay down to 4-6 players.

For pve
We’d change the mode into actual missions such as assaulting military complexes, Large Convoy hunting, and Logistical strikes. (With br’s split between sub 4km ATGM heli’s and Above 4km)
(Missions would also vary from short 10 minute matches up to 40 minutes)

pvp would be a larger form of our capturing flags/points, ranging from 4-8 caps on large maps where its not just spawn to spawn shooting. (Maps also varying dramatically in environment. Things such as actual big cities, Large hill’s and valleys, Pacific hidden base)

PvE Rewards would then be increased to the point where completing a helicopter mission is = to 1.25x a normal ground mission. And pvp for 1.5x.

Anyhow thats just an example, whats yalls ideas?

6 Likes

I would like helicopters to be integrated into the “Aerial Warfare” gamemode BVVD said was in development in the Q&A video.

1 Like

A PvP helicopter game mode, with small to medium sized 15x15km to 100x100km maps and many capture pionts(4 to 10). I think terrain should be unique and fun to fly through(fly through a cave to capture D point). Lastly it has the bases and helipad destruction mechanics

1 Like

Heli PVE but with 60,000 RP per hour instead of 30,000 - 40,000.

1 Like
  • replace bomb bases with a modern looking equivalent to the reserve teir ones where you have groups of individual targets

  • Get rid of the WW2/Korean war aircraft (seriously why are they there) and add more BR related targets.

  • Add MANPADS and 23mm emplacements (not too many or it wouldn’t be fun at all)

  • Completely replace the decde old “front line” system and have AI vehicles actually engage eachother

  • Random chance of a BR appropriate fighter to spawn and hunt players

  • More static targets (like the ones in like 3 ARB matches gaijin trolled us with for no reason 2 years ago - I still haven’t forgiven them for making us believe we would have an ARB CAS rework)

  • Improve communication to the players where a new base will spawn

  • Stop spawning objectives 50km away.

2 Likes

Personally, the PvE mode wouldnt be half as bad if the helicopter research (modules at least) wasnt as bad. Especially when you get to the top tier helis and trying to spade them out you can do a 1 to 2 hour match in PvE with boosters and it still will barely cover one module. If any change was to come, id hope it was the heli rp first.

2 Likes

the one that deletes helis from war thunder

“I want a worse game for the thing I don’t like rather than a better game because I like tribal balancing”

A wave based PvE mode where players must provide close air support for infantry squads that are advancing towards objectives. At the beginning of the match, attack helicopters will need to clear an LZ before utility helicopters can transport troops to the combat area. The dismounted AI squads will then attempt to capture objectives, locate personnel for EVAC, and spot enemies for the players to engage. Utility helicopters will be used to transport VIPs and other personnel back to the helipad for points and team score. Attack helicopters will loiter the battlefield and destroy enemy vehicles and infantry. If a friendly squad is neutralized in battle, a timed MEDVAC event will appear. Failure to complete the evac in time will result in the loss of tickets. A timer will appear at the end of each wave to give players a chance to rearm, transport personnel, and reposition. As the waves increase, so does the quality and quantity of enemy units.
Example:

Spoiler

Wave 1-3

  • 4 infantry squads
  • Light transport trucks and technicals
  • Small arms fire

Wave 4-6

  • 8 Infantry squads
  • Light armored vehicles
  • APCs
  • RPGs
  • Heavy Machine guns

Wave 7-9

  • 12 infantry squads
  • IFVs
  • Tanks
  • MANPADS
  • RPGs
  • Heavy Machine guns

The difficulty would be set to realistic by default, so players have to choose their loadouts and carefully manage their payloads before flying back to the helipad to rearm. This would keep players from wiping entire waves on their own. Utility helicopters would have the ability to carry a limited-use rearm point in exchange for their ability to carry personnel and weapons. This would allow for utility helis to provide the team with indirect support.

TL;DR
That one Co-op helicopter mission from Battlefield 3

Capture

2 Likes

the game for everyone else is vastly improved when helis arent present.

cry harder

never going to work at this point

1 Like

Game for helis and cas is improved with AA removed.

If the only way you think something can be improved is if you remove it, it just means you aren’t thinking creatively.

Although pretty much noone likes how they’re on everything now, internal modules was a great and creative way to fix IFVs being really tanky due to their lower spalling and emptiness. Sure the game would have been better for MBTs if they were completely removed but that would just be stupid.

2 Likes

Trust me, helicopter players only play in ground modes because it’s the only other choice besides PvE and ground assault arcade. If we had a decent mode, we would barely even touch ground modes. Ground players really do need a tank only mode (mostly because we’re tired of hearing them complain about CAS).

2 Likes