The Choppers are made of n000b.....so how do I activate the parachutes.

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  • The 13th Raptor
    Member
    • Oct 2006
    • 190

    #76
    Re: The Choppers are made of n000b.....so how do I activate the parachutes.

    Increasing the learning curve of helicopters while keeping them as powerful as they are now (you people aren't asking for a boost right, just that its harder to fly?) would just result in them being more of a pain to fly. I don't know why you would want that if you can't get anything more out of it than you can now.. which you shouldn't.

    And i think that's the crucial point, people want to be able to dodge rockets and escape .50 fire more easily. At least i think that's the case, them just wanting a boost in the form of increased maneuverability so they can be "skillful"and get more kills.

    Comment

    • Chris_Redfield
      Member
      • Oct 2006
      • 5986

      #77
      Re: The Choppers are made of n000b.....so how do I activate the parachutes.

      Originally posted by The 13th Raptor
      Increasing the learning curve of helicopters while keeping them as powerful as they are now (you people aren't asking for a boost right, just that its harder to fly?) would just result in them being more of a pain to fly. I don't know why you would want that if you can't get anything more out of it than you can now.. which you shouldn't.

      And i think that's the crucial point, people want to be able to dodge rockets and escape .50 fire more easily. At least i think that's the case, them just wanting a boost in the form of increased maneuverability so they can be "skillful"and get more kills.
      Not really, for example, what separates COD4 from BF2 right now is that even they both have restrictons to movement, COD4 feels much more responsibe and fluid, and because of that, much more fun. On top of that, it gives a sense of personal achievement and gratification when you master something most people have problems with, it kind of separates you individually. Having access to an air unit has absolutely no importance as any server can enforce the "wait in line" rule and people wouldnt have any problems with it.

      Comment

      • The 13th Raptor
        Member
        • Oct 2006
        • 190

        #78
        Re: The Choppers are made of n000b.....so how do I activate the parachutes.

        Exactly, you want the helicopters to be less sluggish and more responsive, resulting in a more maneuverable helicopter. That's a boost. :P You tell me how they can make you happy without upsetting the current balance!

        Comment

        • Chris_Redfield
          Member
          • Oct 2006
          • 5986

          #79
          Re: The Choppers are made of n000b.....so how do I activate the parachutes.

          Originally posted by The 13th Raptor
          Exactly, you want the helicopters to be less sluggish and more responsive, resulting in a more maneuverable helicopter. That's a boost. :P You tell me how they can make you happy without upsetting the current balance!
          Its not a boost if it doesnt make it a vehicle with a higher impact on the battlefield. Anyway-
          A) Make choppers as responsive and agile as in BF2, balance it using the same methodology- the faster it goes, the worse it responds to yaw.
          B) If this increases the survivability to a point where they are too difficult to take down from gameplay balance perspective- increase anti air burst lenght
          C) If anti-air proves to not to be the rock to the scissors that the chopper is, start beefing up the damage from small arms until you reach a balance point where a chopper can deliver the payload and impact to where its needed, but it cant stay in the area for longer than it takes to take out that specific target, the formula would be to make it so that one single player cant scare if off unless hes able to sink 100-150 rounds into it, but a squad could scare it away with concentrated fire
          ----
          Babysteps

          Bottomline, dont balance from a public players perspective, balance from a competitive players perspective as thats where the skill level in pub servers will eventually end up.

          Comment

          • Lordsethonan
            Member
            • Jan 2010
            • 834

            #80
            Re: The Choppers are made of n000b.....so how do I activate the parachutes.

            Originally posted by Chris_Redfield
            Its not a boost if it doesnt make it a vehicle with a higher impact on the battlefield. Anyway-
            A) Make choppers as responsive and agile as in BF2, balance it using the same methodology- the faster it goes, the worse it responds to yaw.
            B) If this increases the survivability to a point where they are too difficult to take down from gameplay balance perspective- increase anti air burst lenght
            C) If anti-air proves to not to be the rock to the scissors that the chopper is, start beefing up the damage from small arms until you reach a balance point where a chopper can deliver the payload and impact to where its needed, but it cant stay in the area for longer than it takes to take out that specific target, the formula would be to make it so that one single player cant scare if off unless hes able to sink 100-150 rounds into it, but a squad could scare it away with concentrated fire
            ----
            Babysteps

            Bottomline, dont balance from a public players perspective, balance from a competitive players perspective as thats where the skill level in pub servers will eventually end up.
            It already plays like that, you go in, kill some guys, retreat, if you stay in a hot zone for too long eventually you are going to eat RPG fire or a well placed tank shell; the chopper is to be played as a hit and retreat and it gives superiority to the team that uses it more efficiently. Only this time around it's not a ballerina prancing all voer the map without a gunner. The pilot pilots and the gunner guns; and with alt fire they can force tanks to retreat, or soften up a tank push enough for the engineers to finish the job.

            Comment

            • jake_
              Fitter, Happier.
              • Mar 2007
              • 4959

              #81
              Re: The Choppers are made of n000b.....so how do I activate the parachutes.

              Originally posted by Chris_Redfield
              Appeal to the minority, not the majority.
              fixed.

              Comment

              • Chris_Redfield
                Member
                • Oct 2006
                • 5986

                #82
                Re: The Choppers are made of n000b.....so how do I activate the parachutes.

                Originally posted by Lordsethonan
                It already plays like that, you go in, kill some guys, retreat, if you stay in a hot zone for too long eventually you are going to eat RPG fire or a well placed tank shell; the chopper is to be played as a hit and retreat and it gives superiority to the team that uses it more efficiently. Only this time around it's not a ballerina prancing all voer the map without a gunner. The pilot pilots and the gunner guns; and with alt fire they can force tanks to retreat, or soften up a tank push enough for the engineers to finish the job.
                Do you honestly believe that BF2 choppers were so powerful because they were agile and nimble? Youve completely missed every single point in my post and went straight back to complaining about how difficult it is to be an infantry player in BF2.

                And Jake, vehicular players are a minority; making it more challenging to actually play and get good at, theres absolutely nothing wrong with this line of thinking. Unless of course, you consider "rock-paper-scissors" a game of skill, too.

                Comment

                • BrokenMachine
                  Member
                  • Nov 2006
                  • 453

                  #83
                  Re: The Choppers are made of n000b.....so how do I activate the parachutes.

                  No other vehicles (except for jets which haven't been in BF since BF2) have a learning curve like you are suggesting so why should the helicopter be any different?

                  I really don't see the problem with the chopper in BC2. On the PS3 I can really throw the thing around if I want to and use it effectively for a limited period of time like it should be. In fact I much prefer using a controller to steer it than a keyboard and mouse. No tank or jeep lasts forever on the battlefield so why should the chopper be any different?

                  All the BF2 pilots seem to think they should have something special in BC2 with the chopper. What about the tank drivers? You don't get them complaining about the tanks not having smoke grenades automatically or whatever.

                  I think the game is fine how it is. The chopper is effective if you know how to use it but isn't impossible to kill compared to a tank or jeep or UAV. This is how it should be.

                  Comment

                  • Lordsethonan
                    Member
                    • Jan 2010
                    • 834

                    #84
                    Re: The Choppers are made of n000b.....so how do I activate the parachutes.

                    Originally posted by Chris_Redfield
                    Do you honestly believe that BF2 choppers were so powerful because they were agile and nimble? Youve completely missed every single point in my post and went straight back to complaining about how difficult it is to be an infantry player in BF2.

                    And Jake, vehicular players are a minority; making it more challenging to actually play and get good at, theres absolutely nothing wrong with this line of thinking. Unless of course, you consider "rock-paper-scissors" a game of skill, too.
                    No, I've told you repeatedly that choppers were overpowered because there was no effective, consistent, tangible counter to them. I've told you repeatedly that if one guy can turn the tide of battle in a chopper or jet, then a single opponent should be able to deter them enough so that a counter cna be effectively put to them. I've told you that there is no workable, consistent AA in BF2, and air runs unchecked. On top of that, all air is able to pull of maneuvers that make it even more difficult to effectively track them with the mediocre and next to unusable AA in BF2, maneuvers that don't put the pilot at risk of losing control of their air asset.

                    I've always told you that this is unfair, since AA of any shape, way or form in BF2 has to expose themselves to a variety of tactics pilots can literally pull out of their rear. There is ample game evidence that pilots run amok in BF2 without any real support from their side, and turn games with above average "skill" player in the air assets, into a matter of who loads the map first, gets to the plane/chopper first and keeps the other team from taking off. From there you have to literally pray for them to lag enough to lose control of the aircraft.

                    They could "unlock" the choppers so they could do barrel rolls again without losing any altitude, and top spin their way to a flag; but the fact is DICE got it right this time, and all vehicles are support units. The tank suffered less, it has more mobility now, and the turret behaves more fairly; it's been almost universally accepted as a fact now that there has to be support for the tank to make pushes since there are even more counters in place for a tank now that against air. But the thing is as of BC2, the chopper role is to go in, clean an area, and pull back for repairs, and they are very effective at this; you can play them very aggressively and come out on top too, but now there is a very tangible risk about doing it since you are vulnerable to RPG fire, unlike in BF2 where you could swoop down and eat a couple of rockets, and still escape to a carrier or chopper pad and get free reloads and repairs.

                    What you have proposed has been programmed in, just not in the way you'd like I guess; but let's say it's fair for both sides. And it is fun for both sides too. Still with the "dumbed down" flight mechanics, complete newbies can't play the choper effectively, and if you were good in previous BF games, you'll be good here, you are forgetting that no matter how difficult they were to fly, now that you have ample experience, the learning curve will always be less steep for you and thus "unsatisfactory". So we go back to sy pilots: Adapt and evolve.

                    At any rate, we'll need more time to see how the flying evolves in BC2, 2142 was "crippled" at the beginning, and lately is pretty much evened out ground vs air; and air vs air we know is broken because the vtols don't track each other the same way. Let's see what happens when we start getting pilots, both new and old with 100 hours in their logs before crying foul. right now I think it's perfect, but maybe in the end the choppers will really need some agility boost.

                    Comment

                    • Chris_Redfield
                      Member
                      • Oct 2006
                      • 5986

                      #85
                      Re: The Choppers are made of n000b.....so how do I activate the parachutes.

                      Originally posted by Lordsethonan
                      No, I've told you repeatedly that choppers were overpowered because there was no effective, consistent, tangible counter to them. I've told you repeatedly that if one guy can turn the tide of battle in a chopper or jet, then a single opponent should be able to deter them enough so that a counter cna be effectively put to them. I've told you that there is no workable, consistent AA in BF2, and air runs unchecked. On top of that, all air is able to pull of maneuvers that make it even more difficult to effectively track them with the mediocre and next to unusable AA in BF2, maneuvers that don't put the pilot at risk of losing control of their air asset.
                      A) You specifically complained about ballerinas, as if the agility was the cause of the problems, you mentioned it again, trying to claim that it was difficult to track them with STA because of their ability to "turn on a dime". Youre flatout lying. STA in BF2 had a lock cone, which meant that even if you were a 90 year old, with no hands, moving the mouse with your toes, you would be able to track air and launch off two missiles on a lock tone.
                      B) Ive told you a dozen times that there are viable fixes available for the game, that BF2 is potentially an easily balanced game, and that the only reason its not, is because DICE wasnt interested. All of the fixes which really mattered, were first served to Karkand players. Ive also explained to you in detail why STA is not effective against air and it has nothing to do with air being agile.

                      I've always told you that this is unfair, since AA of any shape, way or form in BF2 has to expose themselves to a variety of tactics pilots can literally pull out of their rear
                      Except that every single newbie Ive seen in the STA, is hoping to get a kill by just sitting in it. Since the very first day, whole airs gameplay revolved around dealing with the Stinger sites and mobile STA. Avoiding and fighting them became part of the game. Except dedicated air hunting has never become anyones part of the game. The variety of tactics on one and and the lack of it in the other is directly influenced by players skill and experience on both level. And Ive made it literally clear as to why theres such an inbalance in skill. Ive told you over a dozen times that BF2 can be fixed and you still keep complaining about it.

                      There is ample game evidence that pilots run amok in BF2 without any real support from their side, and turn games with above average "skill" player in the air assets
                      Its been a long time since Ive seen an "above average" pilot turn the game around...

                      They could "unlock" the choppers so they could do barrel rolls again without losing any altitude
                      And how does barrelrolling without the loss of altitude help choppers? Its not going to break missile lock, its not going to make you a more difficult target against .50 cal.

                      But the thing is as of BC2, the chopper role is to go in, clean an area, and pull back for repairs, and they are very effective at this; you can play them very aggressively and come out on top too, but now there is a very tangible risk about doing it since you are vulnerable to RPG fire, unlike in BF2 where you could swoop down and eat a couple of rockets, and still escape to a carrier or chopper pad and get free reloads and repairs.
                      And here we go again, points, score, balance, when Im advocating the agility and responsiveness of the chopper, to make them difficult to master. Not difficult to just master scoring in them. If the whole learning process in air revolves around only (sic!) when to strike, where and whom, and not about the flying itsself, then youre actively promoting all vehicles to be point-machines, an RPG-esque grinding mechanism. Obviously this is fine for someone who doesnt really use them.

                      And it is fun for both sides too. Still with the "dumbed down" flight mechanics, complete newbies can't play the choper effectively
                      They couldnt play effectively in BF2 either. Except that now its been dumbed down enough so that some people who just like to experiment with certain vehicles, didnt give up on frustration. Back in the day, to be good at something, you had to put some time into it. Nowadays, youre advocating a shallow learning curve, and balancing purely from the perspective of vehicles ability to score points. Why not have both? A steep learning curve WITH balance? Now thats just wrong!

                      , and if you were good in previous BF games, you'll be good here, you are forgetting that no matter how difficult they were to fly, now that you have ample experience, the learning curve will always be less steep for you and thus "unsatisfactory".
                      "lol", so youre saying BC2 is still difficult, but we adapt faster. Dude, theres not a single chopper pilot in BF2 who has yet to think the choppers are "AWESOME!" or difficult to fly in BC2. That should tell you something. Infact, the only praise it gets is from those who put a fairly short time into flying in earlier BF games. Exactly how it worked for BF2142 aswell. I dont want to fly the vehicle for the sole reason that I get to score more points in it than I would on the ground. Im not obsessed with stats the way you appear to be.

                      So we go back to sy pilots: Adapt and evolve.
                      Thats just so wrong. Haha

                      Let's see what happens when we start getting pilots, both new and old with 100 hours in their logs before crying foul. right now I think it's perfect, but maybe in the end the choppers will really need some agility boost.
                      Ive never seen people being talked down on when they wanted something to become more challenging for themselves. As for the second bolded line- you just basically argued for arguments sake, and in the end just shrugged it off and said "yeah, lets do it." Fantastic.

                      Its funny how you think somehow making the game a challenge and into something more fun than just raking up score, is going to break the game completely. Its like paranoia. "God forbid they start spending as much time in the air as I am spending on the ground!"

                      Comment

                      • Lordsethonan
                        Member
                        • Jan 2010
                        • 834

                        #86
                        Re: The Choppers are made of n000b.....so how do I activate the parachutes.

                        I don't know what magical servers you played on where AA was viable, I know I gave up after what must ammount to close to 5 hours sitting on the stingers trying everything that I could imagine. Now take into account the survival chance and lifespan of the average stinger gunner in that game, and tell me it's still uncomparable to hundreds of hours flying. I gave up on that game when I realized it would never get fixed, and I'm not one to turn to mods when vanilla flavor isn't up to par.
                        I can't sincerely believe you because I'd have to see first hand that AA in BF2 works without the stars being aligned on favor of the stinger gunner; I quite sincerely Chris, couldn't care less if they got it right in 5 different mods, since that's not the game by design.

                        I also can't honestly believe any of the flyboys in their critique of the air being "unfun" when the vast majority of them only flies for the score, and they choose those vehicles because they have the least opposition and danger attached to them. I'm not even against that line of reasoning; the potntial for score; but in reality there is no difference between the time spent on infantry and vehicles regarding skill, you don't need one thousands hours to get good at it, air doesn't have a mystical learning curve that only a few initiated can achieve; but in that game, getting air assets was akin as everybody else just using knives and the pilot getting a tank with triple armor; there was never a fighting chance.

                        I'm going to stop discussing this, because you are hell bent on proving something that is very subjective; that a "harder" to learn vehicle is mor fun for everybody, and if we don't think so, then we don't know better. I tell you that the current systems works best for both types of players, those who want to sink hours on the air, and the ground pounders; there will be those that make a career out of being pilots, or gunners, teams will be made; and Chris, they will have fun regardless of what you think is more deep or not; they will learn the new system, some for the first time and they will love it.

                        You are on the opposite side "how they dare make life difficult for us, we should be allowed to rape because we sink most of our playtime to this vehicle", well now you have opposition, very real, and very dangerous. The ones willing to go against that and still come on top I'm pretty sure will get a very real sense of reward and achievement with or without your approval.

                        All I can tell you is this; want to prove your point to me? Let's go inside a public server with no friends, and let's try to keep the skies clean of choppers and planes for a couple of rounds. If we manage to do it once, I concede. Vanilla flavor BF2, I'm your squadmate, I go an dlearn and you teach me how to do it. I'm even going to install the game again right now, any day you want, just drop me a line.

                        Comment

                        • LukeD
                          Member
                          • Apr 2007
                          • 119

                          #87
                          Re: The Choppers are made of n000b.....so how do I activate the parachutes.

                          I used to play choppers in bf2 all the time anythine I could I used to seat switch and get called a hacker( iv never hacked but it was funny)
                          anyway playing bc2 is so much fun I dart all over the map I don't just stick to choppers I use everything available to me
                          the choppers are heavy a bit slow crap at getting down and out of trouble but it's a totally different game I'm not fussed tbh new game new mechanics. Choppers are still alot of fun get a good gunner or a good pilot and you can rake in the kills.

                          My piece :)

                          Comment

                          • Chris_Redfield
                            Member
                            • Oct 2006
                            • 5986

                            #88
                            Re: The Choppers are made of n000b.....so how do I activate the parachutes.

                            What the hell is this, Seth? Still infantry player complaints with arguments taken randomly out of context? See, you take me as a collective face of BF2 air player and unleash all that frustration accumulated over the hours onto me. And its quite strange.

                            Short version- to create balance, you give everyone a big stick and make using that stick fun.

                            Originally posted by Lordsethonan
                            I don't know what magical servers you played on where AA was viable
                            See, here we go. Assuming you are adressing my points in somekind of logical arrangement, Im also going to assume this is a counterargument to me calling you a liar. Pay close attention to what I called you out on, and thats breaking locks with "ballerina-like" agility. Ill get to the AA part in a sec.

                            I know I gave up after what must ammount to close to 5 hours sitting on the stingers trying everything that I could imagine.
                            Ever since the arguments first started on the inbalance of vSTA vs vAir (prepatch 1.2, mind you), pilots have always advised not to be sitting in the pods unless youre taking shots. You turn them in the direction facing the directing of a jets intended target, and start hopping in as its about to cross you. Its going to scan over you with the bomb HUD just once, to see if the box pops up. Better players will scan the minimap for idle/taken STAs. This method will yield you much higher survivability. As a jet pilot, unless Im commited to bombing a flag, to scan an STA, I either check its idle/taken status on the map, or dip my nose once over it with the bomb HUD. Once you score that single hit on the jet, you will make it retreat. Once you start getting his attention, youll affect his efficiency.

                            Adressing my idea that multiple guys doing this at once would be able to clean the skies or severely affect chopper/air crews perfomance is based on a map I made about 4 years ago. Its the STA coverage of a 32 player Oman map, the one used in BF2 Demo.



                            Ive pointed out that Ive only once had two people trying to tandem me with the STA dance, and they cut my average results down to 50% which resulted in way more flag cappings for their team, and much less crucial bombings from my part. Not to mention I had to break off dogfights quite a lot.

                            Now take into account the survival chance and lifespan of the average stinger gunner in that game, and tell me it's still uncomparable to hundreds of hours flying.
                            But thats precisely the point Ive been trying to make for this past week, and everyone keeps ignoring it, returning to the stupid old BF2 air bashing. People didnt use the STA-s because theres absolutely no fun in them. If youre going to concentrate on them, most of your skill development is going to be aimed at playing cat-and-mouse with the air, while dodging sniper fire and occasionally having to defend the flag. The colossal difference in the fun factor between these two aspects in the game quickly made is so the pilots adapted to STA-s pretty much standard and unchanged gameplay since 2005. Sink it in a little. Then, we have the mobile STA. A mobile STA exists on just a few maps, and they happen to be the least popular ones. For example, Dalian is an extremely popular map, yet the 64 player version has no mobile AA! In comparison, a much better balanced Daquin has 5 AA vehicles! Zatar has 2 and Oman has none. Again, much better maps have less AA options. The proposition made by both the competitive community and pub players alike, way back in 2006 at least, was to throw in more mobile STAs into maps which dont have them. They are fun to use, and they will be used appropriately if they would be on the most popular maps.

                            I gave up on that game when I realized it would never get fixed, and I'm not one to turn to mods when vanilla flavor isn't up to par.
                            Yeah, youre right, its much better to just wait patiently for a new game, when theres an abundance of good mods with no ground/air issues. And the whole point was that the game could have easily been fixed. Easily, by just changing a few values around. Did you know that DICEs response to why J10 and F35B inbalance wasx? Supposedly designing a hitbox for a jet was a difficult and time-consuming task.

                            I can't sincerely believe you because I'd have to see first hand that AA in BF2 works without the stars being aligned on favor of the stinger gunner; I quite sincerely Chris, couldn't care less if they got it right in 5 different mods, since that's not the game by design.
                            The whole point is that BF2 was not a broken game because jets were in it, it was broken because its designers either didnt care, or didnt have enough resources. Unfortunately they didnt really have a problem with raping the hell out of infantry gameplay, so Im going to stick to the "incompetence" card.

                            I also can't honestly believe any of the flyboys in their critique of the air being "unfun" when the vast majority of them only flies for the score
                            Ive seen my fair share of J10 whores who camp the airfield, people who bail at the slightest chance of being contested. Mostly just people who arent good at flying and want to experiment with it for a few quick deaths every other day. Getting better at racking up a major score came with the territory, especially when there were literally no irritating aspects to flying a jet. None, whatsoever. The controls were responsive, quick, and the jet responded like you would imagine it to respond. It gave you a sense of weight, a GREAT sense of speed. And as you sunk time into it (which, due to speed, responsiveness, the fun of it, people did gladly), you got more points. People who picked jets solely for score, usually were bad at them, and they left you alone if you were on the ground, capping flags.

                            This whole discussion about fun or "no fun" has nothing to do with high scores. Its your own frustration, youre basically ripping on me because I liked to fly. And when I propose to make helos more responsive, and take the autocorrection and limitation from motion out of the game, you see it as people wanting nukes attached to the damn thing. Yeah, sure, its going to help with avoiding ground fire if youre caught with your pants off. Will a barel roll really help a helo to avoid damage, though? Very unlikely. Imagine a 2 second input lag and a 1 second mouselag attached to your infantry play. You damn sure you would complain. I know I would. Even if its done to make it so that newbies had a chance against vets, it would still irritate you.

                            and they choose those vehicles because they have the least opposition and danger attached to them.
                            By this definition, every single BF2 infantry player was a glitching and cheating bastard who spent their time glitching inside buildings and aimbotting the hell out of the server. One wide brush you have there, chief

                            I'm not even against that line of reasoning; the potntial for score; but in reality there is no difference between the time spent on infantry and vehicles regarding skill, you don't need one thousands hours to get good at it, air doesn't have a mystical learning curve that only a few initiated can achieve
                            In order to get very good at ground play, you had to sink in the same ammount of hours if you wanted to become very good at air play. Lets forget for a second that flying forces you to use 3 completely separate control methods at the same time. In order to be a good infantry player, you have to know the maps, develop a very good sense of situational awareness, predict enemy movement (basically know how a map flows, what happens if a certain flag(s) is taken, et cetera), know how the guns work, where to aim, how to shoot. Know how to pick up kits and use dead enemies assets against them. Theres a wide variety of tactics and methods to the game. And this separates a newbie from a seasoned player. Except, since there are so many seasoned ground vets, its difficult to make a distinction between them. But the fundamental truth is that a 300 hour vet will rape the hell out of a 50 hour player. Something which youre actively seem to be working againt as you dislike learning curve. Its the exact same thing with jets and choppers. You have to have hundreds of hours under your belt, and for a lot of people, even over a thousand, to be up to snuff against competent pilots aswell.

                            You mistake me for someone who believes 1000h should grant a player godlike status. No. Im merely promoting depth in the game, so that I wouldnt know it all and play it all in just 100 hours. Luckily, despite the emergence of a selfrighteous "casual gamer" who thinks being terribad at a stupid videogame is honourable, people still associate challenge in a game with fun.
                            but in that game, getting air assets was akin as everybody else just using knives and the pilot getting a tank with triple armor; there was never a fighting chance.
                            In a server where a 300+ hour pilot was facing ground action which took no interest in him, with no ground player who actually pursued him, in popular maps with no AA vehicles, I can see how this analogy would work. Except it saddens me that your idea of balance is to completely and utterly neuter the air, as an act of revenge. Youre not even exploring the possibility of just giving the ground people a stick the same size of an air player. All you do is just go on a tantrum on how one game was unbalanced.

                            I'm going to stop discussing this, because you are hell bent on proving something that is very subjective; that a "harder" to learn vehicle is mor fun for everybody, and if we don't think so, then we don't know better.
                            Heres the proof. Those who usually claim BF2142 VTOL was great and balanced, has an immensely smaller time invested in air as a whole. Im sorry, but I cant take this kind of argumentation seriously. In comparison, LukeD is probably the only BF2 pilot Ive seen on these forums who think choppers are "fun".

                            I tell you that the current systems works best for both types of players, those who want to sink hours on the air, and the ground pounders
                            And Im telling you that after repeating myself over and over again, youre still not getting the point. The "fun" in your perspective has always been about score. Im telling you that you can have a vehicle which is balanced to meet your precious points, ribbons and medals, and still have a learning curve so people would at least sweat a little when they flied it. Remember the good old NES days? Or did your gaming "life" start with the recent "casual gamers" experience?

                            there will be those that make a career out of being pilots, or gunners, teams will be made; and Chris, they will have fun regardless of what you think is more deep or not; they will learn the new system, some for the first time and they will love it.
                            Ask yourself why the cycle has been broken twice now. Dedicated pilots moved from BF1942 to BFC (mod), to BF:V, to BF2. Ask yourself for a second, why are almost none of them playing BF2142? Why isnt BC2 subforum filled with air guides which started coming up in the first week of BF2? Your idea of fun is completely based on kills, score, points.

                            You are on the opposite side "how they dare make life difficult for us, we should be allowed to rape because we sink most of our playtime to this vehicle", well now you have opposition, very real, and very dangerous.
                            Hopeless, you havent been paying attention, at all.

                            All I can tell you is this; want to prove your point to me? Let's go inside a public server with no friends, and let's try to keep the skies clean of choppers and planes for a couple of rounds. If we manage to do it once, I concede. Vanilla flavor BF2, I'm your squadmate, I go an dlearn and you teach me how to do it. I'm even going to install the game again right now, any day you want, just drop me a line.
                            Sure, lets do it. Go through a few STA guides for Stingers and mobile STA and lets go hit a round or two.

                            Comment

                            • The_Eliminator
                              Senior Member
                              • Aug 2006
                              • 5486

                              #89
                              Re: The Choppers are made of n000b.....so how do I activate the parachutes.

                              $20 says no one reads it.

                              Comment

                              • MrChris_CJ
                                Mudkips
                                • Jul 2005
                                • 2610

                                #90
                                Re: The Choppers are made of n000b.....so how do I activate the parachutes.

                                I'd like a short abstract of this argument

                                as my brain don't handel wurds vury wall

                                especially not after seeing films like Transformers 2 etc

                                Comment

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