Helo hitpoints/AA missile damage post 1.21

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  • 193d DCAT1

    #16
    Re: Helo hitpoints/AA missile damage post 1.21

    I am having better luck shooting down the helos with the fixed/vehicle .50 cals than with the Surface to Air missiles. The OP was correct, waiting for the missiles to reload is a death sentence. The range on the missiles is so short and the "locks" take so long that a helo is usually able to escape the missiles. (Not to mention that a "lock" with no flares is not even a guaranteed hit unless the hlo is flying straight at the SA emplacement).

    It takes a concerted effort by at least 2 good players (SA/.50 cal/AT/armor/APC) to take down a good Hind pilot in SF, and even then odds are they will just drive it off to repair. Either way the helo will be back in 30 seconds and any element of surprise will be probably be gone.

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    • SQUiB

      #17
      Re: Helo hitpoints/AA missile damage post 1.21

      In an effort to get some more feedback on my idea I'm going to quote myself here.
      Instead of nerfing the air power to put it closer to equally effective as the ground troops (which will never happen because people would complain like all hell and it would be stupidly unrealistic) DICE needs to work on making drastic changes to the scoring system. To make things more realistic attack choppers and jets could possibly even be made better!

      This is one idea that I just came up with (only applies to attack choppers and jets):
      - Firstly kills to ground troops don't count as a death for the unlucky victims and would only award the pilot with a single point. People aren't going to get nearly as upset about being killed by uber powerful vehicles if it doesn't effect thier stats. It should still lose the team a ticket so that people still need to watch out for jets and helos.
      - Kills to any people in vehciles would count as death for the victims and would be awarded the full 2 kill points. In addition pilots would get certain amounts of team points for killing different types of vehicles. 1 for APCs and transport choppers, 2 for tanks and attack choppers and three for jets (all of those amounts would probably need to be reduced by 1 for people flying jets versus people flying choppers). All kill bonus team points would be awarded to both the pilot and gunner reguardless of who acctaully gets the kill and kill assits would still be given as normal.
      -Lastly deaths would count twice for chopper pilots and gunners and 3 times for jet pilots and gunners. This simply represents that people in these positions die less that everyone else.
      Obviously none of that has been tested in anyway and would most likely be completly unabalanced but you can understand the ideas anyway. It hasn't been thought out aside from while I was typing it so there may well be serious flaws in the idea as well.
      If the feedback is promising I'll submit the idea in the DICE threads and see if I can get a reponse.

      EDIT: TigerRei the attack choppers were difinately taking 2 hits and flying off to repair. Sure they had smoke pouring out of them but it doesn't help me much. Not sure about the jets because I could never be sure I got 2 hits on them.

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      • WarGimp

        #18
        Re: Helo hitpoints/AA missile damage post 1.21

        Originally posted by mro
        proper AA in the first place would have been a good idea. a GUN fgs. a really AA GUN. that takes skill.
        Jeezus.
        There ARE AA guns! Mounted on those mobile AA thingys. Mounted on jeeps and tanks too. .50 mounted machineguns are great for taking out attackchoppers (as long as you see them before they see you) and you can nail planes with 'em too.

        Just for the record, I like to chase down attack choppers and kill them in a BUGGY!

        Quit griping about things that aren't there when you aren't using what you have!

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        • signa
          CS-Nation / TGN Staff
          • Dec 2004
          • 4191

          #19
          Re: Helo hitpoints/AA missile damage post 1.21

          acutally its werid but I find myself being killed more in the chopper with 1.21 AA, than 1.2.
          but that is still only about 2 deaths per round average.
          "Crunch's First Officer"
          twitter: @signaprime

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          • zone36
            Member
            • Jul 2005
            • 852

            #20
            Re: Helo hitpoints/AA missile damage post 1.21

            Originally posted by Wargimp
            Quit griping about things that aren't there when you aren't using what you have!
            I agree.. there is no room to complain about taking out helicopters post 1.21

            fixed wing aircraft take a little more focus and effort, but can be downed too

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