A tale of rockets and helicopters
Hey Everyone,
I see a lot of arguments and topics revolving around vehicles and their balance.
For me, vehicle number or power was never really a discussion worth starting, since the problem lies somewhere entirely else.
Tanks and other heavily armored ground vehicles work quite well. Especially considering the amount of M5 carrying Soldiers. Tanks are heavy, have problems with acceleration, only two ways to move without having to turn(which takes time and is predictable). Though they don't feel "overpowered", a tad too beefy at maximum.
Helicopters shine because of certain things combined: Total Freedom in movement on all axes, flares with enough duration to give you time to retreat behind a large object if confronted with Wildcat AA-Missiles and/or FXM-33, while having MORE firepower than ground vehicles at high restocking rates.
Firepower would be neglectable, if they had to resupply like in BF5 though. (which I would like to see return in a later patch)
Helicopters also have a lot of health. 2 M5s for one helicopter (even the Nightbird sometimes takes two) seems a bit much for my taste.
I can understand the argument to pair it with a SOFLAM. Though we are back to regular FXM behavior, for which I already stated my concerns.
So, what are the actual measures against helicopters we have right now?
Coming with the totally busted(at least for me) stealth-bomber-helicopter release, we get Liz which can guide her rocket into helicopters without lock. Still takes two, but that can't get away as easily. Requires taking a specific specialist though, which kinda defeats the purpose of having specialists if a quarter of the team basically has to pick her to cover the map on conquest 128.
The other solution is the Wildcat, which we rarely see in its natural environment as an AA. It would certainly shred some flying metal, if it wasn't for taking the same slots as the MBTs, while having a totally different purpose.
For a game that should not rely on coordinating 64 players of sometimes different languages in one team to choose the right vehicles and tools for the current situation, there are quite few pointers to identify the amount of specialists, weapons and gear for the whole team. How am I supposed to know we are lacking medics, if the game doesn't tell me while deciding my loadout before spawning?
So... my take on a list for making the vehicles more fun for everyone:
- Condor and Hind: Remove the big guns, miniguns replaceable with 40mm HE, incendiary or smoke grenade launchers.
- Apache and Hokum: Reduce flare duration to force drivebys instead of hovering.
- Huron and Hannibal: Reduce restocking of HE Bombs and make make them usable only while unstealthed. Reduce flare duration(same as Apache and Hokum)
- Nightbird: Reduce health to make it a reliable one-shot from rockets. That thing is not supposed to take two.
- Wildcat: Secondary emp ammo for dual 30mm AA cannons with marginal amounts of ammo and limited range. The emp disables weapons and systems for effective zoning in near proximity. Basically reducing the effectiveness and safety of hovering. (Rao does that too, but requires the specialist)
- M5, FXM and SOFLAM: increased lock-on speed for SOFLAMed targets, M5 and FXM should be allowed to be fired 60 degree off target without using lock on a SOFLAM target.
Good news: The count of vehicles could be increased.
Alright, that's it. Quite long eh?
Would appreciate some feedback and what you guys think. Don't be too harsh please :D