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MADMAC50K's avatar
MADMAC50K
Seasoned Ace
2 years ago

Attack helos are waaaaay OP

Just played 2 rounds on Hourglass.  Terrible map to start with, almost zero cover between flags means massive infantry and ground vehicle farm for attack helos.

Both rounds were absolutely ruined by 2 attack helos on the opposition team.  For those pilots that say "uber K/D just don't happen", take a look at the scores below.  By the time the useless stinger locked on, they had zero'd your location and were raining rockets down on you.  The wildcat was destroyed within seconds of spawning, along with any other ground vehicles firing at them.  They easily dodged the Lis missile.  They dominated the rounds and there was nothing we could do about it.  They just popped flares and flew behind cover to replenish.  They even spawncamped the uncaps anyone spawning as engineer or other vehicles.  The map design doesn't help on hourglass as you pretty much spawn in the uncaps with a huge target on your back - they are too close to the flags.

They may have been skilled pilots, but should there be nothing the other team can do in that situation?  We just have to leave the server?  That sounds like great game design.  The helos and other air vehicles are designed around noob pilots, and once you've mastered the numerous OP countermeasures, you can pretty much fly about farming without issue.  That's not fun for other players.  Something needs to be done to sort out air-infantry balance as it's ruined 2042 from the start.

14 Replies

  • D-Man3847's avatar
    D-Man3847
    2 years ago

    I kind of disagree the Apache is weak as hell and it's slow it takes awhile to master it. It only takes 2 RPGs or AT4 and that's only with full health.

    I get that the wildcat maybe weak against it. But, there are other available options thst are strong against attack helps.

    So, if there's an Apache running around your spawn for like 5 to 10 minutes and the game is full. Then something is wrong with 128 players not being able to take it down

    D

  • Lady_One's avatar
    Lady_One
    New Ace
    2 years ago

    @D-Man3847The amount of rockets it takes is irrelevant. Flares, lockons' fundamental need to lock on, helicopters' mobility, and their ability to go OOB are all enough to make things ridiculous. And this is not even a new issue for BF, attack helicopters were farming infantry on Siege of Shanghai too, though at least IIRC the AA in BF4 was actually decent on other maps.

    I've gunned for an attack helicopter, on the periphery of Kaleidoscope, my pilot hiding us behind the buildings - the ones between A1/2 and C1/2 that snipers love to sit on the little indent of - every time we got locked, only to pop out later and farm the infantry on A1/2 for a few kills.
    We were getting hacked, hit by a stray lizzle, locked as soon as we got out of cover, and that did not stop us, only delay us, because the only weapon infantry have to actually consistently damage helicopters is the NTW-50, which is terribly underpowered while requiring a higher amount of skill. And even if they did use that, we'd just repair it (like with the stray lizzle).

    You can have all 64 people lock on, it's not going to do anything when the helicopter flies away. If 64 people decide they're chasing after a tank, that tank will likely eat a 35 damage rocket, THEN pop APS, kill 0-3 people and after that finishes it will die because it's not mobile enough and it can't run away to where infantry can't touch it, generally.
    Exception being TORs at spawn or some extremely faraway spot on a map, which people usually dislike as well. The TOR should not have the Maul ammo type and you should not be able to shoot while in spawn, like in Battlebit. On Conquest. This does not have to be a thing for all gamemodes.

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