Forum Discussion
Hey folks,
Update 1.2 went live in the past hour.
When you next have the opportunity to play, let us know how the Transport (and Stealth helicopters) feel after the update. From our experience, we did see they were too strong versus infantry.
The cannon was like the bolte before the nerf, it's now somewhere in the middle , but this never was the problem really.
a MUCH longer stealth cooldown or no flares at all would have been a real nerf to this thing
- UP_Hawxxeye4 years agoLegend
@direct3r wrote:
@Straatford87for the stealth heli I see literally no difference at all, it's maybe 5% less strong, it still can go stealth, flare and is gone in seconds behind some cover.
The cannon was like the bolte before the nerf, it's now somewhere in the middle , but this never was the problem really.
a MUCH longer stealth cooldown or no flares at all would have been a real nerf to this thingI believe that the best nerf for the stealth heli is to capitalize on it being something that needs to be sneaky. For that I believe that it should simply have less health than anything else.
Like 1 stinger/TGS = death.
This way one can justyfy its high firepower while also meaning that if the enemy is aware and expecting, the heli will go down fast if they start hitting it.
Another slightly more cruel nerf would be to require 100% or above 90% health for the stealth to be available and sustainable.
Someone just landed those 30mm AA shells at you? Well... stealth system malfunction bro!
It is fine if the stealth heli is deadly. It is a vehicle.
It is its defenses that are the problem
- RayD_O14 years agoHero
@UP_Hawxxeye wrote:
@direct3r wrote:
@Straatford87for the stealth heli I see literally no difference at all, it's maybe 5% less strong, it still can go stealth, flare and is gone in seconds behind some cover.
The cannon was like the bolte before the nerf, it's now somewhere in the middle , but this never was the problem really.
a MUCH longer stealth cooldown or no flares at all would have been a real nerf to this thingI believe that the best nerf for the stealth heli is to capitalize on it being something that needs to be sneaky. For that I believe that it should simply have less health than anything else.
Like 1 stinger/TGS = death.
This way one can justyfy its high firepower while also meaning that if the enemy is aware and expecting, the heli will go down fast if they start hitting it.
Another slightly more cruel nerf would be to require 100% or above 90% health for the stealth to be available and sustainable.
Someone just landed those 30mm AA shells at you? Well... stealth system malfunction bro!
It is fine if the stealth heli is deadly. It is a vehicle.
It is its defenses that are the problem
Definitely both good suggestions, either would help considerably to improve the current imbalance.
- UP_Hawxxeye4 years agoLegend@RayD_O1 there is a very good chance that the changes to the Wildcat will contribute to a much needed amount of dead helicopters.
- RayD_O14 years agoHero
@UP_Hawxxeye wrote:
@RayD_O1there is a very good chance that the changes to the Wildcat will contribute to a much needed amount of dead helicopters.Sounds good to me. 🙂