4 years ago
Here are August patch notes
interesting changes, helo pilots won't like them
interesting changes, helo pilots won't like them
@CloverDeuce wrote:
@FlibberMeister: Well, if I could somehow not count all my deaths from c-rappy and ill timed spawns, which I have no control over, I would be okay...
I need a spanner/death ratio.
Other than that, i'm totally fine with 30mm nerf, heating up faster. BUT when it comes to against hindi? Even if i would have gunner with me, i don't think we can kill it.
@Captain_Tachi wrote:Good patch notes... except the ones for the stealth helicopters. It will not be enough. And it is simple, why. The 30mm canon is not the main problem of this helicopter, it is his agility and lack of counter. Without playing it, the stealth helicopter will still dominate the battlefields. A litte less killing, but still domination. But hey, you are the Devs...
@doubleome@edgecrusherO0@CountSero
Give the update a chance guys, I think you're severely overestimating the stealth hele.
I've got T1 masteries in both stealth heles, also in the Hind, half way in the Condor and ages ago in the AA-tank. As a pilot who could go ~130-0 at the high end of my capabilities in a stealth hele, I can guarantee the 30mm cannon overheating fast is a massive nerf. I'll try to briefly explain why:
The cannon is its main air v air combat. Now it'll be inferior to all other heles. Honestly I can't imagine even being able to kill a Hind/Condor any more.
Skilled pilots hid behind objects like Renewals wall, Orbitals tower etc, causing AA missiles to hit objects and explode. Stealth and flares have little bearing. We got huge kill-counts because we could hold the 30mm trigger and explode everything from afar - this is impossible with a fast overheat.
Stealths also have a low health pool. As a Condor/Hind pilot I'd have any 2 random minigunners easily take most Stealths. Piloting a Stealth myself, I prioritized killing those because I knew their inescapable threat. This also won't be possible any more with overheating.
Stealth capacity breaks upon taking more than mild damage. Without the 30mm air dominance, they'll be taking damage from miniguns etc much more often, breaking or preventing stealth - and low health means it only takes one missile and some tickling to kill the Stealth hele.
I felt AA tanks 30mm's were pretty good. I felt stealth heles were prey, and they never lasted long. This buff to AA's sounds huge; if the damage increases even by 1, heles are going to melt.
All-round, Stealth heles will now take damage from many sources, of which they'll struggle to kill in return. Personally I'll probably go back to AH's, which will now easily outclass stealths in firepower. The only drawback is I need a good gunner, where I could just pilot well and get kills myself previously - but that's the purpose of a gunner seat, so it's good.
@Man_iLoveFishing wrote:Other than that, i'm totally fine with 30mm nerf, heating up faster. BUT when it comes to against hindi? Even if i would have gunner with me, i don't think we can kill it.
The alternative pilot gun option is superior vs helis. I mean the ones that are the base guns.
For the ground forces one still has the bombs.
@0_Katsui The cannon is its main air v air combat. Now it'll be inferior to all other heles. Honestly I can't imagine even being able to kill a Hind/Condor any more.
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
^^^Completely agree^^^ That said, it will be so dangerous for stealth heles to fight enemy heles, therefore the stealth heles will adjust and stay closer to the ground and hide behind cover. This unfortunately will have the unintended consequence of more multi-kill bombing runs on the ground infantry. I stopped making clips of 8-10 multi-kill bombing runs as they are not rare or difficult, and needs to be addressed at some point as I'm guessing it's not fun being on the receiving end of the "mini nukes"...
^^^Hey there little buddies....say hello to my "little nukes"^^^
^^^ Effortless eight human player multi-kill flying "Skull Chopper"^^^
I like the majority of changes Dice released in #1.2, yet some have the potential to create unenjoyable unintended consequences...
@CountSero wrote:Mmh, what a pity i think Stealth Copter will still be annoying even if the Wildcat gets a buff
Also, I think BVM distance nerf of High-Power was not necessary, it is a marksman rifle and 100m is not much.
And still not any mentioning that there is a huge Impact in Performance since 1.1.0 or that they are fixing it.
What about changing the Shader Cache path….?
What about fixing the Season badge?
Yeah I agree the performance issue should have been a priority, it's a deal breaker for many players.
So the nerfs to the weapons didnt matter?
@GrizzGolf wrote:So the nerfs to the weapons didnt matter?
K30 really had no impact on nerf because they nerfed it in the wrong way.
Actually it somewhat feels better to me. I think that's because of performance improvements though.
As suspected, AA 30mm's are really strong now (i wouldn't say too strong though), and heles are somewhat useless.
That's probably because people are terrified of heles and obsessing over them. Maybe things will balance out when playstyles adjust.
@DeepSixxxx wrote:@0_Katsui The cannon is its main air v air combat. Now it'll be inferior to all other heles. Honestly I can't imagine even being able to kill a Hind/Condor any more.
No it not. The main Air vs Air gun for the stealth helicopter is the other gun that one can select in place of the HE 30mm cannon. The dual HMGs that are basically a better version of the nightbird miniguns
Patch looks promising, will have to see how it plays. Hopefully performance is better.
Interesting timing for the patch, the day of, and hours before EA earnings report. I wonder if the DICE devs knew of any impending corporate news that would make them get it out the first available date in August compared to their normal timelines (early = 15-17th).