Forum Discussion
What frustrates me is trying to use the AA rocket launcher. It's slow to lock on and stupidly slow to reload. And more often than not it doesn't show that you've even locked on, when you have. It's glitched.
By the time I've fired, the Heli has used it's counter measures and flown off to hide behind cover. It takes too long to get a second shot away.
I'd be happy to have the rocket damage reduced slightly if the weapon reloaded quicker and worked properly. I don't expect to shoot down a Heli in a single shot but I should be able to give the pilot some problems so they have to be more careful when attacking.
Right now it's like shooting fish in a barrel. Infantry has no chance. Lis's new rockets mostly miss and chaff takes care of the AA. The Heli is too strong.
Hey folks,
I can confirm that we're looking into balance tuning for the MV38-Condor's 50mm Cannon Pod. We'll give more details in upcoming Update Notes.
- 4 years ago
@Straatford87can we just get rid of it? 2 gunners should be enough to protect transport + more space to use it as transport + less motivation to sit forever inside the transport and deny someone else spawning point.
P.S. please look also into season badge not counting progress.
- 4 years ago@Straatford87 Better analyze that the players learn to play. When I use the helicopters, no enemy uses Rao, they don't use anti aircraft missile FXM and there is no Wildcat...nothing at all. They only go to Sundance with grenades or Sniper.
And as DICE always does...better to limit a vehicle, than to improve the weapons to destroy it. DICE, you're horrible, stop listening to the crybabies.- 4 years ago
@borroma31 wrote:
@Straatford87Better analyze that the players learn to play. When I use the helicopters, no enemy uses Rao, they don't use anti aircraft missile FXM and there is no Wildcat...nothing at all. They only go to Sundance with grenades or Sniper.
And as DICE always does...better to limit a vehicle, than to improve the weapons to destroy it. DICE, you're horrible, stop listening to the crybabies.you're kidding yourself if you don't think the HIND is broken right now. i use Rao and i have other people helping try to take down the hind and it's nearly impossible. all i can do is make him fly away usually (especially if he has a mechanic repairing him)
- 4 years ago@borroma31 come on mate, you barely have over 200 kills between both transport helis. Stop talking like you're #1 pilot here. You're a bolte main, probably sad your lock on missile to insta kill every air vehicle in the sky got nerf'd.
Players are relentless right now with Rao + lock on's. If you arent getting hacked, then you're being as ineffective as your stats show and probably sitting at the top of the skybox acting as a beacon.
- 4 years ago
@Straatford87 wrote:Hey folks,
I can confirm that we're looking into balance tuning for the MV38-Condor's 50mm Cannon Pod. We'll give more details in upcoming Update Notes.There's no need for balance just remove it, the 50mm cannon has no place on the Condor or the Super Hind. Easy fix is to replace it with another minigun pod. since they are transport vehicles. If this change is implemented I wont even be mad about the godly armor they have. 3 minigunners should be enough to cover the solders. And why it takes so long for this to be "balanced", do you guys even play on the live servers to see the impact of these mini deathstars? Srsly it's been 8 months+.
- 4 years ago
@OzzLink wrote:
@Straatford87 wrote:Hey folks,
I can confirm that we're looking into balance tuning for the MV38-Condor's 50mm Cannon Pod. We'll give more details in upcoming Update Notes.There's no need for balance just remove it, the 50mm cannon has no place on the Condor or the Super Hind. Easy fix is to replace it with another minigun pod. since they are transport vehicles. If this change is implemented I wont even be mad about the godly armor they have. 3 minigunners should be enough to cover the solders. And why it takes so long for this to be "balanced", do you guys even play on the live servers to see the impact of these mini deathstars? Srsly it's been 8 months+.
Exactly this. Just get rid of it. Transport never should challenge AA. Also AA should shred through any areal vehicle like through paper.
- 4 years ago
Nope with are not having the aa back like battlefield 4 is op as it is now with need attack jet back it can fight I thing the condor as well the hints 240 need be nefrt bad in armor and speed and minigun range same for night bird the almost no vehicle in the game with need all them back frome previous battefield and dice have do anything to bring them back old physics wish it make anyone can farm the no skill base ceiling wish make gameplay even more frustrating for skill base pilots
- X-Sunslayer-X4 years agoSeasoned Ace@Straatford87 do you guys remember you can lock broken assets behind the praised "vault" system until the team gets around to fix said assets.....
would've been nice if it could be used to oh i don't know lock the 50mm canon or superhind/condor behind it - 4 years ago
Since you want it as an anti tank role you should remove the slash damage then only a direct hit will kill a person and remove the random deviation of bullets on mini run or any mounted gun in game.
- 4 years ago
Could the transport helis play the role of transport helis? How about that?
Maybe less attack power, or maybe slower flare recharge. Or maybe a tiny bit of each.
The logic for two minor adjustments is this: Since 3 to 4 rockets kill a helicopter (depending on time between hits and repair), so why not make it so that, still, 3 to 4 rockets still destroy a heli, but instead of doing 40, 80, 120 DMG, they do 45, 90, 135 DMG so that, after the second rocket, the health goes into the red zone, and a Sundance grenade, bullets or Liz's rockets would be much more threatening? This adds some balance to how it is now without changing the outcome. It only increases the probability of destroying the heli, as more tools now can be combined.
At least the time to recharge the health would be longer,.since the damage was higher, and the Condor and Hind would have a less marked presence. By doing so, you could keep about 90% of the firepower.
So, a few options:
Nerf firepower and health/flare, + increase movement - focus on transport. Pilot gets enough motivation. Won't get destroyed so easily by attack helis.
Nerf firepower, increase movement - focus goes to on transport, but still have a marked presence. Would feel the same, but would be able to fight attack helis.
Nerf firepower, no buff to mobility: Focus shifts to transport, but somewhat less interesting for pilots (the way the scoreboard ranks people does not reward resupply, heals and spawns, only kills, revives, assists and flags. There are many actions to be rewarded in squad and team play, btw).
Nerf health, no change to movement: Focus on transport would be questionable, as the pilot would feel discouraged to fly over hot zones. There is a risk/ reward relationship if the firepower is maintained. Could still surprise enemy helicopters and fight vehicles. Would beat them if firing first, but would die easily if found by the enemy.
That is the prediction.
As always, try a gradual approach, Dice. One little change at a time.
- 4 years ago
Best option would be to remove it completely but if not then you need to strike it with nerf hammer so hard it will make more smoke than damage afterwards
- 4 years ago
@Straatford87A “transport” with 3 mini guns is sufficient. The 50 mm and 30mm should be removed from all vehicles that aren’t classified as “attack” platforms.
DICE may want to also look at the Wildcat’s performance vs all airframes. For whatever inexplicable reason, the 40mm and 57mm rounds don’t have proximity detection that allow for “flak” type aerial explosions near our target. This is WW2 technology. I’ve played video games since the year 2000 that have proper flak for anti aircraft ammunition. How do we not have proximity detection and proper flak physics in 2042 for anti aircraft ammunition? - 4 years ago@Straatford87 Should just remove cannons on the transports. 2 mini guns and 2 repair slots are more than enough.
- DigitalHype4 years agoSeasoned Ace
@Straatford87 wrote:Hey folks,
I can confirm that we're looking into balance tuning for the MV38-Condor's 50mm Cannon Pod. We'll give more details in upcoming Update Notes.@Straatford87Thanks for confirming this on the official forums. Much appreciated! Fingers crossed this is addressed before S2.
- SPARTAN_SAV10R4 years agoSeasoned Newcomer
Please DO NOT nerf the Condor or Hind's 50 MM cannon. I usually am running with a well communicating heli squad and when we work together we still have to deal with Soflams, AA, Rao Hacks and TV missiles, not to mention any AA vehicle or other aircraft in the sky.
We only do well when we're all communicating with each other using teamwork. Rando's who come in to Fly or Gun make it rough experience in the heli - When a lone infantry user comes to take us out they'll have a tough time. But if a squad comes together to focus fire then they can easily take us out.
The squad effort required to succeed in the equals the squad effort to take us out.....please don't nerf, it's already balanced!
- 4 years ago
Are they also going to address the fact that the Condor turns tighter than the SU57?
- 4 years ago
@SPARTAN_SAV10R wrote:Please DO NOT nerf the Condor or Hind's 50 MM cannon. I usually am running with a well communicating heli squad and when we work together we still have to deal with Soflams, AA, Rao Hacks and TV missiles, not to mention any AA vehicle or other aircraft in the sky.
We only do well when we're all communicating with each other using teamwork. Rando's who come in to Fly or Gun make it rough experience in the heli - When a lone infantry user comes to take us out they'll have a tough time. But if a squad comes together to focus fire then they can easily take us out.
The squad effort required to succeed in the equals the squad effort to take us out.....please don't nerf, it's already balanced!
"Rando's who come in to Fly or Gun make it rough experience in the heli - When a lone infantry user comes to take us out they'll have a tough time. But if a squad comes together to focus fire then they can easily take us out. "
God forbid people use the TRANSPORT HELICOPTER to spawn while you're busy using it like a flying tank
I won't say more because I'll end up getting banned, people like you make my blood boil
- 4 years ago@SPARTAN_SAV10R awww, you can't go 120-0 in a flying fortress? It is easy even with the randoms. 1 not brain dead pilot and 1 gunner sho has at least one arm with 3 fingers can dominate the game. I know because we did. It was way too easy.
I agree tho that 50mm (see, I didn't screw up this time!) shouldn't be balanced. It should be deleted from transport. From all transport.- 4 years ago
@LlamaWithKatana wrote:
@SPARTAN_SAV10Rawww, you can't go 120-0 in a flying fortress? It is easy even with the randoms. 1 not brain dead pilot and 1 gunner sho has at least one arm with 3 fingers can dominate the game. I know because we did. It was way too easy.
I agree tho that 50mm (see, I didn't screw up this time!) shouldn't be balanced. It should be deleted from transport. From all transport.sorry i had to, it was the first thing that came to mind 🙂
as for anyone arguing to keep the 50mm and saying it's balanced, they aren't having an honest argument. vehicles in the game either need to be a glass cannon (powerful offense but little defense) or a tank (not a real tank, i mean high defense low offense). a transport should be the latter
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