@AngrySquid270 wrote:
Transports are very difficult to balance.
- What input is the baseline for weapon balance? Controller or KBM? Controller gets zero aim assist on vehicle turrets and makes for a significant performance gap. In 100hr+ on last gen I don't recall ever seeing a problematic transport crew. On PC crossplay servers I actively avoid taking a gunner seat on vehicles.
- Six people working together + a vehicle should be a scary thing. It should be at least equal to the sum of its parts. If BF2042 must have an apex predator I'm ok with it being something requiring 6 people.
Personally I'd like to see DICE approach the transport problem as if were a mini-beheomoth from BF1. I enjoyed both killing and operating behemoths. Ultra tanky, respectable firepower but suseptable to chip damage. This would probably require some combination of stationary AA, or an AA turret option for Crawford. Removal of flares. Massively nerf repairability. Lower maneuverability. Adjust/increase health pool to keep it viable
The footage is from console only. I believe (not.sure)PS5 with cross play off. The way to balance that is focusing the role on transport. That way, KBM or pad won't make much of a difference (the overall effect will be less noticeable). But KBM vs controller is another subject.
I disagree that a 6 crew vehicle should be like that. It was fighting three attack vehicles (four at a point). It is a transport vehicle, not an attack vehicle. Compare:
-The LATV is a 4 crew w/ 1 gunner, and the hovercraft is a 4 crew with 3 gunners,
-The night bird is a 4 crew w/ two fire modes, plus 3 seats: spot, and possible repair. The transport capability is very underated, but limited to squad, and,
-The Brawler and MAV are 5 seaters, the MAV with 3 guns, and the brawler has 2 gunners + 2 possible soldiers firing or repairing.
None of them do what the Hind does.
Heck! The Condor doesn't do what the Hind does. No 6-seater can fight 3 attack vehicles.
Just picture a brawler with 5 people, plus a guy with AA and infinite ammo, repairing if needed. Throw in a 7th guy, a Rao hacking the stealth and Wildcat. Leave the Wildcat with a 20 mm just to give the Brawler the upper hand. Now press play...
No matter how you look at how the situation would play out, the Brawler won't do what the Hind did. They won't get the same result. The way I picture this scenario is, the stealth helicopter will flare, get hit, run away, stealth, go high, drop a bomb, refresh flare... the brawler would run away, get some cover, repair, refresh smoke or anti rocket system (forgot the name), soldiers would get killed and respawn, take a break... The jet would flare, eat a rocket, stay away and repair... These 3 vehicles vs the one 1 hypothetical Brawler + 2 (7 guys, hack, repair, playbook teamwork) replacing the Hind would be a good fight. The whole situation would last much longer, there would be some back and forth... Probably the 3 attack vehicles would win.
Or...
Just picture the same situation with a Condor, instead of a Hind. The attack helicopter would survive, get higher, run away, there would be angles where the miniguns wouldn't hit as well, change flight mode to stay above the helicopter, run away, refresh flares and recover some health... It would be an good fight. That is all. No upsets, no ridiculous bullying, no doubling down as transport/attack outperforming others.
Simple.