Re: Transport Choppers
One of the first things we want to look at when we consider balance is check if the weapons that are supposed to be strong against the target are working properly. In checking the figures I noticed a long time ago that the IR and Radar missiles have horrible damage profiles against the Transport Helicopters. The IR missiles do 14 per shot while the Radar's do 8.6. The Wildcat IR missiles were recently boosted to 24 damage and given a fast lock time and the ability to fire in rapid succession.
However, the Jet and Attack Heli versions are still awful and coupled with a 1.5 second lock time and long delay between being able to fire the second missile the result is an indisputably underperforming weapon that, if boosted, would do a lot to help counter Transport Helicopters.
The other big issue is the on board repairs. They are RIDCULOUSLY fast. It repairs at about 2.8 damage per second. Within about 5 seconds you can totally negate the damage done by an IR missile from a Jet or Heli.
I would propose:
- Approximately double the damage of Jet and and Heli IR missiles against Transport Helicopters from 14 per shot to 30 per shot and for Radar missiles from 8.6 to 15 per shot.
- Reduce the on board repair tool rate for Transport and Nightbird by 25% for the first repair person and 50% for the second person so that there are diminishing returns.
- Remove the ability to fire AA and and AT weapons from the passenger seats or at least give us the option to turn it off in Portal.
I think the combination of these changes will help Transports and the Nightbird to return to the intended roles of Transportation and Light Air Attack respectively.