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You lost the battle the moment you gave up your altitude advantage. Also if you had somebody in the gunner chair they could have kept using the EMP to stop the hind from firing all together, and provided extra DPS with the HMG.
So this looks like a skill issue more than anything.
- 3 years ago
@protoman23I never gave my altitude advantage up. I defended myself from the miniguns.
The point was not fighting the Hind exclusively, that is why I had the 30 mm, to support infantry and cap to turn the game around, as I saw two steps ahead, and not the Hind as the one and only threat. If that was the case, I could sneak on him and use the TOW missile for big damage. The 30 mm were the reason why I relied on the Lock on rockets, which I did from the right distance, and that is obviously why I relied on that.
One thing the video doesn't show well is that I tried to kill the engineers repairing the Hind with the 30 mm, and that is something you cannot do with the HMG.
Anyway, if the Hind was an event, which in this case it was, like the big and final boss, sure, we could all hack and stick 8 AA rockets on it instead of the HMG, or I could go with the HMG.
But then what? What about the infantry? How do we win the game? It is not about me, I did not make the Hind my one and only target, it was just a video I happened to clip because the jet was doing God's work there, I played by the book with my setup of choice, and with the Wildcat (and the Tank for a bit), it should be enough (if programmers at Dice knew how to code, there is a 60%-70% or so chance the story could be different), so it seemed like this video shows that the Hind is OP. It was not a lack of teamwork. We are not talking about chosing the best weapons to fight a transport helicopter. We are talking about how the TRANSPORT helicopter outperforms three vehicles, one of them the anti air of choice. I could shoot popcorn or yell expletives at him. If I am the attack helicopter, with the jet and Wildcat, on my side, a transport helicopter should never do what it did. It is a design flaw they refuse to fix.
The whole point is: The Hind should not be an event. The next Hind would spawn in two minutes. The name of the game is not "Team vs Hind". Just look at the score and think about the rationale. Notice that we gotta cap some flags! Like, right now! As I said, their Wildcat was at B1 spawn trapping our vehicles. They abused the position because we had almost nothing. As soon as we got a flag, we lost it. 15 minutes like that, over and over. We needed to gain some ground, and I CANNOT chose the HMG over the 30 mm, which I could use to kill an engineer, the source of the abuse, and then kill some infantry.But... our team has a Condor, and their team has a Hind. It is not balanced. It is a freaking damn transport helicopter! It doesn't work. It is ridiculous!
The game should not be like that.
I sure hope someone at DICE don't think I am just a whinny loser with a skill issue more than anything. It looks to me, since rockets were missed, that in this game where you climb buildings with Hovercrafts and you have Condors vs Hind, that the game has issues. Maybe it is just me... You can look around for other posts complaining about the Hind, or about the game itself. But thanks for trying to teach me which is the best weapon to kill a helicopter, which is in the description of the HMG.- ATFGunr3 years agoLegend@A-RAF2019 The tactic of moving to the Wildcat should have been great, you couldn’t know he’d be a knob. Probably had the 57mm for anti vehicle and wasn’t even focussed on the air. Yes the Hind has too much HP. Yes its weapons are more than it needs to pop into a hot LZ drop a few grunts and bug out. Realistically it doesn’t need wrenchers and should lose them… but it’s a quick way to do a repair mission when we get them so I’m on the fence about that one lol. I also noticed that not a single AA rocket came up from the ground so no engineers had kit or interest. The stealth is slow to climb and even to turn, maybe not a great choice for dogfighting the Flying Fortress eh? I also saw at least three attack runs by the fast mover, and very little damage achieved. Since anti air is it’s primary purpose, it points again to the OP nature of the Hind.
- 3 years ago
@ATFGunrWe could have two engineers with AA, but... 3 attack vehicles (four if you count the tank) vs one TRANSPORT and we could still use more people? At this rate we lose beacons, medics, anti tanks, flags. The whole team would be fighting the Hind. This should never be needed.
If it was me, I would do four things:
1) Reduce vertical speed/climb, which would result in slower horizontal movement.
2) Reduce miniguns reach from 300 to 250 m and add higher spread over distance. Still good enough, aligned with the transport role and firepower around the flag range.
3) Return 50 mm "clip size" to 8 bullets.
4) Limit how high the miniguns can aim, so that in a straight zero degree horizontal flight, it would aim to maximum of 30 degrees down (but I'd test it out and start with 10 degrees to see how it goes).
No change to repairs. No change to health.
Of course, the AA rockets have to be fixed (vs Hinds, Nightbird's, whatever). They have to work as intended, the AA-IR and FXM-33 Stinger have to hit, simple as that, and even do some splash damage in a late flare. They have to outperform Liz in the Anti Air task, and she is, anecdotally, the AA weapon of choice ATM.
The expected result: Hinds would not chase attack vehicles anymore, outperforming them in speed and firepower. They would retain the current health, to last as a transport vehicle and run away, slowly, but with enough health, when necessary. It would be balanced with the Condor. Finally, it would function like a transport vehicle, with adequate firepower vs infantry. With more spread on the miniguns, the closer, the better, i.e., the more it is playing the objective (flag) and the transport role, the better it will, hence, players will be rewarded by playing the transport role.
BTW, someone from DICE posted something on Twitter. DICE heard us and will be doing something, saying the feedback was definitely "ABOVE THE RADAR", and I just hope it is not a funny tip for a possible removal of the "below radar" mechanic, which fix nothing. Rockets were not few against the Hind, and the Hind in the video did not take advantage of the "below radar" mechanic AT ALL. On the contrary: The Hind wanted to be high, not low. Below radar is not the root cause of anything there.
- AuMordum3 years agoSeasoned Hotshot
You give up the high ground because it can and will out climb up TDC vertically and at pitch. That's his point. He had a massive height advantage and had to give it up to evade the minigun, which on most maps with good gunners can tear anything up 3/4 of the map away, he had a jet, an AA and a stealth on him and still was bsaically at full health tanking all three enemy vehicles. That's bs, especially considering how hard every other aircraft got nerfed to hell.
- 3 years ago
@AuMordum wrote:You give up the high ground because it can and will out climb up TDC vertically and at pitch. That's his point. He had a massive height advantage and had to give it up to evade the minigun, which on most maps with good gunners can tear anything up 3/4 of the map away, he had a jet, an AA and a stealth on him and still was bsaically at full health tanking all three enemy vehicles. That's bs, especially considering how hard every other aircraft got nerfed to hell.
The Hind and Condor firepower were both nerfed several patches ago. The mini guns had much more range and took much longer to overheat. The 50mm canon used to have a higher rate of fire, faster reload speed, and ridiculous amounts of splash damage.
The OP had the wrong kit for air-to-air encounters and got outplayed. Running the 30mm canons on the stealth chopper is redundant considering you have bombs to support infantry with. He didn't have somebody in the gunner seat that could not only provide extra DPS, but also prevent the Hind from firing all together with the EMP. Dude spent the majority of the encounter trying to get lock-on missiles off instead of using his guns. So again, more than anything this looks like a skill issue.
- 3 years ago
@protoman23Dude. Again?
Amazing. You could say that I should go with emergency repair, instead of flares, a gunner, then bail and lock on, then boots on the ground should also help. The situation is different in the actual game and don't happen as perfectly as you plan them.
Did you get to the part where we were three attack vehicles vs one transport, and that the name of the game is not "Everyone vs Hind"? That the Hind is OP? Did you read I had other things to do, based on the score and flags? I'm not asking for help on how to defeat a Hind.
Saying the 30 mm is redundant to kill infantry is completely nuts. You don't support ground troops with bombs only. People that fly high stealth and drop bombs all day are wasting the stealth.
Just replace the Hind by the Condor and imagine the outcome. It would not play out like that. The Hind is the problem. Not skill or choice of weapon. Your unwarranted offense to my skill and intelligence is annoying. You repeated yourself, missing the point completely. I'll prove you are wrong.
The HMG would be worse: I would trade splash to kill the repair man and would do up to 50% damage. Facing the Hind from above, I'd do some damage, then when he turned towards me I WOULD NOT HIT HIM MOVING AWAY FLYING BACKWARDS.
Got it? Basic stuff. It seems like this is a matter of knowing the basics when you imagine the situation. The aim goes up if I pitch up to fly backwards. You should know that.
Continuing: Say I moved away at almost the same altitude to avoid crashing, I hit nothing. That is your idea of skill.
Okay. If I keep away from it while luring it to the wildcat at a lower altitude and pitch just enough to hit him. What is the result? I would not have the same speed I had. I would fly slowly and lose altitude, get some hits, just an itch. The Hind would approach and kill me. I would NEVER get nowhere near where the wildcat was. If you know the stealth's health, you know why. If you don't, then go play.
If the facts won't convince you that you are wrong, then just go fight a Hind with a crew like that, clip, and post it here. You will get obliterated. And more. If I am the pilot, I'd do that to you with just one mini gunner switching seats myself. With 5 guys, you definitely won't stand a chance.
But say you need that pat in your back and you are out of this world, and in your imagination, you beat Hinds like that with the HMG, with the help of Wildcat and a Jet or not. The score is 95 to whatever, 200 or over. You killed the Hind. How many bombs can you drop? How many kills can you get until you run out of 96 tickets? Can you turn this around? Our team was not trash, the Hind was doing a good job, so once it was out, there was a chance. Could you turn it around with bombs? If you can't see how useless you become with HMG and bombs, I can't help you. You seem like you have to review your strategies,.even if you have skills as you think or say you do. If you still think you are right, go try it and clip it, these things are easier said than done. I'm sure you will face a similar situation every other day, every 20 matches or so. Post it.
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