2 years ago
Time to nerf Wildcat
You have nerfed everything else pretty much but AA still stays stupidly strong. Can you please tell me what is the the safe height and distance to avoid being locked by insanely overpowered small...
I agree with you. The only thing I am concerned about is the range to lock on. 700m or more is way too much range to use on a weapon that takes no skill to use and that deals 65 dmg per rocket.
@ImmutabIe wrote:I agree with you. The only thing I am concerned about is the range to lock on. 700m or more is way too much range to use on a weapon that takes no skill to use and that deals 65 dmg per rocket.
It is 65 dmg that will almost never be inflicted between countermeasures, cover and bellow radar.
@UP_HawxxeyeHehe, what's the usage of Jet if you have to fly it below radar all the time. How can I deal with Wildcat camper and other vehicles to help my team if it can lock on me at any height or range.
Let's say I go for the kill and something with 700m range locks on me so I have to finish my attack and pop flares at the same time. I won't have enough time to fly to safety because flares don't last long and there is that stupid flares reload animation where animation goes down first and then starts filling up. But leave that aside Wildcat and any lock-on AA other than Soflam that needs team effor shouldn't be dealing more than 40-45 damage per rocket.
Wildcat definitely cannot be weakened. Now the anti-aircraft gun is in a very unenviable position in relation to the attack helicopter. An anti-aircraft gun has practically no chance of survival if an attack helicopter attacks an anti-aircraft gun without interference from infantry. At the moment, anti-aircraft guns are capable of providing significant resistance only to fighter jets and medium-class helicopters. In practice, the anti-aircraft gun simply prevents aircraft and helicopters from flying calmly by spamming them with missiles.
On the contrary, the anti-aircraft gun needs to be strengthened, for example, adding the ability to select an active protection slot. This is the only way the anti-aircraft gun will have a chance to resist a frontal attack from an attack helicopter.
You can deal with a "wildcat camper" by not flying near it lmao. It has almost no useful range (because any weapon has to go in two dimensions). Fly somewhere else on the map.
Wildcat, a nerf? Lol the joke...It's the attack helicopter that needs a nerf
@pickpickdxd23 wrote:
@UP_HawxxeyeWell you should not just rely on your missiles and also you can inflict this damage your teams jets can lock on to your target make em pop flares and you can attack em, id like to point out that the wildcats missiles role seems to be to get the other heli to go away for an amount of time or get damaged
I use the main gun with 35mm rounds so much than I often opt for AT missiles instead of AA missiles. Unless I really want to down an annoying jet.
I am still unhappy about the turret turn speeds and vertical angle that can give the aircraft an advantage in close range head on fights.
It does not take a genius attack helicopter pilot to sneak around the map and dump every missile they got , by which time the Wildcat has already lost thanks the lack of onboard APS
@UP_Hawxxeye wrote:It does not take a genius attack helicopter pilot to sneak around the map and dump every missile they got , by which time the Wildcat has already lost thanks the lack of onboard APS
This is the main mistake of the anti-aircraft gunners who did not keep track of the helicopter. I don’t understand why this should be a balance problem if it’s the player’s oversight that allowed the threat to get to his rear. It is not so easy to get close to a good anti-aircraft gunner if he is monitoring a helicopter, no matter how brilliant a pilot you are. You have to wait until he gets distracted by JET or other threats. In practice, a good anti-aircraft player who doesn’t get into trouble and doesn’t give himself away with unhelpful shooting can ruin the game for any helicopter pro.