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...
@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.
@UP_HawxxeyeWait your suggesting a vehicle works with a squad? Sacrilege! Only the normie infantry are required to sacrifice and be tactical to remove a vehicle or two before half the game is over.
Praise Dice!
@UP_Hawxxeye wrote:
If your team does not want to blow up the wildcat it is a team issue, if they cannot reach it because of it being in the spawn then it is more of an issue of the map design giving it a safe heaven from which it can impact the combat zone
That in bolded is a major issue on many 64p maps. Especially on Exposure where wildcats can just stand in main and cover entire map, including the canyon floor. Helis and jet cant do anything since people know by now they should spawn as irish and put aps behind cover. So infs cant remove the aps, rockets cant touch the wildcat due to aps. lol
But wildcat isnt a really strong vehicle in this game as long as its forced to join the battle and cant just hide in safety with Irish aps. Helis can easily take them out simply by using the terrain to get close then agm/rocket and circle strafe. The only air vehicle the wild cat is some what good vs is jets but that is only if jets are caught in a dog fight. Otherwise its easy for jets to escape the AA and then keep hitting the wild cat with agm as long as the wild cat isnt using irish aps. And if you have a recon with soflam on your team which makes agm locks faster then the odds are not in favour of the wild cat. So in any round the wild cat seems very strong its more due to the map design allowing it to camp a place infs can reach and the irish aps than the power of the vehicle itself.
So the fix isnt to nerf wild cat but fix maps so wild cats cant just hide in main with irish aps behind cover.
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.