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J3nk0J1's avatar
J3nk0J1
Seasoned Scout
28 days ago

Constructive Feedback: Improving Helicopter Survivability & Role Clarity

I’ve been spending a lot of time in the pilot seat since the Season 2 launch, and while I love the flight model, I believe the current balance for helicopters has reached a point where the "skill floor" is becoming a barrier for most players. Currently, helicopters feel a bit too fragile against certain low-risk threats.

I’d like to offer some polite, balanced suggestions to bring them back into a healthy spot without making them overbearing.

1. The "Guided Shell" & TOW Responsiveness

The return of Guided Shells on MBTs has created a "no-fly zone" that is very difficult to counter. Currently, these travel with high velocity and high maneuverability.

Solution: Increase the lock-on time for MBT Guided Shells or add a slight "momentum" to the TOW guidance so they can’t pull 90-degree turns to hit a maneuvering heli. This keeps them as a skill-shot while rewarding evasive piloting.

Personal Note: If a TOW can't one shot a tank, why can it one shot a heli? There's zero chance of recovery or repair.

2. Armor Scaling vs. Secondary Gunners

It currently feels inconsistent that an Attack Heli's secondary gunner can "delete" another helicopter faster than the pilot's anti-vehicle rockets or AA missiles.

Solution: Introduce a specific damage resistance for helicopters against light vehicle-mounted cannons. This would extend the duration of heli-vs-heli dogfights, making them about positioning and pilot skill rather than who has the better gunner tracking.

3. Small Arms and Auto-Repair

Right now, a single player with an LMG can prevent a helicopter from ever initiating auto-repair from across the map.

Solution: Implement a damage threshold for repair interruption. If a hit deals less than, say, 1% of the vehicle's total health (standard small arms at range), it shouldn't reset the auto-repair timer. This allows pilots to retreat and reset without being "harassed" out of the game by one infantryman.

4. Countermeasure Integrity

We are still seeing instances where missiles bypass flares or where the re-lock speed is faster than the flare's active duration.

Solution: Ensure a "Grace Period" after flares are deployed where a new lock cannot be initiated for 1.5–2 seconds. This gives the pilot a small window to actually dive for cover after successfully burning a countermeasure.

I’m not looking for helicopters to be unkillable tanks—I just want the risk-vs-reward to feel fair. They're simply out of balance.

I’m curious to hear what the community (and hopefully the devs) think about these minor tweaks.

6 Replies

  • tf are you talking about lmao, helis are completely op and should be nerfed to the ground

  • J3nk0J1's avatar
    J3nk0J1
    Seasoned Scout
    28 days ago

    Or perhaps you're just not availing yourself of the numerous options to one shot a helicopter? I got shot down by an SMG... A small arms SMG...

  • It appears your pilot skills need some work, its ok "Thats just how it work outs sometimes"

  • J3nk0J1's avatar
    J3nk0J1
    Seasoned Scout
    23 days ago

    Very constructive and objective feedback... I'm not the best, but I'm not a "fly upwards then backwards and crash" type of pilot. To be clear, I'm not asking for a major buff, I'm talking a bees **bleep** of an increase to hp and like .2 of a second off the flare reset. Otherwise, they're quiet on point.

    Despite many players complaining that they fly like bricks, and they kind of do, I can live with the flight mechanics. Alternately, a trade off would be a bit more speed.

  • Increase the lock-on time for MBT Guided Shells

    There is no Lock-on in guided shells (the same as TOW), so what lock-on are you talking about?

    add a slight "momentum"

    there IS a momentum in TOW behavior

    If a TOW can't one shot a tank, why can it one shot a heli?

    Because heli is not a flying tank in terms of armor. Obviously.

    Right now, a single player with an LMG can prevent a helicopter from ever initiating auto-repair from across the map.

    That's the point. Works as intended. If some player takes their time to actually shoot the heli - it should have a worthy effect. It's not like they are completely safe from incoming fire from everywhere while doing so.

  • iBotoms's avatar
    iBotoms
    Rising Novice
    10 days ago

    heli's are OP if you genuinely think its underpowered you dont belong in the game. The heli is without a doubt the most OP vehicle in the game with its mobility and precise minigun. Whats BS is the fact you can immediately jump in a heli in REDSEC but dont immediately get a TOW as an engineer to counter it.

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