Forum Discussion
Littlebird primarily deletes infantry because it is the easiest farm. All choppers should have focused at first on other aerial vehicles and tanks/IFVs,.. it is not the case with Littlebird, in my experience.
Miniguns have zero spinning/use delay... enemies are getting deleted without 300ms delay or anything... players cannot react or do anything if Littlebird kills infantry on 2 taps with zero delay, no miniguns aim sway. Rockets have a huge accuracy with enormous splash damage.
Plus, in BF4, the engineer class has some stationary and deployable autonomous anti-aircraft/chopper rockets to fend off choppers at low-altitude.
On the positive note... .50 cal LMGs and LMGs actually do damage to the Littlebird. The new map has a trench system and underground tunnels. I would rage very hard on the new map without cover. It is not a good idea to combine Attack Chopper and Littlebird on each side... it ends up rather poorly for the Infantry first. Jets nicely eliminate or deter choppers and tanks. Safebase landing pad is too close to the actual Battlefield again.
Still, Littlebird is OP against Infantry, and in the open, Infantry is practically dead with zero chances. Littlebird should be more of a transport/recon/drop-off vehicle for the assault squad at the rear... not frontal attack, aka solo-Godlike-utility, but it is more dangerous than a tank or IFV for the Infantry... feels off tbh.
I feel like devs do not fully grasp the dynamics happening on the Battlefield with every introduction of a piece of equipment and treat everything as additional cannon.
- sa3odii2 months agoNew Traveler
Exactly. The zero spin-up time on miniguns makes that 2-tap damage even more broken. Infantry has no warning and no time to react.
A scout heli shouldn't be more dangerous to ground troops than a Tank or IFV. It has lost its role and just become a solo farming machine. When you add in how fast they can repair at the nearby base pads, it creates a loop that infantry simply can’t break