I’ll try to give some grounded feedback here specifically on the Little Bird.
From a general balance perspective, I actually think the Little Bird is already quite vulnerable in its current state. It has very low HP and there are a lot of effective counters available:
- Small arms fire can chip it down very quickly
- LMGs and especially vehicle HMGs (tanks/jeeps) deal heavy damage
- RPGs and M136 AT are very strong against it
- TOW missiles are also very effective and not that hard to land right now
- Lock-ons like IGLAs are consistent area denial tools - it would be unfair for them to result in a guaranteed kill (the whole point of MANPADS in battlefield is area denial and to force flares), but they often go through flares right now which has been a bug since release. It’s most common with the IGLA, it goes through flares a lot.
Because of all of this, it’s very easy to take down compared to previous titles. Against infantry, I’d say it’s in a reasonable spot overall since there are already plenty of ways to deal with it. Additionally, it doesn’t have any real anti tank capabilities so heavy armour will always be its weakness - which is fair.
Where it does feel a bit too strong is in air-to-air.
- The TTK against other air vehicles is quite high
- Fights can end very quickly
A TTK reduction against air targets would probably make sense, without affecting its role against infantry too much.
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The bigger issue, in my opinion, is the lack of a real skill gap in Little Bird vs Little Bird fights.
Right now, the miniguns have a lot of spread and high damage, especially the .50 cal variant. Because of that:
- Fights often come down to random hits rather than consistent aim
- Pilot sniping is extremely common
- Engagements can end almost instantly because the pilot gets shot out
This lowers the skill ceiling a lot. It doesn’t really reward precision or control, it just favors whoever lands a few lucky shots first, who sees who first and who is higher up.
A better approach would be:
- Make the miniguns significantly more accurate with much less spread
- Bring them closer to how they felt in Battlefield 4, where they were precise and rewarded good aim
- Remove the need for two separate miniguns (7.62 and .50 cal) and just have one well-balanced option
One precise minigun plus the grenade launcher would already be enough for loadout variety. Additionally, an ATGM missile would be far more balanced than the light rockets, the light rockets are the lowest skilled aspect of the little bird and are extremely strong.
Improving accuracy would also indirectly reduce pilot sniping, since a lot of the current “instant pilot kills” come from high spread combined with high damage. Right now it often feels random rather than earned. You don’t have to precisely aim for the pilot to shoot him out, you just aim at the heli and hit the pilot by luck due to the high spread.
Additionally, reducing the spread of the miniguns would result in needing much more precise aim against infantry, which would reduce the little birds ‘farming’ capabilities for lower-skilled pilots, you would need to be very precise against infantry.
On top of that, slightly stronger cockpit protection could also help. Being able to shoot the pilot out so easily makes fights end in a second and removes any depth from 1v1 engagements.
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One thing I’d add respectfully is that a lot of the frustration in threads like this seems to come from infantry players who may not be using the available counters effectively. There are already many strong tools against the Little Bird, and it’s far from unkillable in its current state.
Overall, I wouldn’t say the Little Bird is overpowered. It’s quite fragile and already heavily countered. It is powerful in the hands of a skilled pilot, but not impossible or extremely difficult to take down. The main improvements should focus on:
- Lowering its TTK vs air
- Increasing minigun accuracy and reducing spread
- Reducing pilot sniping to bring back a proper skill gap
That would make it feel more fair on both sides while also making heli gameplay more skill-based again.