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-El_ino114's avatar
-El_ino114
Rising Newcomer
3 days ago

About armed helicopters

Hello, the production team, or rather the new Battlefield production team!

As a player who has played Battlefield for over 10 years, I'm writing this discussion post because I really can't stand it anymore. I hope to get a response, or rather, a response from the majority of helicopter players.

First of all, the changes you made to the helicopter starting from 2042 have been very abstract. I don't even understand what its positioning on the battlefield is or what it should be suitable for. The balance of this iconic benchmark vehicle in the Battlefield series is also extremely absurd. All the armed helicopters in the battlefield series throughout history have been positioned as close-range support units, that is, indirect support units. As a support firepower projection platform for infantry units before attacking CP. You can define it as a surprise attack platform, but looking back at the balance of the armed helicopters in Battlefield 6 from 2042 to the present, it's really terrible.

The positioning issue of the armed helicopter. I'm glad that this iconic vehicle has returned to the feel and feel of the Battlefield 2 era, but the balance related to sustainability is still not very good.

But I don't understand why you want to remove the attack armament at the gunner position of the armed helicopter except for the machine gun??

  1. The sustainability issue of the armed helicopter: You are using a 12-round, unlimited ammunition mode magazine cannon to reduce the amount of fire. This approach is rather stupid. Firstly, it increases the time this vehicle can stay on the battlefield, providing a longer period of suppression fire. Although this continues the cannon mode of Battlefield 3 and Battlefield 4, it is not suitable for the current environment of Battlefield 6. It can be changed to the old-fashioned ammunition chain mode, that is, to fire the carried ammunition at one time, such as 100 rounds of ammunition chain or 150 rounds of ammunition chain. Since both Battlefield 6 helicopters are equipped with large-caliber cannons, this can completely reduce the battlefield stay time of the armed helicopters.
  2. The issue of armament allocation for armed helicopters is indeed not handled as well as in the Battlefield 3 and even the Battlefield 4 series. First of all, the positioning of players who are assigned to play armed helicopters is wrong. You can look back at the role positioning in Battlefield 3, which usually exists to serve fire control observers. Of course, the armed means he employed were very limited, namely what we usually call rockets, anti-aircraft warheads and other auxiliary modules. However, his role is to ensure that the target completely destroys or drives away aircraft within his capabilities rather than being the main output role, while the firearms controller is the core player of the armed helicopter team. He has the right and armament to prioritize the attack on hard targets. This is also the reason why in Battlefield 3, there are TV missiles, laser missiles, and even line-guided missiles on the auxiliary seats of the armed helicopters. At the same time, this character can also use the unique armaments of the armed helicopters - the cannons, which are very effective in close combat against all targets. But! Its armament is not unlimited. Positioned according to the initial configuration, it is very good and aggressive, making it hard to put down. Four default laser-guided missiles and cannons are all assigned to auxiliary seats, which is great. The pilot can finally focus on flying the aircraft instead of worrying about how to attack the ground. Because this is the auxiliary seat, that is, what the gunner should do.
  3. The issue of the continuity and balance of armed helicopters on the battlefield. It is indeed a very powerful armed platform, but it cannot be allowed to last too long on the battlefield. Take Battlefield 2 as an example. The Mi-28, a heavy armed helicopter in the Middle East, has a total of only 150 rounds of ammunition, which is highly destructive but has an extremely slow rate of fire. Compared with the 250-round capacity of the light helicopter AH-1Z Python, the 150 has a very small ammunition capacity. Each round must be fired carefully to avoid waste. On the contrary, the firepower of the 250 Python is not on par with that of the 150-round 30mm aircraft gun. Therefore, its rate of fire is faster than that of the Mi-28 aircraft gun to ensure the output of its aircraft fire power. The ammunition consumption rate is also very fast. Moreover, both sides are equipped with television missiles, but their mobility and size are different. This type of weapon was also used in Battlefield 3 and Battlefield 4, and even laser-guided missiles that do not require much operation were expanded. The common point is that they are all heavy armed weapons and have very few ammunition. Battlefield 2 uses a magazine mode to reduce the number of attacks by armed helicopters. For instance, the rocket stock in Battlefield 2 is only one, and there are 19 rounds of ammunition in the magazine. I saw this in Battlefield 6, which is great. The same method can be applied to the gunners' armament, but this is a one-time use. Once it is used up, it must be returned to the airport to be replenished and cannot be replenished automatically. This increases the offensive window for infantry players, as when ammunition runs out, you must go back to replenish it; otherwise, you won't be able to continue firing.

Available armament: First of all, the initial configuration is very good. As an armed helicopter player, I also like this configuration very much. The classic light rocket configuration is very interesting and requires a lot of skill. Secondly, there is the issue of weapons. First of all, the guided missile is really a bad thing. It will explode automatically in the air before it even reaches the target or touches it. Then sometimes this thing attacks vehicles or ground targets without even causing any damage. Laser missiles are one of the most controversial items and, of course, also one of the unique armed forces. Their advantage is that they can maximize their effectiveness when combined with scouts. The drawback is that when used alone, its firepower is mediocre. The problem lies in that its reserve ammunition is three rounds, and the refilling speed is too fast. According to the model, the current refilling speed is too fast, and it often happens that the second round is already refilled and ready to fire after the first round hits. Secondly, there is the line-controlled missile allocated to the driver. If the addition of TV missiles is not considered, then this armament should be redistributed to the gunner, as it itself belongs to the position control armament of the gunner. The ammunition mechanism can continue the one-time system of Battlefield 2. If you run out of all the ammunition, you will have no offensive ammunition and will not be able to replenish it automatically. Your only option is to return to the airport to replenish ammunition, but not all at once but gradually fill up your on-board ammunition. If I remember correctly, it takes about 25 seconds for a Battlefield 2 armed helicopter to replenish ammunition when it is completely exhausted. Suppose you land for supplies and then take off again, it will take you approximately 40 seconds.

The current survival environment for armed helicopters is extremely poor. After IFVs can launch laser missiles, there is no gaming experience for any vehicle. What often appears is only the IFVs of both sides shining red light on mountain peaks or high ground and then striking beyond visual range. What you should ban are the laser missiles of IFVs, not those on armed helicopters. Just like when you insisted on placing the TV missile of the armed helicopter on the infantry and turning it into an exclusive expert weapon. The same mistake was made. Something that shouldn't have appeared on IFV was given to IFV, and the armament that should have been on a certain vehicle was deleted. This is very bad. This is not the root of the problem. The fundamental BUG lies in IVF. This thing is called a medium-range missile. It's not that the decoy can't avoid the laser guidance. It's just that the shielding time of your decoy at this stage is too short to escape the 700-meter locking distance. The root cause is the problem caused by the long range of the laser guidance devices of the scouts and the gunners of the IFV, as well as the short effective time of the decoy.

Why can't you go and play the game vehicles you made yourself before considering the balance? What the hell!

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