The IGLA should be removed from the game
The Igla should be removed from the game until the flare interaction bug is properly fixed. At this point, it’s the only realistic way to make air gameplay bearable again. The developers have already acknowledged that there is a bug involving how AA missiles interact with flares. In the recent Discord Q&A, it was confirmed that missiles can sometimes ignore flares entirely. This isn’t speculation anymore. The issue is known. The problem is that the Igla is by far the worst offender. This isn’t an occasional annoyance that happens once every few days. Anyone who spends a significant amount of time flying will run into it repeatedly. If you’re flying and you’re actually surviving long enough to engage in air combat instead of crashing or dying to simple mistakes, there’s a very good chance you’ll die multiple times to missiles that completely ignore your flares. That is not a minor bug. It’s a game-breaking issue for air vehicles. The frustrating part is that this has existed in some form since release. Lock-on missiles and AA missiles have always had inconsistent interactions with flares. Sometimes they work correctly. Sometimes they don’t. The Igla, however, takes the problem to another level. It seems to ignore flares far more often than any other launcher in the game. When your primary defensive countermeasure randomly fails, there is no meaningful counterplay. Flying becomes less about skill, positioning, or decision-making and more about hoping the game doesn’t decide that your flares simply don’t count this time. I understand that fixing this bug may not be simple and could take time. That’s exactly why I think temporary action should be taken instead of waiting indefinitely while the issue continues to affect every pilot in the game. Remove the Igla from the game until the bug is fixed. While the launcher is disabled, investigate exactly why it behaves differently from other AA launchers and why it appears to ignore flares so frequently. More importantly, continue working on a proper fix for flare interactions across all lock-on and AA missiles so that the problem is finally resolved at its source. The current situation makes air gameplay unnecessarily frustrating, and the Igla is the biggest contributor to that frustration. Until the bug is fixed, it has no place in the game.227Views9likes20CommentsSeason 3 is here! We want your feedback!
Now that Season 3 has been released we want to hear from you. How does Railway to Golmud feel to play? Do you feel like the map is the right size? Too big? Or not big enough? With Season 3 vehicles were given a big overhaul. How do they feel to play now? Is there more versatility for ground vehicles? Does the Little Bird still feel dominant? Automatic weapon recoil was adjusted with Season 3, how is this feeling? This thread is primarily for feedback and discussion about the new Season. If you are having an in game issue please check to see if a thread has already been made and if not please make a thread reporting the issue.6.2KViews27likes455CommentsSeason 3 feedback: changes that would reduce frustration and increase enjoyment.
Hi! First off, I want to say that I'm really ejoying BF6 more with every season's update and I am looking forward to Battlefield's continued updates and progression. Season 3's changes have been pretty good and I agree with most of the changes so far. However, there are some things that I would like to touch on that I personally feel are lacking and need improvement, or are (still) broken in the game. First I would like to start off with the big 3 modes: Conquest, Breakthrough, and Escalation. Conquest is still being plagued with game balance from match to match, and I'm still finding that most of my matches end with a point differential between teams of 500 or more. I'm also finding games that should've been a sure-fire win or loss are suddenly flipped right near the end. I have won games that were 1000-0. I have lost games 0-1000. I have also won games that were 55-343 and even one game that was 300-900, which was an insane comeback that ended with my team winning 17-0 at the end. That is for sure an outlier, but the fact that it was even possible shows just how bad the ticket-mechanic is for this game mode. These games are too chaotic, not consistent enough, and at many times extremely frustrating. So, please look into this and work towards making it more balanced and consistent across matches so that games don't feel so unpredicable any longer. Breakthrough is pretty good. However, the biggest issue is again matchmaking. Constantly getting games where I'm only defending or only attacking multiple times in a row is frustrating. I keep having to quit to menu and restart matchmaking until I find both the map and side I want. Sometimes I'll get the side that I want, but it's too far into the game and I get jipped out of the whole match, and that's also frustrating. All of this would be avoided if Breakthrough brought back the switch-sides mechanic from BFV where after a match ended, it would replay again but Attackers are now defending and Defenders are now attacking. This gives every single player a chance to play on the side they prefer and imrpoves fairness across matches. Escalation is interesting because it's like conquest that slowly turns into domination by the end the game, but with 64 players instead of 24. I have two issues with Escaltion at the moment that, if changed, could make Escalation an even better gamemode than it already is. The first issue is that Escalation is still too short of a game mode for me to enjoy. I like Conquest, and I enjoy matches that are 20-30 minutes in length. With 64 players, I would expect a big game-mode to have longer match length like Conquest, but Escalation rounds tend to last between 10 and 15 minutes, which is much shorter than Conquest. If the length of time required to hold Capture Point Majority to score a point were increased, It would make Escalation longer, therefore better. That was the first issue. The Second issue with Escalation is when one team scores a point and both teams were close to scoring. The scorebar for the team that didn't get the point also get reset to zero, completley negating that team's progress, and artfificially puts them at a bigger disadvantage than the other team. "My team just spent the last 5 minutes trying to score a point, and now you're just erase all that effort like it never happened!?" Very frustrating. One team's progress towards scoring should not be erased as soon as the other team scores a point. This just puts the winning team even farther ahead since they're progress didn't get erased, and they're a point(or more) ahead. So please fix that. Okay, Now that modes are done with, I'd like to move on to vehicles. There are 2 that come to mind, namely the Mobile AA and now the IFV that are lacking in the capability category. We'll start with the Mobile Anti-Air I have not had experience with the new gadgets for the MAA, so that may change after impression with them. That does not detract from the fact that the MAA is abosolutley god-awful atrocious for actually shooting down aircraft vehicles. Let's use BF1 and BFV as examples. Both games had anti-air vehicles that had advantages and disadvantages. advatanges being that they were very effective at killing aircraft and sometimes infantry, disadvantage being that they weren't very fast and not very armored so they were killed easily by infantry, other vehicles, and well-positioned enemy aircraft. the MAA from BF1 had limited range with it's airburst rounds which gave aircraft a chance as long as they got high enough above or far enough away from the MAA to avoid being shot down. BFV's MAA also had limited range, or extremely high rate of fire with limited ammo depending on which faction's AA you were in. Both games' MAA were accurate though, allowing them to be effective within their respective ranges. When you compare that to the MAA in BF6, it becomes immediatley apparent that the MAA is inneffective at all ranges except very close, as It's overheat mechanic is way overtuned, It's accuracy is extremely low, and the 2 missles it has take too long to reload before the enemy target gets out of range to fire a second volley. Even if you only fire one missle that gets defended by flares and fire the second missle after relocking, the enemy aircraft will always be out of range before the next missles can be fired. Simply put, the MAA is barely useful on small maps with small airspaces (not anymore) like Blackwell Fields and New Sobek City, and straight up useless on bigger maps like Operation Firestorm, Railway to Golmud, and Eastwood. I would suggest that the accuracy on the MAA be increased so that it can still hit aircraft consitently, but the range that it is effective is limited to around the same distance as it's missle lock-on range. This would improve the MAA's ability to be an effective Anti-Air vehicle in it's defensive dome while still giving aircraft the ability to maneuver around it or find a good position to flank and attack it. The IFV is a tactical vehicle that provides support for infantry by attacking enemy infantry and defending them from enemy armor. The updates that have come to this game has severely diminished the IFVs effectiveness against enemy armor. First, the TOW missle was nerfed into oblivion, making it an almost non-issue for enemy armor rather than being a weapon that is to be respected and feared. The TOW missle is supposed to be the IFVs ultimate deterrent for enemy armor, with a very high damage capability at the cost of limited ammo capacity. The second statement is true in that the IFV has only 4 missles before having to resupply, but the first statement is not true, as it's damage to enemy armor and aicraft is so low that it takes 3 TOW missles to take out a tank when hitting right in the rear-center, 3-4 TOW missles to kill an enemy IFV if not rear-center, and it's maneuverability was nerfed so badly it can't even really hit helicopters that aren't stationary or moving directly away from or towards you anymore. Please add some balancing to the TOW to make it an effective anti-armor weapon for the IFV again. Second, The Season 3 changes to the AP shells have made armor vs. armor fights a long, drawn out slug-fest rather than fun, short engagements. They have also made killing infantry with direct impacts in one-hit impossible at any range outside of point-blank. AP shells now do less than 100 damage against infantry players, making it a minimum 2-shot kill, which, with the now redcued fire rate and magazine size, exasperates situations where choosing higher damage against armor at the cost of explosion radius against infantry no longer feels like cost was worth it. Speaking of damage numbers, Having no base-line damage numbers from previous seasons before season 3's changes and thinking that the change in damage was to off-set the reduced fire rate and magazine size, i am dissapointed to find that this has not been the case. I now feel like AP shells are almost as useless as regular HEAT rounds for fighting against enemy armor, and they're more of an annoyance than anything. Please increase the damage of the AP shells as well as making them a one-shot kill for infantry with direct impacts again so that using them is an effective alternative to HEAT and canister shells and more viable against enemy armor. Finally, Hit registration against aircraft with the AP shells is egregiously bad. I have fired full magazines of AP shells at helicopters at close range(<150m) and while seeing the visual impacts of the shells hitting, I'm not getting any hit markers. This is not the case with HEAT shells though, as I have not seen any issues with hit registration when firing at aircraft with them. so please look into this issue as well. A couple more things that could use or need improvment in Battlefield that I've noticed in the past 400 hours that I've put into this game: Bipods on LMGs need more buffs in recoil reduction, recovery rate, and accuracy benefits to outweigh the extremely high cost of being stationary. Bullet velocity in BF6 is the highest of all previous games and TTK is also the lowest, meaning a more stationary target will die even faster in this game than a moving one. That means that being stationary with a bipod better be worth it, and right now it isn't. This needs to happen Suppression needs to be brought back. Snipers are too powerful with their insanely high bullet velocity and damage and no suppression mechanic in the game right now to make it difficult to fire back when under fire. There needs to be an increased sway, blurred or dimmed vision, and/or a flinch mechanic when hit by bullets to throw off your aim if you're exposed to take a shot, because right now, shooting at an emey sniper means nothing if they can just respond by left-clicking on your head and returning you to the deploy screen even after taking 3-4 bullets and still being shot at when they return fire. Stationary emplacements like the TOW missle should be able to turn a full 360 degrees instead of these pre-defined 45-90 degree limits. I can't tell you how many times I've wanted to take out a vehicle only to miss my shot because the emplacment can't rotate any further left or right. Please take a pass on all maps and allow TOW missle emplacements to rotate all the way around freely. All Capture Points should have resupply stations for infantry and vehicles. This was a thing in BFV, albeit because the game had the Attrition System, but it allowed players to not completely rely on their inattentive teamates for ammo, gadget refills, or rounds for their vehicles. Too many times I have run out of ammo and followed a nearby support class while constantly asking for ammo and being completely ignored. This detracts from the game and prevents me frm being able to get back into the fight faster. Stadiametric Sights for zoomed POVs on for the MBT and IFV (Maybe the GL gunner seat even) should be added. Every single shell type in the game has a different velocity and bullet drop, which makes changing between them constantly, like in an MBT, difficult to effectivley range and hit targets the farther away they are. MBTs and IFVs already come with a laer rangefinder, but with just a static dot and lines as a reticle, you have to guess and check when shooting targets at range. If the zoomed POV had a ranging sight that indicated where the round would land base off distance and round type, it would make the laser rangefinder an effective tool to help armor players attack with more accuracy at range. The bunny hopping and sliding mechanic needs more nerfing/removing. I don't know if it was intentional or not in the beginning of the game's development to have this mechanic be in the game, but it's been repeated as having no place in the game by the devs, so why is it still here? There was much rejoicing when it was unintentionally gutted early on in season 1, only to be immediatley reverted hours later. There is not enough acuracy penalty for shooting while jumping and/or sliding. There is not enough momentum drop when sliding. Sliding should have players to a omplete stop in either a crouched or prone position at the end of the slide. There should be NO ability to jump out of a slide. Weapons need to have way more movement when landing after a jump and ADSd'd. This Jump-Slide-Jump mechanic is not humanly possible and should not have a place in this game whatsoever. I'd like to end this post by thanking all of you who actually spent the time to read this whole post, agree or disagree. I hope that as someone who has thousands of hours and 25 years in the Battlefield Series and other First Person Shooters, that my feedback does not go unheard, and perhaps someday be acknowledged and put in the game. I love Battlefield. I want to continue supporting this great series so that it can be the best it can be and bring the most fun to many players who, like myself, grew up with this series and want to see it be succesful. I have refence photos in the attachments for those interested. 5kyhawk out.14Views0likes0CommentsPlay PvE or PvP: Solo Start with Bots
This thread is for the person who is tired of matchmaking. For the person who is tired of joining rounds mid-game. For the person who is tired of having their party break at the end of matches and needing to leave games and recreate their party with their friends. For the person who is tired of playing attacker or defender over and over. For the person who is tired of playing maps in a random order. For the person who misses options and game modes that used to be in Battlefield games. For the person who is tired of sweats, or for the person who doesn't mind sweats. Every one of these experiences can be hosted and started with just one person. There is no need to queue up and wait for 4, 12, or 20 players to join. Each experience can be enjoyed with no other humans or as an experience that is full with only humans. Each one will fill with bots, as necessary, and then the bots will be replaced as humans join. You can either search for the experiences using the titles provided, or search for the experience code listed (the easier method). Battlefield Owners: "Casual Conquest..." : Solo-start (of course!) large scale conquest that is a faithful reproduction of the real thing, except with the ability to play against bots and level up your skill. Vehicles respawn quickly to get you back in the action. Bots will be replaced by humans, as humans join, but a minimum of 24 bots total will always be present, to give that casual feel. ZH6YV "Night Conquest..." : Three conquest experiences like the previous, but meant to give the perception of night gameplay. One is dark and blue, to mimic a full moon night as best as possible with the tools available. Another has a green NVG effect applied to make it brighter and make enemies easier to see. The third experience has IRNV (thermal) enabled the entire time. Dark (moonlit) mode: ZMQMZ IRNV/NVG (toggle on) mode: ZMBXX NVG (automatic) fake filter mode: ZNT41 "Night Conquest" - Redone : Finally, we have the REAL DEAL night filter. No more faking it. These are the new real official night mode maps. 1XTQA "Winter Conquest..." : Just like Casual Conquest, but all the maps are played in the blowing snow. ZGQ1G "Dust Storm Conquest..." : Just like Casual Conquest, but all the maps are played in a giant eerie dust storm. ZVCK7 "BF4 in BF6" : Casual conquest in Operation Firestorm, but with a twist. It's BF4. The assault class can revive and heal teammates. The recon class has a spawn beacon. The color tone is a bit warmer. Movement speed is slowed down. Projectile speed is slowed down. Headshot damage is increased. And body damage is decreased. ZVEHH "Heat of Battle..." : A bright and saturated version of conquest where a variety of colored flares appear each time someone spawns, kills, dies, or takes damage. This allows you to have the normal fun experience but also see and appreciate the battle playing out around you. It creates a broad heat map of activity; keep moving if you don't want to give away your position. ZTBJ1 "Beach Invasion": Play the classic beach invasion experience. As attacker, your goal is to simply capture the objective without running out of time, as defenders try to push you back. Scripted events occur as the battle progresses, shifting who has the upper hand. 1XNJJ "Large Vehicle TDM..." : Classic conquest maps with vehicles and everything, but no objectives. The only objective is to get to the top of the scoreboard, be on the winning team, have a sweet KDR, or have a killer streak. Bots backfill to maintain 26 players per team. ZMSS7 "Cairo Chaos..." : Siege of Cairo with a new twist. One street. One objective. 28 vs 28. A ton of cover has been added, plus a couple buildings for snipers to oversee the battlefield. Use of ladders to increase verticality and sustain the crazy number of players is encouraged. ZPQ25 "Hardcore Team Deathmatch - Small Maps - Bot Fill" : A rotation of small infantry maps with Hardcore settings. Experience the experience that EA forgot how to provide. Tons of fun and action! YKBXU Free to Play: "Little Bird TDM..." : A TDM server where the primary weapon is the Little Bird. The bots move around, fly, and don't just stand in one spot and wait for you to kill them. Players spawn randomly in empty Little Birds up to half the map away, or designated spawn points, in order to keep spawns unpredictable and reduce issues with spawn killing. ZTPWV "REDSEC Casual Conquest...": Casual conquest for people who haven't purchased BF6. Bots will be replaced by humans, as humans join, but a minimum of 24 bots total will always be present, to give that casual feel. ZVSWK "REDSEC Winter Casual Conquest...": Same as above, but in the blowing snow. ZUCXE "REDSEC Night Casual Conquest...": Same as casual conquest, but with a moonlight affect. ZUDCQ "REDSEC NVG Casual Conquest...": Same as casual conquest, but players start with IRNV turned on, are given NVG goggles that they can toggle on, and are all given resupply pouches to refill their NVG goggles. ZUDD5 "Golf Course - King of the Hill - Clubhouse" : One objective at the top of the hill at the club house, with each side spawning on either side of the club house hill. Attackers try to advance up the hill and take control of the clubhouse, while defenders try to pick them off. Spawns are naturally protected by the map layout, with some additional protection provided. A sniper outpost is added in the form of a broken highway nearby. Hardcore: Z6ZFK Standard core: ZAEF4 "REDSEC - Team Deathmatch" : Golf Course, Tech Sector, and Marina map rotation of Team Deathmatch. Golf Course features the same design you see above. Deathmatch AI has a purpose and you will see them on a mission. Infantry-friendly vehicles are provided. Hardcore: Z3Q8X Standard core: Z91ZJ "Golf Course - Custom Bots - Infantry Conquest" : 20 v 20 infantry conquest at golf course with many objectives in close proximity. This is what we used to call "conquest small". This is the chaos some people crave. It is essentially "King of the Hill" described above, except with 4 more objectives. Hardcore: ZC34V Standard: ZC2RY "Friends vs Friends F2P TDM with Team Switching" : 20 vs 20 TDM to play against your friends. Bots can be turned off. Each spawn area has a sign you can interact with in order to switch to the other team, or turn bots on or off. Host it with a password if you don't want randoms to join. ZG383 "Friends vs Friends F2P Infantry Conquest with Team Switching" : 20 vs 20 conquest small at golf course to play against your friends. Bots can be turned off. Each spawn area has a sign you can interact with in order to switch to the other team, or to turn bots on or off. Host it with a password if you don't want randoms to join. ZGGTZ Please, if you are only looking for a PvE experience -- alone or with friends -- host the experiences with a password so that you can play with as many friends as you want, instead of kicking unwanted players who randomly join. Being kicked for randomly joining someone's hosted experience is not a good feeling. Note: "Free to Play" is subject to EA's wishes. Free-to-play experiences are hosted on REDSEC maps which were provided to players for free, but EA could revoke free-to-play access of those maps at any time. Additionally, amount of XP awarded and whether weapon unlocks or challenge progression is awarded is completely at the will of EA. Here are some very short demo videos. YouTube: NVG Demo YouTube: Conquest at Night and Bots being a Menace YouTube: Custom Golf Coarse Map Layout YouTube: Conquest Bot Play Go easy on me with the last one. My piloting was awful, but the purpose is to see that bot teammates jump in as gunner, are helpful, will heal, revive, and throw down ammo, and the bots keep activity going around the entire map. Thanks to utilizing these experiences, my piloting is now much better. Here are some images. Thank you for your time! ... oh... and we are all learning together! Ask for help or share your expertise. We all need eachother!4.3KViews27likes69CommentsI made a tool that lets me set 1p and 3P tank sensi. separately (and used it)
Hey, Dice :) Just posting this to show how absurd it is that there's still no way to separate 3rd-P and 1st-P(unzoomed) tank sensitivities in-game, especially when the hidden sensitivity scaling ratio between those two views is completely different from previous BFs, and arguably for the worse (cf graph in attached file). Not to mention the fact that you mess with it at the start of every season, and even if S3 made it a bit better, it's far from being optimal yet. So here is the tool : It's based on the logitech API (i have a logitech mouse so...), replicates the exact same behavior as separate sensitivity sliders, and was built in a few hours. It reacts to the same keys i use to switch between 3p, 1p unzoomed, and 1p zoomed views, meaning that thanks to that, it knows exactly in which camera i am at any moment, no matter the way i switch between them (3p==>1p==>zoom==>1p==>3p / 3p==>zoom==>3p), and set my sensitivity accordingly. It provides the exact same result as having separate sens' sliders, without requiring any additional inputs on my side (like a dpi side-button for exemple). The only thing i have to to do is enable it by pressing F8 when spawning a tank, and disable it when i re-spawn as infantry (or get blown-up and survive). What concerns me tho, is that i've been using it extensively in-game (in the multi, oc), and have yet to be banned. So, question(s) : If sensitivity scaling is an intentional way to balance the game (lol), could you ban me for cheating?Or more reasonnably, would you please implement those sliders directly in the game so everyone can use them, or at least go back to the previous BFs scaling? We might not be a lot, but some of us have been requesting such a thing since the beta, to no avail. thank you, C ya on bazaar 😃REDSEC Feedback: Matchmaking, Visual Effects, and Hit Registration
I was so hyped for the future of the ranked matchmaking system, but it was short-lived. Not having duo queue is an absolute joke. I'm stuck with 3 absolute monkeys in a 4-man squad, and I can neither focus on my game nor enjoy it. The enemy team is already a 4-stack, you literally have to be a Terminator to fight them. How on earth is it that I can't queue up with an unranked or bronze player from the lobby, yet the donkeys on my team can be bronze or unranked? I'm trying my best not to quit the game, but honestly, this looks like the end. We didn't get a single map for the ranked system, nor did we get any proper updates. My screen still turns into a disco ball around the beach area. I'm literally shooting at a guy right next to a car and my bullets aren't registering. The more I try not to trash this game, the more reasons you give me to hate it. Are you seriously trying your hardest to make us get the **bleep** out? (cm edit updated title for vis)Recon - C4 feels inconsistent; clear mines/IR smoke/APS shouldn't remove it.
When I throw 4 C4 at a tank, I don't know what's going to happen. I have found C4 to be super inconsistent in this game. I can't tell exactly, but I know IR smoke in the new patch was clearing C4, I saw my C4 get deleted in mid air by APS, and maybe clear mines (gunner upgrade) is removing it as well? These interactions need to be removed. The counterplay to C4 is to be awake. It takes 4 C4 to kill a tank, and then you have to move away to safe distance to ensure it all goes off. Giving tanks multiple buttons they can press to completely invalidate your efforts is ridiculous. They should have to beat this strategy by positioning smartly and paying attention. It is a HUGE risk for the recon player to stick 4 C4 on a tank, you almost always have to completely expose yourself, and will get mauled by the gunner instantly if they notice at all (which they have considerable time to do.) Sincerely, I think you need to discuss why you think C4 needs all of these additional answers? Placing now 4 C4 on a vehicle without being noticed is already inherently risky, I have NEVER died to C4 in any Battlefield game and thought "wow there was nothing I could do." It is ALWAYS the player's fault if they die to C4 on their tank. Additionally I think these mechanics invalidate C4 jeeps too? The counterplay to C4 jeeps is, of course, to shoot at the very obvious transport vehicle hurdling towards you that will explode instantly if you hit it. My favorite all-time BF4 memory is on Caspian border, in a tank, where I noticed a jeep suddenly veer towards me on the minimap while playing with a friend and we started panicking spinning the turret around to hopefully nail the shot, I did, and he exploded moments away from cooking us. It was incredible, hilarious, and even if I had died I would've been laughing. That's battlefield to me. If I could just press smoke/gunner could press clear mines and delete them when they got close, it wouldn't have been interesting or memorable at all. We now finally have large enough maps where C4 jeeps might be more possible, but now they get an "immediately delete them" button. Finally, I do wonder if the explosion radius is causing consistency issues? I don't know for sure. All I can say is that I do not feel consistently rewarded even if I manage to stick and detonate 4 C4 on a vehicle, and that sucks. I think this drags recon down as well, given it's a huge part of the class.AA TANK NEEDS TO BE REMOVED FROM BF6
Hope to see you all on the Battlefield. If im being honest the AA Tank needs to be removed from battlefield 6 it has no place on these small maps. There is already 32 players capable of firing stingers, AA gun emplacements on the ground, 2 jets, 2 helicopters because yes I count the transport. Then you add the laser designation from recon equipment. Flying is nothing but a constant dive towards the ground to dodge incoming missiles or heavy machine gun fire. Mirak Valley allows 2 AA Tanks which is just completely asinine... if the maps were bigger and the AA Tank couldn't fire at you as your lifting off spawn I'd say leave it but thats not the case.Did the Anti vehicle mines need so many nerfs?
While I am usually trying to explain to people why a tank needs to be strong, the changes around the AV mines of all kinds, are concerning to me. For one reason: MBTs and IFVs, aka the most dangerous ground vehicles, come with a gadget that highlights and can also delete nearby mines etc. On what situation can AV mines that are highlighted by gadgets, have any use whatsoever? I think that the AV mines are currently balanced around the mine detection passive, not existing. Right now I feel that AV mines are a wasted slot, with the EoD bot being half a wasted slot because it can still operate for more than just laying mines. If you really do not want the AV mines to do any considerable damage and just slow down the tanks who have to take a pause to clear the mines, you might as well gives us deployable czech hedgehog instead of AV minesDamage "Sounds/Indicators" for Helicopters
You get shot at by so many enemies that you either have to ignore all fire or be scared of all incomming fire. Light and Heavy rounds all feel and sound the same when they hit the Helicopters. If you make it a point to wait until the damage bar signifigantly drops, it is usually too late to disengauge and take cover. This is quite annoying for anyone who can fly them.