Jabal Attack Chopper change

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HybridX
Posts: 57
Joined: 2008-02-29 16:47

Jabal Attack Chopper change

Post by HybridX »

Its something thats bothered me since the attack huey was introduced into jabal.

The Attack huey is too large, cumbersome and overpowered for such a small map.

My suggestion is to remove the attack huey and replace it with the Attack Littlebird.

A small,Short range, nimble chopper ideal for the mountain anti infantry duties, plus it would, IMO, rebalance the map since a well piloted attack huey can decimate all mec vehicles.

Thoughts and opinions?
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Viper5
Posts: 3240
Joined: 2005-11-18 14:18

Re: Jabal Attack Chopper change

Post by Viper5 »

The attack LB has more firepower than the attack huey, which would make it even worse. Between AAVs, MANPADS, small arms, HAT and AAA there is very little imbalance. Moreover, from a realism perspective its prolly good to avoid going through something as few in number and limited in the scope of their missions such as MH and AH 6s like candy.
goguapsy
Posts: 3688
Joined: 2009-06-06 19:12

Re: Jabal Attack Chopper change

Post by goguapsy »

hmm... maybe that would work. But well placed AA vehicles can take down an attack huey and destroy all hopes of the american team to get vehicle superiority: after taking down all the APCs and the attack huey from US, let's suppose they all spawn at the same time: it's a race against time, since APCs are slower in water.

cheers!
Guys, when a new player comes, just answer his question and go on your merry way, instead of going berserk! It's THAT simple! :D

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StuTika
Posts: 255
Joined: 2008-11-30 16:36

Re: Jabal Attack Chopper change

Post by StuTika »

The attack LB may have more firepower but it also has much less armour, so it's really easy to shoot down, you can even get it with an automatic rifleman kit.

Stu.
Jedimushroom
Posts: 1130
Joined: 2006-07-18 19:03

Re: Jabal Attack Chopper change

Post by Jedimushroom »

Rest assured, in the new version the attack huey is a pile of fail, it doesn't seem to ever survive an attack run.
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"God will strike him down when he checks his email and sees young Fighter has turd burgling tendancies. Could you imagine going to church knowing your son takes it up the wrong 'un?" - [R-Dev]Gaz on 'Fighter137'
TheLean
Posts: 483
Joined: 2009-03-15 20:26

Re: Jabal Attack Chopper change

Post by TheLean »

HybridX wrote:Its something thats bothered me since the attack huey was introduced into jabal.

The Attack huey is too large, cumbersome and overpowered for such a small map.

My suggestion is to remove the attack huey and replace it with the Attack Littlebird.

A small,Short range, nimble chopper ideal for the mountain anti infantry duties, plus it would, IMO, rebalance the map since a well piloted attack huey can decimate all mec vehicles.

Thoughts and opinions?
Cant we wait until we have played 0.87 for awhile before discussing this. The attack Huey in 0.86 was bugged and had insane amount of health. This is fixed with the new 0.87 patch.

Edit: Ninjad^^^^
Alex6714
Posts: 3900
Joined: 2007-06-15 22:47

Re: Jabal Attack Chopper change

Post by Alex6714 »

Jedimushroom wrote:Rest assured, in the new version the attack huey is a pile of fail, it doesn't seem to ever survive an attack run.
I haven´t tried it yet, maybe at some point I will get the chance to, but from what I have seen of the new health system I don´t like it at all. Just seems to be a way of making the helis even weaker and I have only ever had 1 chance to land when damaged so it doesn´t even work quite as well as it should imo.:/ It was a good try, but I don´t think its all its cracked up to be.
"Today's forecast calls for 30mm HE rain with a slight chance of hellfires"


"oh, they're fire and forget all right...they're fired then they forget where the target is"
Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Re: Jabal Attack Chopper change

Post by Outlawz7 »

Alex6714 wrote: Just seems to be a way of making the helis even weaker
Yes, an invincible attack Huey was so much more fun and contributed to gameplay balance. :rolleyes:

Seeing how the view distance is 450m, theoretically the Huey should be able to survive a strafing run, at least against AA since with flare spam added you can fly over the area and out of range in a few seconds, which does happen on Barracuda, but PLA there don't have APCs and an AAV to begin with.
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Alex6714
Posts: 3900
Joined: 2007-06-15 22:47

Re: Jabal Attack Chopper change

Post by Alex6714 »

[R-CON]Outlawz wrote:Yes, an invincible attack Huey was so much more fun and contributed to gameplay balance. :rolleyes:
Sigh. Read the post again.


Huey was overpowered yes, but I am talking about every helicopter in general with the new health system. Basically imo old health system > new one.
"Today's forecast calls for 30mm HE rain with a slight chance of hellfires"


"oh, they're fire and forget all right...they're fired then they forget where the target is"
BulletFizz
Posts: 39
Joined: 2008-08-28 23:44

Re: Jabal Attack Chopper change

Post by BulletFizz »

Alex6714 wrote: Huey was overpowered yes, but I am talking about every helicopter in general with the new health system. Basically imo old health system > new one.
wait, so what was changed since last patch, isnt it only the attack huey?
Alex6714
Posts: 3900
Joined: 2007-06-15 22:47

Re: Jabal Attack Chopper change

Post by Alex6714 »

Since the last patch yeah.
"Today's forecast calls for 30mm HE rain with a slight chance of hellfires"


"oh, they're fire and forget all right...they're fired then they forget where the target is"
Qwerty1216
Posts: 103
Joined: 2009-05-24 23:28

Re: Jabal Attack Chopper change

Post by Qwerty1216 »

I'd like to see the old helicopter health system back, the new one just doesnt cut it.
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McBumLuv
Posts: 3563
Joined: 2008-08-31 02:48

Re: Jabal Attack Chopper change

Post by McBumLuv »

Qwerty1216 wrote:I'd like to see the old helicopter health system back, the new one just doesnt cut it.
While I have yet to personally see the changes in 0.87, I do know that in 0.86 an attack huey ONLY went down via pilot's fault. It could take 4 AA hits without going down, and the .50s of course always overheated so posed no threat.

Now, I don't know how the current helicopter critical damage is working in 0.87, but I DO know that the entire concept of it seems much more realistic than the previous one (having talked to a friend of mine who works in Eurocopter Canada Limited, even if your engines go out it should be possible to "glide" the helicopter to a a very survivable crash).

Then again, even when the Helicopters were so understandably overpowered, and pilots didn't "need" a laze to operate, I didn't quite see an increase in "n00b" pilots, in fact I think I even saw some increased teamwork and CAS :rolleyes:
Last edited by McBumLuv on 2009-09-05 17:10, edited 1 time in total.
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Alex6714
Posts: 3900
Joined: 2007-06-15 22:47

Re: Jabal Attack Chopper change

Post by Alex6714 »

McLuv wrote:While I have yet to personally see the changes in 0.87, I do know that in 0.86 an attack huey ONLY went down via pilot's fault. It could take 4 AA hits without going down, and the .50s of course always overheated so posed no threat.

Now, I don't know how the current helicopter critical damage is working in 0.87, but I DO know that the entire concept of it seems much more realistic than the previous one (having talked to a friend of mine who works in Eurocopter Canada Limited, even if your engines go out it should be possible to "glide" the helicopter to a a very survivable crash).
Yeah but I just haven´t had it work. Only once have I ever had the oportunity to land after hit, normally its instant death or nothing.
"Today's forecast calls for 30mm HE rain with a slight chance of hellfires"


"oh, they're fire and forget all right...they're fired then they forget where the target is"
Rissien
Posts: 2661
Joined: 2008-11-07 22:40

Re: Jabal Attack Chopper change

Post by Rissien »

Alex6714 wrote:Yeah but I just haven´t had it work. Only once have I ever had the oportunity to land after hit, normally its instant death or nothing.
More often than not im too high and blow before landing but i have gotten safely groundside in time a few times, managed it with the Cobra the other day then went around to a nearby crate and went Inf.
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dominator200
Posts: 179
Joined: 2009-04-24 12:52

Re: Jabal Attack Chopper change

Post by dominator200 »

McLuv wrote:While I have yet to personally see the changes in 0.87, I do know that in 0.86 an attack huey ONLY went down via pilot's fault. It could take 4 AA hits without going down, and the .50s of course always overheated so posed no threat.

Now, I don't know how the current helicopter critical damage is working in 0.87, but I DO know that the entire concept of it seems much more realistic than the previous one (having talked to a friend of mine who works in Eurocopter Canada Limited, even if your engines go out it should be possible to "glide" the helicopter to a a very survivable crash).

Then again, even when the Helicopters were so understandably overpowered, and pilots didn't "need" a laze to operate, I didn't quite see an increase in "n00b" pilots, in fact I think I even saw some increased teamwork and CAS :rolleyes:
I dont really agree with this because you cant really tell when you get a direct hit generally in my opinion they hit the flares when ever I hve had aa hit me directly and it kills the pilot
McBumLuv
Posts: 3563
Joined: 2008-08-31 02:48

Re: Jabal Attack Chopper change

Post by McBumLuv »

Hmmmm, I think I've noticed that too. Really, some control of the vehicle should be allow, seeing as if only the engine is out it should still be able to glide to the ground. IE, if it gets shot up by .50s it should still be able to glide down rather easily and survive (which I alledge didn't even happen that often to the helicopters with it working in 0.86).

Now, AA missiles on the other hand should be rather devastating most of the time (if it's a direct hit), but that can be modeled by having their affect on the crew, so the entire occupancy could get killed and the helicopter would fall to the ground.

Really, the total damage done by hitting the ground shouldn't be that much since pilots should still be able to glide the helicopter to a slower crash in case of engine failures and such, which doesn't happen, rather I find that you have to be hovering/right above the ground by a few meters for it to work.
dominator200 wrote:I dont really agree with this because you cant really tell when you get a direct hit generally in my opinion they hit the flares when ever I hve had aa hit me directly and it kills the pilot
What is it you don't agree with? I made a few points in that one post, so I'm not sure which you're refering to :p
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cyberzomby
Posts: 5336
Joined: 2007-04-03 07:12

Re: Jabal Attack Chopper change

Post by cyberzomby »

Havent played yet so Im very curious if you can take down those "damn" jabal attack hueys! I swear, I put 2 DIRECT AA's on one one time and it didnt take ANY damage what so ever! :P

So Im curious if it helps now :)

As to the damage system, I had a fair few crash landings as transport pilot. :) better than just exploding in mid air wich was the old system. Altough its impossible to have any control over the machine.
Eddie Baker
Posts: 6945
Joined: 2004-07-26 12:00

Re: Jabal Attack Chopper change

Post by Eddie Baker »

McLuv wrote: (having talked to a friend of mine who works in Eurocopter Canada Limited, even if your engines go out it should be possible to "glide" the helicopter to a a very survivable crash).
Auto-rotation. It's something you could do in a full flight simulator, but not something I think can be implemented within this engine.

I remember some years back an experimental helicopter type aka "X-Wing" was developed with extended "stub wings" and more powerful jet engines. It would take off like a conventional helicopter and once it got up to speed, the rotor would be turned off and left to auto-rotate.
McBumLuv
Posts: 3563
Joined: 2008-08-31 02:48

Re: Jabal Attack Chopper change

Post by McBumLuv »

[R-DEV]Eddie Baker wrote:Auto-rotation. It's something you could do in a full flight simulator, but not something I think can be implemented within this engine.

I remember some years back an experimental helicopter type aka "X-Wing" was developed with extended "stub wings" and more powerful jet engines. It would take off like a conventional helicopter and once it got up to speed, the rotor would be turned off and left to auto-rotate.
That's very true. I forgot about that. I have to say I haven't played much in the helicopters, either transport or attack variants, so I wouldn't know how they all perform in that sense.
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