Attack Helicopters and Tanks...

Suggestions from our community members for PR:BF2. Read the stickies before posting.
Hitman.2.5
Posts: 1086
Joined: 2008-03-21 20:54

Re: Attack Helicopters and Tanks...

Post by Hitman.2.5 »

Hunt3r wrote:
Oh, and if it was realistic, the Apache would have fire and forget capability. The radar on the Apache should be more then just eye candy :? ??:.
The AH-64D on PR for some reason has a longbow on with with a full weapons load which IMO should be removed off the model, Which is not very frequent as the US Apache does not have the power to operate for a length of time and have both a full weapon load and the longbow where as the British Apache's power pack can handle both.

And fire and forget capability is where teamwork comes in and you have a spotter/Sl lase for you. You lock and fire one or a few and buzz off knowing 90% of the time you have killed/Destroyed the target.
Derpist
Eddie Baker
Posts: 6945
Joined: 2004-07-26 12:00

Re: Attack Helicopters and Tanks...

Post by Eddie Baker »

Hitman.2.5 wrote:The AH-64D on PR for some reason has a longbow on with with a full weapons load which IMO should be removed off the model, Which is not very frequent as the US Apache does not have the power to operate for a length of time and have both a full weapon load and the longbow where as the British Apache's power pack can handle both.
T701D engines are being "plugged-into" the fleet of Apaches as well as Blackhawks to remedy that problem. Fully fueled, fully armed AND FCR equipped, even the WAH-64D is going to be straining, especially at high altitudes in Afghanistan.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Attack Helicopters and Tanks...

Post by Rudd »

I say allow the choppers to lock on to ground vehicles, but they don't get the green box until they are locked on.

This is the good compromise. They are powerful...but they gotta find the target first.
Image
Hunt3r
Posts: 1573
Joined: 2009-04-24 22:09

Re: Attack Helicopters and Tanks...

Post by Hunt3r »

Dr2B Rudd wrote:I say allow the choppers to lock on to ground vehicles, but they don't get the green box until they are locked on.

This is the good compromise. They are powerful...but they gotta find the target first.
Well yeah, but real choppers get FLIR to help you see.

Oh, and the current system is terrible. You HAVE to spam your missiles or you're a dead man. With the current laser guided system it's just ridiculous.

Speaking of which, we should have more differentiation between the helicopters. Cobras should have 8 Hellfires and 38 hydras. Same with the Apache. Cobras should have the 20mm Gatling, with 750 rounds of ammo, the Apache should have a 30mm auto-cannon with 1200 rounds of 30mm.

Mi-28 should get 300 rounds in the 30 mm auto cannon, 38 unguided rockets, and 16 ATGMs, and 2 AA missiles.

The Cobra should respawn faster in the game, but they do have to find the target themselves. No radar, so no dice when it comes to having targets pointed out to you. Say, the Cobra should respawn in 10 minutes.

The Apache should have targets pointed out within visual range. You get the radar, so obviously you should be able to see what's there. But the Apache should respawn in 15 minutes. Since the Mi-28 should be as armored as an Apache and it has twice as many ATGMs, it gets a 15 minute respawn time too.

All helos should be able to take direct hits and not go down from fire by anything less then 23mm. Unless it's a hit to the canopy, and it should only take up to 14.5mm without the pilots getting hurt or the aircraft getting hit. The Cobra shouldn't

Personally I think that concentrated fire should always take out Attack Helos. The Cobra should be just as powerful as the Apache, but without the radar and much less armor.

The Mi-28 should be as armored as the Apache. With more ATGMs but no radar.

The Apache should be extremely able to survive in a group of two. That's the max for any map in the game. The Mi-28 and Cobra should have 3 working together if it's an armor heavy map.

If the laser in PR actually went as fast as a real laser does, this would be less of a problem. The laser doesn't. Attack helicopters should be vulnerable to AA. Therefore, attack helicopters need to stick with armor or infantry. If an Apache sticks around giving firesupport to the armor and the armor saves the helicopter from getting destroyed, wasting huge amounts of tickets, then you've managed to keep an extremely valuable asset. If you have a single Linebacker or Tunguska around, supporting armor, you've basically eliminated the threat of attack helicopters. Then a formation of 2 Apaches or 3 Cobras/Mi-28s flanking the AA tank, destroying it, and then destroying the armor would be the only way. If you get spotted while trying to flank it's over. Flying up high would be suicide. You wouldn't be able to lock on to anything, since the fog means you're out of visual range for everything, and shooting your auto cannon would just be a big "SHOOT HERE!" sign for enemy AAVs.

CAS would still be extremely effective with Apaches and Cobras too. Assuming no AAVs show up and there aren't more then one or two tanks that wander in range, you'd be able to mow down just about everything for the moving squad. A formation of attack helicopters would make them unstoppable, assuming no one has AA.

Basically, attack helicopters should destroy anything that isn't meant to kill any flying aircraft. Jets would very handily shoot down helicopters if they have BVR missiles, with no chance of getting hit by the helicopter at all, tanks could get a lucky shot, a Tunguska, Linebacker, or any AAV is certain death if you don't get in cover and drop flares in time, concentrated .50 cal fire will take you down too, as will concentrated APC fire. Which basically means two APCs shooting at the helicopter, which would down it pretty fast.

If you have maybe 4 50 cals shooting at a helicopter, it should go down as fast as a helicopter does now with 1 50 cal. 1 HAT should be instant death. 1 LAT should instantly kill a cobra, but critical an Apache or Mi-28, to the point where rudder is gone and the cockpit vibrates violently and alarm bells are going off like no other.

So the attack helicopters are still vulnerable, but slightly toughened. Bullets should be less effective against attack helos, but rockets and the sort are still very deadly. Tank shells and APCs are also very deadly. Twenty APC rounds should make the Apache and Mi-28 go down, 10 should make the Cobra go down. Attack helicopters are essentially the only close air support that can advance with a squad every step of the way.

Attack helicopters should be a more important asset. An infantry squad should certainly be able to push through infantry, but attack helicopters would reduce casualties. I'm sick and tired of having to play an attack helicopter akin to only being effective against infantry. As soon as a fifty cal shows up attack helicopters are going down.
Last edited by Hunt3r on 2009-09-11 06:01, edited 4 times in total.
Qaiex
Posts: 7279
Joined: 2009-02-28 21:05

Re: Attack Helicopters and Tanks...

Post by Qaiex »

Well it's obvious that the system right now isn't working, I'd be all for trying unguided missiles for a while, I think it would actually be a lot easier than guiding them.

It would also be nice with some sort of system to keep the attack helicopters down-close and personal, and not moving slowly forward a kilometer in the air to avoid getting hit by the ERYX.

Look at it, that is 75 meters, tops.
Image

Here are some other pictures of some CAS.
Cobras providing CAS
Kiowa air support
Cobra dropping flares
Big picture of an apache doing a sweep
Apache providing CAS for a RHIB
@bsurd
Posts: 353
Joined: 2008-03-18 12:52

Re: Attack Helicopters and Tanks...

Post by @bsurd »

hope some dev says something to this tread. But what i want be in as fast as possible:

More flares for the choppers. Actutally its not possible to bring them out b4 you get a look tone. Because they are so fast empty, that after 2 drops you have to get back if you want some for the way to mainbase.

Thats stupid imo. Double the flares to 60 would be very helpfull. Then you can get out some flares b4 you enter a hot zone.
Image
Image
Alex6714
Posts: 3900
Joined: 2007-06-15 22:47

Re: Attack Helicopters and Tanks...

Post by Alex6714 »

Hunt3r wrote:
Mi-28 should get 300 rounds in the 30 mm auto cannon, 38 unguided rockets, and 16 ATGMs, and 2 AA missiles.
Negative, it should have 40 unguided rockets of 80mm.

Cobra should have 14 hydras according to the model in game, but the model in game sucks and is the proper model for the right variant which can carry 38.
"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"
Qaiex
Posts: 7279
Joined: 2009-02-28 21:05

Re: Attack Helicopters and Tanks...

Post by Qaiex »

@bsurd wrote:hope some dev says something to this tread. But what i want be in as fast as possible:

More flares for the choppers. Actutally its not possible to bring them out b4 you get a look tone. Because they are so fast empty, that after 2 drops you have to get back if you want some for the way to mainbase.

Thats stupid imo. Double the flares to 60 would be very helpfull. Then you can get out some flares b4 you enter a hot zone.

Can be fixed by allowing helicopters to drop 1 / 2 flares at a time like in reality / combined arms respectively.
Alex6714
Posts: 3900
Joined: 2007-06-15 22:47

Re: Attack Helicopters and Tanks...

Post by Alex6714 »

qaiex wrote:Can be fixed by allowing helicopters to drop 1 / 2 flares at a time like in reality / combined arms respectively.
Yeah in CA Heavy Attack helicopters have 120 flares, that deploy one out each side on auto so you can fire bursts of as much as you want. Though the flares work differently so you really do need them.
"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"
Eddie Baker
Posts: 6945
Joined: 2004-07-26 12:00

Re: Attack Helicopters and Tanks...

Post by Eddie Baker »

Alex6714 wrote:Cobra should have 14 hydras according to the model in game, but the model in game sucks and is the proper model for the right variant which can carry 38.
No, it isn't the proper model for the AH-1Z (which can carry 38 Hydra and 8 Hellfire). It's a hybrid of the AH-1W and AH-1Z. The tail rotor is on the wrong side for an AH-1Z (but the correct side for an AH-1W), the engines do not have the HIRSS and the stub wings are from the AH-1W.
CAS_117
Posts: 1600
Joined: 2007-03-26 18:01

Re: Attack Helicopters and Tanks...

Post by CAS_117 »

Been hoping to find someone to remodel the Cobra, among other things; I think the one in BF2 is the AH-1W which can carry 19 round launchers but idk.
Eddie Baker
Posts: 6945
Joined: 2004-07-26 12:00

Re: Attack Helicopters and Tanks...

Post by Eddie Baker »

CAS_117 wrote:Been hoping to find someone to remodel the Cobra, among other things.
Someone a while back said he wanted to model a UH-1Y, but I can't remember who off the top of my head. Since from the rotor back to the tail they're practically the same bird (over 80% commonality in parts), he might be able to kill both of them with one stone, as it were.
Alex6714
Posts: 3900
Joined: 2007-06-15 22:47

Re: Attack Helicopters and Tanks...

Post by Alex6714 »

'[R-DEV wrote:Eddie Baker;1135458']No, it isn't the proper model for the AH-1Z (which can carry 38 Hydra and 8 Hellfire). It's a hybrid of the AH-1W and AH-1Z. The tail rotor is on the wrong side for an AH-1Z (but the correct side for an AH-1W), the engines do not have the HIRSS and the stub wings are from the AH-1W.
Yeah sorry, I did mean isn´t, thats why I said it sucked, well, compared to what it should 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"
Hunt3r
Posts: 1573
Joined: 2009-04-24 22:09

Re: Attack Helicopters and Tanks...

Post by Hunt3r »

So can any devs give their comments on how the attack chopper system might be revised by .9?

BTW, as a PR2 suggestion, I'd like to see basically a replication of each helicopter's flight handling, a replication of the weapons system, and the nav systems, etc. A complete simulation.

That way there's an actual rift between pilots and normal infantry. Flyboys actually have to be dedicated to being a helicopter pilot, or a fighter jet pilot.

All aircraft would start with everything running except the engines. If a pilot is good he could be ready to go within a minute or so. Start up the engines, get the rotor RPMs up, and then make sure your gunner is set, and take off.

From there on out the pilot simply has to fly well. The gunner, for example, could also take control of an Apache if need be.

http://www.youtube.com/watch?v=W1FYIVMn ... re=related

That would be simply stunning.

Flying attack helicopters in PR2 should mean that you should always be busy doing something. And if you aren't, you're going to be easy to shoot down.

EDIT:

Just played a session on the training server to try and hone my skills on the attack helicopters. Things that need work:

The lazing system is beyond bad. Either I couldn't see the laser, the laser wouldn't go where I wanted it to go, or the missile would just completely fly off when I thought it was fine.

The laser guiding also is extremely weird. When zoomed, a little movement made the missile jump completely off course.

So either the lasing system is fixed, or a lockon system is implemented. Even trying to guide a Hellfire to a tunguska at the edge of the VD is incredibly hard even when hovering. Trying to hit anything with a 30mm at that distance is even harder.

But in general, I'd just like to see a system resembling what happens in DCS Black Shark to be in PR. In DCS, which is basically a complete sim, gunning is so much easier. It automatically locks on and tracks targets, and you can simply fire away at the target and avoid SAM sites.

So basically, for .9 or whenever possible, the lock on system for Hellfires would probably be the best idea to tide us over until PR 2 or PR 1 can deliver a realistic gunning and piloting system for attack helicopters.
Last edited by Hunt3r on 2009-09-12 10:09, edited 2 times in total.
CAS_117
Posts: 1600
Joined: 2007-03-26 18:01

Re: Attack Helicopters and Tanks...

Post by CAS_117 »



At 5:28 I try to kill an M1A2 with laser guided hellfires, but at this time there was a glitch and they wouldn't track. I switch to wire and miss cause edible's a noob. All air-ground weapons track vehicles, and all of them now use a TV system where you guide by clicking. If we had that scenario again the tank would have been dead from 2km away whether I used Laser missiles or TV.
Hunt3r
Posts: 1573
Joined: 2009-04-24 22:09

Re: Attack Helicopters and Tanks...

Post by Hunt3r »

CAS_117 wrote:

At 5:28 I try to kill an M1A2 with laser guided hellfires, but at this time there was a glitch and they wouldn't track. I switch to wire and miss cause edible's a noob. All air-ground weapons track vehicles, and all of them now use a TV system where you guide by clicking. If we had that scenario again the tank would have been dead from 2km away whether I used Laser missiles or TV.
Well I may or may not be interpreting this correctly, but the current CA system for ATGMs is lock on for laser guided, and also TV missiles?
CAS_117
Posts: 1600
Joined: 2007-03-26 18:01

Re: Attack Helicopters and Tanks...

Post by CAS_117 »

The TV missile system is the same as wire, except it only goes on the surface that you have clicked on. As for laser, it will track vehicles and static weapons.
Hunt3r
Posts: 1573
Joined: 2009-04-24 22:09

Re: Attack Helicopters and Tanks...

Post by Hunt3r »

CAS_117 wrote:The TV missile system is the same as wire, except it only goes on the surface that you have clicked on. As for laser, it will track vehicles and static weapons.
Ah. Well that's actually quite awesome.

Will .996 work with PR .874 and BF2 1.5? If it does, when is the server populated (ie, testing CA and whatnot)
CAS_117
Posts: 1600
Joined: 2007-03-26 18:01

Re: Attack Helicopters and Tanks...

Post by CAS_117 »

When CAS stops being lazy pos... :(

Right now I'm just 1.5ifying CA. I believe we're on 0.998 so far. But frankly University has priority. And all CA people are in University so... you get the idea.
Hitman.2.5
Posts: 1086
Joined: 2008-03-21 20:54

Re: Attack Helicopters and Tanks...

Post by Hitman.2.5 »

qaiex wrote:.
It would also be nice with some sort of system to keep the attack helicopters down-close and personal, and not moving slowly forward a kilometer in the air to avoid getting hit by the ERYX.
Wasn't there some sort of suggestion to make the AT's have some sort of locking system so that choppers cannot be targeted at all? i think it was have your SL lase it and you could lock and not may people can lase a chopper that is flying at some speed.
Derpist
Post Reply

Return to “PR:BF2 Suggestions”