Inter-Helicopter Teamplay in PR?

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Hunt3r
Posts: 1573
Joined: 2009-04-24 22:09

Re: Helicopter Teamplay in PR?

Post by Hunt3r »

Ls4SpeedPilot wrote:yes but what if that system would be improved by lazing helicopters ?
would be more realistically in my opinion - sorry for my bad english :roll:
I interpreted that as the scout choppers lazing. Quite simply put, the Littlebird helicopter in Project Reality can laze, but it has poor accuracy, and the laze very quickly disappears after it lands on the target.

Developers should increase the lifetime of the lase and the accuracy of them somehow in order for your idea to be a good one.
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Hitman.2.5
Posts: 1086
Joined: 2008-03-21 20:54

Re: Helicopter Teamplay in PR?

Post by Hitman.2.5 »

Ls4SpeedPilot wrote:I think you didnt understand me ...maybe my fault... but what I want to suggest is a TADS mode for scouting helicopters instead of GLTD owned by the most of the ground soldiers..

sorry but on which map can I find the Kiowa scout?
The scout choppers IRL iirc dont have a TADS but they do have a FLIR (forward looking Infra - Red) which is in the game even the merlin had a form of FLIR with out the IR effect
Derpist
Hunt3r
Posts: 1573
Joined: 2009-04-24 22:09

Re: Helicopter Teamplay in PR?

Post by Hunt3r »

It's not FLIR if there's no IR.
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Qaiex
Posts: 7279
Joined: 2009-02-28 21:05

Re: Helicopter Teamplay in PR?

Post by Qaiex »

Why is it that a laze needs constant visual to stay? This is 2010, surely you can point at a place with a laser marker and the computer sends the information back to base and creates a GPS coordinate for the marker that is permanent until you remove it.

You can send a rocket to the far reaches of the solar system but you still have to have the camera pointed at your target to hit it.
Epic fail.
badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

Re: Helicopter Teamplay in PR?

Post by badmojo420 »

qaiex wrote:Why is it that a laze needs constant visual to stay? This is 2010, surely you can point at a place with a laser marker and the computer sends the information back to base and creates a GPS coordinate for the marker that is permanent until you remove it.
We already have a system exactly like that. SL sits shotgun in the LB and sets attack markers on anything that needs to be attacked. Then the Apache comes in behind and lights it up. You can even go one further and tell the commander to place an enemy marker on your attack mark.

But, 90% of the time this type of teamwork doesn't happen. It's even rare to see a spotter riding in the LB with guns and rockets, let alone a lightly armed scout chopper.
Hunt3r
Posts: 1573
Joined: 2009-04-24 22:09

Re: Helicopter Teamplay in PR?

Post by Hunt3r »

The reason why I avoid trying to lase with any scout chopper or light attack helicopter is because lasing is so UNBELIEVABLY hard to do, and make it stay.
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McBumLuv
Posts: 3563
Joined: 2008-08-31 02:48

Re: Helicopter Teamplay in PR?

Post by McBumLuv »

The reason lasing in scout helicopters is unused is because of the points hunter mentionned and the very low rotation angle. On top of that, nap-of-the-earth tactics are discouraged due to low view distance.

What would need to change before scout helis could ever be useful in this cooperative manner is the following:

1. Un-guide the sticky lazerbox. It's hard enough to hit a target in the first place, but without stabilization or distance perception of the box, the laze never ends up hitting the target due to alterations during flight. Even stationary targets are impossible to hit.
2. Increase View Distance marginally to about 1500 at the very least, 2000 for better performance.
3. Increase copilots rotation angle, it's scarily cramped to a minimum atm.
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hiberNative
Posts: 7305
Joined: 2008-08-08 19:36

Re: Helicopter Teamplay in PR?

Post by hiberNative »

gonna get flamed, but:

i'd want the removal of all anti air missiles in insurgency mode, and the removal of AA at firebases and instead add extra hand-held AAs to the team in non insurgency modes.

it's just annoying to fly around a small, low draw distance map with lots of AA and HAT, especially in a gunship. i don't think helicopters irl are this targeted by surface-to-air.
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Qaiex
Posts: 7279
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Re: Helicopter Teamplay in PR?

Post by Qaiex »

Agree with hibernative, IRL helicopters don't get shot down anywhere close to as much as they do in PR.
The attack helicopter should be feared.
Now you see it and just go "someone get in the AA and kill it" and some other guy goes *bwosh* "done." and you move on like nothing happened.
Sniper77shot
Posts: 509
Joined: 2009-12-24 04:46

Re: Helicopter Teamplay in PR?

Post by Sniper77shot »

Intresting to note this, but they also use this with the cobra and little bird.
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tehb2
Posts: 35
Joined: 2008-08-30 07:04

Re: Helicopter Teamplay in PR?

Post by tehb2 »

Frankly, I don't see enough chopper use in the game. I don't know what was changed, but chopper availability changed as the newer versions of the mod came out, and it hasn't been the same from when I first began playing.

Muttrah is my favorite map, and it went from major chopper component (little birds, cobra, huey transport and huey gunship), to a huge drop in use, and now its slowly getting back with an all-huey group. So at least in that respect I'm glad to see some gunships and some use of the transport choppers again. My main complain is the loss of the little birds, my favorite.

Yes, they don't hold a full squad, and some people don't like piloting it with its forward axis of rotation, but with practice they are the best, and they were very useful in the right hands. We transported from ship to shore, from one point to the other, down streets, onto rooftops, and even scouted and rescued downed pilots that survived. Having a squad handle all the chopper (or most of it) responsibilities was a lot of fun, and with various options we could mix and match depending on what we needed to do, and we could fly around and always be on call.

I don't know if AA improved, or people complained about abuses and bad pilots or what, but few maps have choppers, or any sort of useful vehicle teamplay, and Muttrah needs its little birds back! That's how I see it anyway.
rushn
Posts: 2420
Joined: 2010-01-01 02:51

Re: Helicopter Teamplay in PR?

Post by rushn »

muttrah has too much choppers as it is jsut think about it

every chopper costs tickets and the more choppers the less fighters you have
more choppers is directly proportional to a probability of a crash

+choppers=+crashes

which then ewuals to a very short game

MEC200 USMC10
illidur
Posts: 521
Joined: 2009-05-13 12:36

Re: Helicopter Teamplay in PR?

Post by illidur »

hiberNative wrote:gonna get flamed, but:

i'd want the removal of all anti air missiles in insurgency mode, and the removal of AA at firebases and instead add extra hand-held AAs to the team in non insurgency modes.

it's just annoying to fly around a small, low draw distance map with lots of AA and HAT, especially in a gunship. i don't think helicopters irl are this targeted by surface-to-air.
wow... sooo many people dont even get that. i fully agree.
Dev1200
Posts: 1708
Joined: 2008-11-30 23:01

Re: Helicopter Teamplay in PR?

Post by Dev1200 »

rushn wrote:muttrah has too much choppers as it is jsut think about it

every chopper costs tickets and the more choppers the less fighters you have
more choppers is directly proportional to a probability of a crash

+choppers=+crashes

which then ewuals to a very short game

MEC200 USMC10


Thats basically for everything in PR.


Every soldier costs tickets. More soldiers is directly proportional to a probability of a death.

+soldiers=+deaths.


It's not about which team sucks at what. MEC wins when:

a) AA is up and supported, shutting down troop transport, logistics, and air support provided by the attack hueys and cobra.

b) MEC fighters make a TOW/AT/Mine stranglehold at docks, basically having a tow/hat watching all the entrances to docks (or mining the water to ground areas), and main water entrances.

c) MEC Armor removes bulk of infantry, and provides AA support taking out cobras and hueys.

US wins when:

a) AA is taken out quickly and efficiantly by LAV's and infantry, opening up troop transport, logistics, and air support gateways.

b) US fighters and LAV's push the MEC back to the fortress by using cobra and attack huey support

c) A wide range of firebases, usually at docks, construction, mosque, and south.


Also, I agree with hiberNative. firebases are being used as AA/AT sites instead of respawn points.

"Defending" a firebase should be with infantry, not with One-Hit anti-vehicle power weapons.
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hiberNative
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Joined: 2008-08-08 19:36

Re: Helicopter Teamplay in PR?

Post by hiberNative »

i personally hate when i hear someone say "nobody take the littlebird when it spawns, it will just cost tickets".

let people have their fun!

i'm a serious pilot, but i just laugh and shrug i off when someone joins my squad and crashes a huey when landing on the carrier.
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@bsurd
Posts: 353
Joined: 2008-03-18 12:52

Re: Helicopter Teamplay in PR?

Post by @bsurd »

I thinked about the chopper problem since a long time now. I like them but they are pretty useless imo.

They are easy to spot and hit with everything. (Tank, AAV, APC,TOW, Manpad, Hat and so on) And on the other side hit anything as a chopper gunner is really hard.

The laser system has problems to.

So i make a hard suggestion only to know what you guys think.

It´s not the best way, not even for me but i played the games were TV guided Rockts were in (BF 2 / BF2142 ) and so on.

Its not the best choise, but what is if we bring these kind of rocket tracking back in. The gunner can launch the rocket and havent to care any more if the pilot is 1000 % stable or not.

I know its not like IRL and so on. But i myself would like it to see Attack choppers out on the field that can do there job and not only beeing a flying duck waiting for the hit from whatever.

With TV guieded rockets things like "fire & forget" kicks back in.

What do you think, it is a step back or is it the right way to give Attack choppers there performance back?
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Ls4SpeedPilot
Posts: 34
Joined: 2010-03-02 15:59

Re: Helicopter Teamplay in PR?

Post by Ls4SpeedPilot »

@bsurd wrote:I thinked about the chopper problem since a long time now. I like them but they are pretty useless imo.

They are easy to spot and hit with everything. (Tank, AAV, APC,TOW, Manpad, Hat and so on) And on the other side hit anything as a chopper gunner is really hard.

The laser system has problems to.

So i make a hard suggestion only to know what you guys think.

It´s not the best way, not even for me but i played the games were TV guided Rockts were in (BF 2 / BF2142 ) and so on.

Its not the best choise, but what is if we bring these kind of rocket tracking back in. The gunner can launch the rocket and havent to care any more if the pilot is 1000 % stable or not.

I know its not like IRL and so on. But i myself would like it to see Attack choppers out on the field that can do there job and not only beeing a flying duck waiting for the hit from whatever.

With TV guieded rockets things like "fire & forget" kicks back in.

What do you think, it is a step back or is it the right way to give Attack choppers there performance back?
I'm not sure about your suggestion ...
But it is a fact that the attackchoppers need to be updated in performance and useability

Cheers
Watch this for the ultimate flight experience !!http://www.youtube.com/watch?v=ei-pn7PxzZgAre you without success ? Call an airstrike !
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o o O (.) O o o
@bsurd
Posts: 353
Joined: 2008-03-18 12:52

Re: Helicopter Teamplay in PR?

Post by @bsurd »

Ls4SpeedPilot wrote:I'm not sure about your suggestion ...
But it is a fact that the attackchoppers need to be updated in performance and useability

Cheers
i mean to give the attack choppers the old kind of rockets back. TV guided. After launch u see the picture that the rocket sees.

Like BF 2 and BF 2142. After the launch the gunner havent to be worry about the movements the chopper makes.

He launches and sees the picture of the rocket till impact.
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illidur
Posts: 521
Joined: 2009-05-13 12:36

Re: Helicopter Teamplay in PR?

Post by illidur »

nah thats not the way to fix them.
Ls4SpeedPilot
Posts: 34
Joined: 2010-03-02 15:59

Re: Helicopter Teamplay in PR?

Post by Ls4SpeedPilot »

@bsurd wrote:i mean to give the attack choppers the old kind of rockets back. TV guided. After launch u see the picture that the rocket sees.

Like BF 2 and BF 2142. After the launch the gunner havent to be worry about the movements the chopper makes.

He launches and sees the picture of the rocket till impact.
Thanks but I meant I m not sure weather this would be good or not... :? :
Watch this for the ultimate flight experience !!http://www.youtube.com/watch?v=ei-pn7PxzZgAre you without success ? Call an airstrike !
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