Karbala Kiowa is ridiculous

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Chefmoto1
Posts: 247
Joined: 2006-09-16 04:17

Karbala Kiowa is ridiculous

Post by Chefmoto1 »

Just as the title says. An experienced Kiowa pilot can pretty much slaughter the insurgents time and again and is a ***** to take down. Just doesn't really make sense on this map imo.
viirusiiseli
Posts: 1171
Joined: 2012-02-29 23:53

Re: Karbala Kiowa is ridiculous

Post by viirusiiseli »

"***** to take down"

Have you tried shooting at it... With anything?

If you're out of RPG/AA kits and technicals you can always just shoot at it with a PKM or normal AKs to scare it away. Doesn't take much for the kiowa to start smoking or even get disabled from infantry weapons.
Last edited by viirusiiseli on 2014-04-07 10:12, edited 1 time in total.
Jacksonez__
Posts: 1090
Joined: 2013-07-28 13:19

Re: Karbala Kiowa is ridiculous

Post by Jacksonez__ »

I've seen people disabling Kiowas by simply shooting towards it. Since the pilot has little protection, he might be just killed out of the copter. Insurgents also get Strela and multiple .50 cal techies. For instance, when Kiowa is diving, you shoot the Strela at it. The AA rocket is approximate, so you don't even need a direct hit.

Overall, it is rather easy to kill - if you are not a complete torso.
Not_able_to_kill
Posts: 202
Joined: 2008-03-05 11:37

Re: Karbala Kiowa is ridiculous

Post by Not_able_to_kill »

I wish they'd bring the Tank back in.

It was really fucking awesome when you had a crew that actually had balls to do something.
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X-Alt
Posts: 1073
Joined: 2013-07-02 22:35

Re: Karbala Kiowa is ridiculous

Post by X-Alt »

Not_able_to_kill wrote:I wish they'd bring the Tank back in.

It was really fucking awesome when you had a crew that actually had balls to do something.
The M1 was stupid back in the day, Bombcar/Gary rush and bye bye Tank. They could hide anywhere, get some guy with an RPG to distract you and sneak up/blow you up from behind (happens on Al Basrah too).. The Apacbe would be better, but it has been suggested 200 billion times already..
Last edited by X-Alt on 2014-04-19 13:52, edited 1 time in total.
Not_able_to_kill
Posts: 202
Joined: 2008-03-05 11:37

Re: Karbala Kiowa is ridiculous

Post by Not_able_to_kill »

X-Alt wrote:The M1 was stupid back in the day, Bombcar/Gary rush and bye bye Tank. They could hide anywhere, get some guy with an RPG to distract you and sneak up/blow you up from behind (happens on Al Basrah too).. The Apacbe would be better, but it has been suggested 200 billion times already..
Well, how about this then.

Have your fucking team notify you of threats and such. Or even better, have the crew actually fucking look around.

Also RPGs are almost a non-threat to tanks.
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X-Alt
Posts: 1073
Joined: 2013-07-02 22:35

Re: Karbala Kiowa is ridiculous

Post by X-Alt »

Not_able_to_kill wrote:Well, how about this then.

Have your fucking team notify you of threats and such. Or even better, have the crew actually fucking look around.

Also RPGs are almost a non-threat to tanks.
The HAT one is a problem TBH.
Beee8190
Posts: 473
Joined: 2011-08-26 13:40

Re: Karbala Kiowa is ridiculous

Post by Beee8190 »

viirusiiseli wrote:"***** to take down"

Have you tried shooting at it... With anything?

If you're out of RPG/AA kits and technicals you can always just shoot at it with a PKM or normal AKs to scare it away. Doesn't take much for the kiowa to start smoking or even get disabled from infantry weapons.
You are missing the point.

The kiowa constantly rapes the entire city because it can and any half decent pilot will be back at repair pad rearming long before you scare him let alone damage it but the primary issue here is that you don't just send kiowa to rape entire city when the city is full of civilians ( as well as RPG insurgents, true enough ) but since pilots don't have to worry about any of that ( not enough people to simulate civilians ) they will continue to mindlessly rape the city.

Another problem is that it's ridiculously easy to spot vehicles just flying by but not only vehicles but the insurgents them self as they simply cannot blend into that environment well enough and literally stick out.

Lack of cover, not enough smoke from burning tires and easy access for bluefor from any corner of the map is all what is wrong with assets like kiowa
ElshanF
Posts: 357
Joined: 2008-07-22 12:34

Post by ElshanF »

Or the team isn't smArt enough to take it down.
X-Alt
Posts: 1073
Joined: 2013-07-02 22:35

Re: Karbala Kiowa is ridiculous

Post by X-Alt »

Maybe give them the ZU-23 Ural, scares it off a bit more? The Apache would be great because it is much larger and less maneuverable. Then again, Karbala is getting late into its life and the Bino Battalions have made the Insurgents godlike.
gamma_gandalph
Posts: 86
Joined: 2013-02-20 00:04

Re: Karbala Kiowa is ridiculous

Post by gamma_gandalph »

Hmm, would it be possible to add a lot of smallish statics to the map that can be destroyed and then act like civvies, in that they make blufor loose intel and get the attacker a longer spawn time? That would simulate that ROE probably prohibit you from simply leveling a still inhabited city...
fatalsushi83
Posts: 551
Joined: 2013-12-03 07:49

Re: Karbala Kiowa is ridiculous

Post by fatalsushi83 »

That's one of the most brilliant suggestions I've ever heard. I wonder if it's possible to code. Also, has anyone ever suggested adding civillian bots that roam around/flee/hide?
Beee8190
Posts: 473
Joined: 2011-08-26 13:40

Re: Karbala Kiowa is ridiculous

Post by Beee8190 »

I meant to elaborate further on the issue with kiowa as its perfectly viable that the US get two of those but some changes to how it works will need looking into.

First of all, the reload time is absolutely, record breakingly fast. AFAIK the hydra rockets kind of just slip back into the drum holding them but they still carry bit of weight and I imagine they need to be inserted with some care all before they are even trollied to the helicopter. Then changing the minigun belt is not a rocket science but I'm sure that takes some time to rearm both as well while the helo is no doubt refueling with its engine off.

I'm not suggesting that it all takes precisely 1 hour and 10 minutes as that wouldn't be much fun but the reload time should really be 4 times as long then what it takes to do now and that brings me to the next point

Squads will have to report their targets and coordinate with CAS better then ever if they want to get air support since rearming the CAS helos takes considerably longer now. Furthermore it would be great if it worked kind of like the fire mission needed for mortar back in the day to fire but we can't just blank out pilots screens :D so not sure how to best tackle that


I'd hope that tweaking this with more road blocks and much more smoke ( of burning tires ) on maps like ramiel we could still say its realistic yet it will balance things out?
tankninja1
Posts: 962
Joined: 2011-05-31 22:22

Re: Karbala Kiowa is ridiculous

Post by tankninja1 »

I've never had a problem with the kiowa on this map. If it is giving you a hard time you just drop your kit and wait where the kiowa will strike again. After civi kill the kiowa tends to stay away for a little bit.
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fatalsushi83
Posts: 551
Joined: 2013-12-03 07:49

Re: Karbala Kiowa is ridiculous

Post by fatalsushi83 »

Beee8190 wrote:First of all, the reload time is absolutely, record breakingly fast. AFAIK the hydra rockets kind of just slip back into the drum holding them but they still carry bit of weight and I imagine they need to be inserted with some care all before they are even trollied to the helicopter. Then changing the minigun belt is not a rocket science but I'm sure that takes some time to rearm both as well while the helo is no doubt refueling with its engine off.
When I was leading a mortar squad on Kokan, we would get strafed repeatedly by the Kiowa. Technicals and small arms fire were completely ineffective because the pilot would dive in at high speed with very accruate fire and then fly away. Then he'd be back in less than five minutes with another full payload of rockets. Some people are saying it's easy to take down or scare away but against a skilled pilot (like the one we were facing who had a 60/1 kill death ratio) small arms fire just doesn't cut it and with the AA kit you only get once chance while he has dozens of flares. Making the reload time longer definitely makes sense from both the realism and balance perspectives.
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