FoxtrotFaulkner wrote:I enjoy flying the MV-22 quite a bit, but it doesn't work on Muttrah City. The map isn't big enough and does not have enough space to land on a majority of the playable area. I've played through quite a few Muttrah rounds since 1.0's release and haven't seen it make it through a round without being a major ticket bleed for the US.
I in fact flew it on Muttrah for the first time the other day in a populated server and almost survived the entire round in it. The only time I died was after our team lost the North City, I landed some troops in at the docks and the APC rushed into docks after seeing me land and killed me while I was on the ground and the troops where being incredibly slow at getting out since they wanted me to land at North City with the APCs...
But providing you stay behind the front line I find your totally fine, but hell in that round I even dropped a sniper off well behind the lines in in Alpha 11 kp3 which in fact I found it easier to do than the Huey, (other than the last landing part but wasn't too hard, was mainly just the size of the damn thing but you just had to hover over a bit the sniper could get out of) since you could fly in forward flight all the way from the carrier, to the SE of the map, then quickly dive in over the MEC main and go into vertical flight in the SW corner of the map, then land, after landing just go into forward flight directly out low over the City or back over the MEC main, which might be a bit risky since they might have seen you come in an man the AAA, but overall, far quicker and as such, safer than doing that with the Huey.
The big problem is when players try to fly this thing in the same way as a Huey and go in land on the front line, instead of behind it, which even if you do that in the Huey your most of the time dead anyways, just easier to be killed doing that in a MV-22.
As for "being a major ticket bleed for the US", LOL. The same could be said about the Cobra, if not more so when flown by a bad pilot (which it often is). The same IMO is true for the MV-22.
At the end of the day, its a tool for the team to use, if they can use it effectively, they will get a big advantage, if they can't, then they are slightly on the back foot but even if it crashes 5mins after take-off each time, its going to do very little damage to the team.
Lets look at the facts, a
MV-22, just like the Huey when lost costs 5 tickets, also worth mentioning the
Cobra and Attack Huey both cost 10 tickets when lost.
The MV-22 has a 15min respawn time, same as the Cobra other than the Cobra also has a delayed spawn, but the Attack Huey spawns at the start of the game, which doesn't respawn so that can make up for that cobra delayed spawn since they both cost the same tickets. So lets say worst case scenario that the MV-22 crashed/was killed on take-off, straight after spawning (which tbh isn't possible since you have to include warmup time, even if just rolling it off the side of the deck would take a few secs to do) each time in a 1hr game. We are talking no more than costing 20 tickets in a 1hr game in the absolute worst case scenario. As we all know, 20 tickets is nothing. Now the cobra on the other hand, if the same rules are applied, with also including its spawn delay, it would cost 30 tickets, 40 tickets if you include the Attack Huey dying in that period, and if a longer round than 1hr would soon rack up far more than that. The fact is that due to its high respawn time, the MV-22 can't do as much damage to the team as you think.
Also to put that into contrast all the Hueys that can be lost with the same logic would result in a 65 ticket loss in 1hr on just the AAS64 layer.
Now say that you get a good pilot using it, who knows what they are doing and stays out of enemy contact, you will get a massive logistics resupply which is vital for the battle, and as I said before the main purpose of it is to provide initial logistics at the map start (hence why it doesn't have a spawn delay) which pretty much any pilot will be able to land it at docks safely at the start of the round or even mid game.
I will admit, the MV-22 is something that's hard to use effectively on the map, but the exact same thing applies to the Cobra, and many other vehicles on the map, and on other maps. Its this factor that makes PR interesting to play, that it isn't easy and when it all comes together its mega.
[R-CON]rodrigoma wrote:I see it more or exclusively a supply helicopter and the hueys being transport for inside the city.
The MV-22 is great for quick supplying on the city edges and immediate fob and asset building
Indeed, this is its main purpose of it is "initial logistics and team transport", and then after that, staying behind the front lines, providing logistics. Providing you, the pilot stick to that rule and don't get cocky, as well as your team not letting APCs past your front line that are on a mission to hunt you down, you can keep the thing up for an entire game easily especially if you hold back for only supply runs your team needs, which the time I was playing I wasn't I was trying to give my team all the supplies they could possibly need
One thing that I am thinking of however is making the MV-22 non-respawnable, but as of right now I think its just fine with the 15min respawn.