Is this on the console version? I'm playing the PC, and helicopters generally get swatted out of the sky moments showing themselves, dart or no dart. The tracer dart buff from a few weeks ago just accelerated their demise to seconds after liftoff. Yeah I've heard the choppers are more timid on PC. On consoles they spin around you like a hurricane while throwing rockets and 30mm at you. Nearly impossible to hit with rockets and tracers if the pilot's decent. The mobile AA has a chance against it if it's placed strategically so the pilot can't circle, otherwise you might hurt it but you'll eventually get blown up. You kind of have to ambush it, but of course you can't hide since you get that big orange target box around you. I really don't understand why pilots get that visual aid/cheat.[QUOTE="Makari"][QUOTE="InsaneBasura"]And the heelacopters need a nerf already. Or they need to supply the attackers with some proper offensive capabilities. The mobile AA is basically the only real offensive you have against an attack chopper. Even if you do manage to nail it with a dart and send a rocket after it, that's not a guaranteed kill. After all that ****ing work to dart that mother****er and we finally do, and I lock on and fire and he just flies away to repair. God damn it.InsaneBasura
But what really needs to be changed is the speed/maneuverability. Or add more AA weapons. I know there are flak cannons in the game but in Rush they don't exist for some reason. I guess because the attackers aren't supposed to sit and defend their base(?) Well, since the defenders get a friggin attack helicopter you kind of have to. You can't just ignore it. And on Port Valdez it doesn't help that it happens at that ridiculous bottleneck. Has got to be the most easily defendable spot in the entire game. A Bradley with an engineer gunner by itself is almost enough to hold back the entire enemy team.
Yeah, this is a super late reply, but it is completely and totally different on the PC. Helicopters are generally a death trap, and pilots only use them to get from point A to point B - everybody takes off, makes a beeline for the objective, and everybody bails out - if the pilot even makes it that far, it's about a 50/50 chance. Even without the tracer, it's pretty easy to hit a moving heli with a CG. Ditto for the AA guns - I think it takes 3 solid bursts to take down an Apache, and it's just point-and-click when you're on the turret; pretty hard to miss if the pilot circles by your way. By the time they've figure out where you are, they're already shot down. Also, the UAV makes a great anti-helo platform.. it's a tiny target, and you can just follow the helo around plugging it with your little unlockable machine gun. They can't hit you back without getting incredibly lucky because you're so tiny, and even doing so means they're taking their attention *completely* off the ground and probably will get knocked out by a stray CG. It's hilarious fun if you ever get to try it. The Bradleys do much, much better, but still don't last long on Valdez if they're out in the open - as soon as they show themselves they get tracered, then it's 2-3 engineers sitting back and lobbing RPG's and CG's onto their roof for the next 45 seconds. I guess DICE would need to completely separate the balancing more than they already have on the platforms. :\
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