Attack Heli Change Thread. (keep alive for Devs)

Hey guys this tread will be about the changes that are kind of needed for the Attack heli in BF4.
Have a read and add any ideas, if they are good ill add them to the main post. Any videos of these would be helpful too :slight_smile:

Hitting The Ground Hard:
I don’t know if anyone else has noticed but the attack heli is soooooo fragile in BF4 if you touch the ground a little to fast or not 100% straight it just blows up… understand you cant hit the ground hard with it but it cant even tap without blowing up half the time. Whats more interesting is the little bird (aka flying tank AA fortress) even with no team mates repairing can hit the ground really hard and keep going fine. Im sure people who have flown the little bird understand what i mean that thing can hit the ground hard and fast and on the wrong angle and doesn’t do anything to it… Yet the attack heli blows up and the slightest thing wrong.

Armor:
Armor or the Attack heli is LESS than the armor on the little bird (without repair junky’s) Eg you can hit a 100% Attack heli with a SRAW and it blows up… fair enough to the guy who hit it :slight_smile: but do the same SRAW to the little bird and will only do around 80% dmg ? The fact that the Attack heli is more armored should give it you know more armor than the little bird. So please look into this as even stingers/ AA missiles do the same damage to both vehicles.

Speed:
The Attack Heli is very very slow moving compared to the little bird which climbs and descends way faster, i think this should be looked into and maybe give the attack heli a little more speed.
From a member: G-Gnu
Viper = 222 knots ,cruise = 160 Knots, 1,340 kW
Z-11 = 150 knot , cruise = 130 knots, 510 kW
In ReaLife that is

Knocked Over:
Getting knocked is getting really annoying.. and this has to be fixed like you did in BF3 but haven’t in BF4 ? Eg: stinger comes in as they always do … u deploy counters to get away maybe u do … maybe the flares glitch and it still hits. Either way once you take a hit, sometimes you get knocked right upside down or in some way where u cant pull out of it . In Bf3 you fixed this happening… Can you please do the same in BF4 because its soo stupid getting hit by 1 stinger doing 20dmg that knocks you upside down ??? It also annoying when tring to kill anther heli and you shoot them and there heli just flips upside down and crashes and no one gets the kills.

Counters:
Also LOWER the counter measures cooldown… or give gunner counters too? This will encourage better team work in the attack heli (kinda like the little bird ability to have repair guys give it more life then it can have taken away)
There is so much stuff in Beep field now that auto locking and let alone some playing having 7 stingers… (which cost $150 000 each to fire) Why not 7 nades too if that’s you thinking? Plus you have AA which can shoot you from across half the maps as you spawn (Dam, railway, transmission) Plus they also have Active Radar which is annoying but bearable if you could Lessen the counters and stop the Heli flipping if it takes a small hit..
Or as i mentioned give them back to the gunner so that people can really do some nice team work in the attack heli

Air Radar:
Should just be part of the heli not a unlock you need to put on. All the jets have Air Radar built in why not the attack helis too ? That is really something that should be changed.

Smart Rockets:
More like mental rockets.. Fire them at a Vech right in front of me and they actually turn away from it :S something messed up with those. (hence why no body uses them)

Gunner Thermal:
Is just SOOOOO white… sit in a tank in the same spot with thermal on and you can see very far. Go the same spot with the Heli and thermal and can see anything but white everywhere… Theres something wrong with the Gunner Thermal when the tanks one sitting the same place can see much much better.

Stealth Coating:
Doesn’t work… Doesn’t increase lock on time at all.. Same time even with it on.

Below Radar:
Bring this back. if we are flying at ground level you should not be able to lock something that low. Otherwise why not lock the tank too ? Plus this would help with the counters. Also since most the maps have NO cover this would be a good way to stop the lock on’s from across the map.

Flares:
Fire them when a missile is incoming and they still hit even if flares been active for a second. Or sometimes they wont fire and need to keep pushing it

Tank Hits:
When a tank hits the Attack heli is takes a good amount of damage and normally flips over .. giving no one any kills :frowning: How about make the Tank a 1 shot kill. “Flipping helps no-one”

Free Look:
Once you spawn in the heli sometimes you cant right click look around. You have to get out and in to get it working again

Ammo:
Give the Gunner anther 30 round of ammo because he runs out way to fast and the reload is taking to long, Maybe even give the Pilot and extra set of rockets too.

Gunner Damage:
Damage from the gunner feels very very weak can take alot of round to kill someone in the open

Also FIX THE TV MISSILE:
No matter if you hit something head on sometimes theirs no hit markers come up or any damage done. (mainly to AA and attack boats)
Also when the gunner fires the Tv Missiles is can sometimes almost flip the Attack Heli

Active Protection
All Ground vehicles have this ability.. Even the Mobile AA. Why can helis not use this also ?

Anything else please let me know i will update this post so the Devs can see what needs updating/changing for the Attack Heli
Please discuss any other ideas you have as these may get used if we are lucky.
Any videos of the info i just posted most welcome so i can add it to this post.

Other Posts from other users trying to sort this too :slight_smile:

DerFetteDetlef
Flying a helicopter got ridiculous. Potential fix.

Re1iK
This is why you’re bad in the attack heli

Agree with everything you said here

Tweet them. They probably won’t see it here.

Bump on agreeing

its more than 160 characters hahaha :stuck_out_tongue:

Will DICE fix all the countermeasures please?!?!

+1

Bump.

In terms of vehicles, heli balance issues are #1 for me.

This is a great list! Agree on them all, well except the gunner thermal part maiby, it was redicilous how you could spot everybody with that thing in BF3, now at least its a bit harder to see through it.

But overall a great summary of how useless the attack chopper is right now!

I don’t think you should compare attack helicopter to Little Bird. Scout helis are light and don’t have that massive momentum of attack helicopters.

There are so many things that need to change, here’s just a couple of things dice could/should do:

  1. Reduce the damage the pilot does against enemy tanks, increase the damage against other aerial vehicles.
  2. Get rid of that ridiculous Flare/ECM delay and give us flares at least 5 seconds faster or just give the gunner the same flares.
  3. Stingers shouldn’t flip you, dealing 45 damage is enough for a dull weapon like that.
  4. Reduce the heatseeker timer.
  5. Decrease the range of the automatic AA in the spawn
  6. Tankshells should be a 1hit kill against helis, no matter what. Making them flip doesn’t help anybody.
  7. Decrease the effective range of the active radar and the main gun of the mobile AA.

OP. Add to list the stuttering you experience when in gunner seat in transport helis.

As the pilot moves while you are aiming, the screen stuttters like crazy. Especially if you aim to the back of the heli (to the left on right-hand side / to the right on left-hand side) as the pilot is turning in the other direction.

Hmm i was thinking this too… But i would think (not sure on this) that the attack heli has more powerful motors at least? well in descending they should go at the same rate but little bird is much faster at falling :stuck_out_tongue:

Viper = 222 knots ,cruise = 160 Knots, 1,340 kW

Z-11 = 150 knot , cruise = 130 knots, 510 kW

In RL that is

But it sure doesnt feel that way in the game.

In reality one does not carry 7 Stingers around as well… ^^

Thanks for those speeds G-Gnu

It’s a bit different thing (just a bit). It’s a problem of how big is the force that “pushes” a helicopter to the ground. The bigger the innertia, the bigger the force, so when light heli will bounce off (because that force is weak enough to allow the ground to counter it), heavy chooper will crash or be severely damaged. Now think what will happen to the crew when G-force goes crazy…

No thats right …but anyway it feels some what backwards when you could catch up with a fleeing A-chopper in a Scout ?

Scout should be more agile and faster lift off then the A-Chopper but the A-Chopper should have a faster max speed then the Scout´s.

@Sarg_Scorpio: you are welcome :smiley:

The little bird is a rock star to fly

The attack heli is a jelly belly to fly

nuf said

Regarding missiles not having hit-markers despite direct impact, make sure that it wasn’t the enemy having Active Protection. That defensive measure is a bit too strong in my opinion, being able to completely block-out any rocket like that…

Oh, I forgot about something. AH-64 has a suspension desined to take significant amount of force during “flat” crashes and allow the crew to survive, but it’s still end of flight for the machine and people inside. In the game, this end of flight is depicted as explosion, because crew wouldn’t even be able to get out of the wreckage and continue fighting on foot.