# Attack Heli Change Thread. (keep alive for Devs)

**URL:** <https://battlefieldforum.co/t/attack-heli-change-thread-keep-alive-for-devs/152298>\
**Category:** PC\
**Created:** [November 29, 2013, 9:02pm UTC](https://battlefieldforum.co/t/attack-heli-change-thread-keep-alive-for-devs/152298 "2013-11-29T21:02:00Z")\
**Posts on this page:** 20\
**Page:** 12

<div class="post-metadata">

**Author:** ![lucidstorm](https://battlefieldforum.co/user_avatar/battlefieldforum.co/lucidstorm/32/102687_2.png) [@lucidstorm](https://battlefieldforum.co/u/lucidstorm)\
**Post date:** [December 5, 2013, 10:40pm UTC](https://battlefieldforum.co/t/attack-heli-change-thread-keep-alive-for-devs/152298/221 "2013-12-05T22:40:00Z")

</div>

Like this you will make heli eazy mode, fix the bugs, make heli harder to fly- less arcade

(U have done this in the past DICE, by changing controls from hard to arcade now turn it back!)

I don’t want this game to turn in dorito simulator with floating baloons on steroids.

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<div class="post-metadata">

**Author:** ![KingBarbeaubot](https://battlefieldforum.co/letter_avatar_proxy/v4/letter/k/74df32/32.png) [@KingBarbeaubot](https://battlefieldforum.co/u/KingBarbeaubot)\
**Post date:** [December 6, 2013, 2:32am UTC](https://battlefieldforum.co/t/attack-heli-change-thread-keep-alive-for-devs/152298/222 "2013-12-06T02:32:00Z")

</div>

Read the first few posts and liked how it was how to FIX the attack chopper rather than just another “nerf my attack chopper’s counters” thread, so kudos on that!

I agree mostly with everything you say, although I’d caution about the potential of asking for giving a decreased timer on countermeasures, since that’s really what made the attack chopper such a beast in BF3. Some of these suggestions have obviously been mentioned already, but here is what I think could be changed about the attack chopper to make it truly viable and competitive as an air vehicle, without making it overpowered.

1. Below Radar vs infantry-Based AA:

Now, I’m not saying that it needs to have Below Radar against everything, but giving them Below Radar against infantry’s stingers iglas would do two things that are important for balance: 1) It keeps the pilot on their toes when going low to the ground, they’ll still have to worry about SMAWs / RPGs and SRAWs, but now have the benefit of having to not worry about lock-ons from infantry. 2) The attack chopper would have to still worry about the MAA, which all air vehicles should have to fear, since that’s it’s primary roll. The attack chopper would now be able to focus on infantry and vehicle killing, without being able to get locked on from every single engineer as soon as they spawn.

1. Increase the attack chopper’s HP / armor.

The attack chopper is waaaaay too easy to destroy, from what I can tell, it actually has less armor than the scout chopper, or at the very least… the same. Considering how slow it moves, and how it’s roll is only anti-ground vehicle / infantry, it doesn’t make much sense that it should be so easily dispatched. I’d suggest giving it a 50-75% increase in how much damage it could absorb before being destroyed, that way even if it does take a couple missile hits and limp away slowly or go low to the ground to avoid another barrage of infantry AA from the above mentioned Below Radar.

1. Increase the supply of ammo for the choppers rockets / gunner cannon.

I seriously think they kinda screwed up with this. Your ammo is sooooo limited, even on good attack chopper maps like Siege of Shanghai, I feel like I’m hiding behind buildings waiting for my ammo to come back longer than I am actively trying to kill my opponents or their vehicles. I’d say a single additional ‘clip’ of rockets / gunner ammo would be sufficient, nothing crazy. They don’t need another TV missile though, 2 is fine.

1. Removing the ‘tip over’ effect of being hit by a missile

This has frustrated me to no end. By far the most annoying feature of the attack chopper is getting hit by a missile while yawing left or right, and suddenly your chopper loses all control and just feels the need to crash into the ground, most likely giving you a KIA. This needs to be removed from the attack chopper completely, it’s supposed to be a flying tank. If it’s not going to be nimble, like the scout chopper, then it needs to not flip over, it’s that simple.

1. Increase the agility of the attack chopper slightly

Honestly, it feels like trying to pilot a flying attack boat, very unwieldy and I often feel like I’m fighting against the controls, where as the scout chopper seems fluid and fine. I don’t think it needs much, but I do think it could use some tweaks to make the attack chopper less.. clunky.

1. Change the pilots HUD to be more efficient.

I find the aiming reticle for the attack chopper to be quite bad, lining up rocket strikes is just an exercise in futility sometimes since they never seem to want to go where your “crosshairs” are aiming. Making them a bit more accurate would do wonders for the pilots sanity when trying to hit those pesky vehicles which are often either moving or hiding underneath some sort of cover.

1. Fix the smart rockets

Okay, these things are… just plain horrible. I think they definitely need to track better, I have tried and tried to use them from several different distances so far and I don’t think I’ve gotten a single kill with them. Zuni and Hydra rockets are better in every way from what I can tell, and these things definitely don’t justify being one of the final unlocks for the vehicle. They don’t need more damage, they just need to actually do what they description says.

Anyways, I’m sure I’ll think of other things that could be fixed, but if they changed the attack chopper by adding all of the above, I don’t think they’d make it overpowered. It’d still have the fear the MAA like it should, but it’d no longer have to worry so much about the engineer teams that would inevitably just stinger it to death. They’d be able to fly lower to the ground, making themselves a bigger target for tanks / LAVs / and RPGS / SMAWs / SRAWS, but would be immune to the lock-ons that really destroy any chance of them being a competitive vehicle, since they can’t be repaired mid-flight like the scout or transport helicopters.

_edit_ Remebered one more thing:

1. Change how “Killed in Action” works.

I absolutely hate how people in choppers / jets crash into the ground and get killed in action, denying the person who caused their death to get a kill. This is very prevalent in air superiority. I think if a vehicle is damaged when it hits the ground, the person who damaged it last should get a kill credit from the player who died inside that vehicle. Example: I shoot down a jet, the pilot doesn’t bail but instead crashes his plane into the ground. I should get that kill, and he should -NOT- get a killed in action message. This is highly frustrating and has probably cost me hundreds of kills so far.

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<div class="post-metadata">

**Author:** ![Sarg\_Scorpio](https://battlefieldforum.co/letter_avatar_proxy/v4/letter/s/e495f1/32.png) [@Sarg\_Scorpio](https://battlefieldforum.co/u/Sarg_Scorpio)\
**Post date:** [December 6, 2013, 8:06pm UTC](https://battlefieldforum.co/t/attack-heli-change-thread-keep-alive-for-devs/152298/223 "2013-12-06T20:06:00Z")

</div>

> [@](#):
>
> _KingBarbeaubot said:_  
> Read the first few posts and liked how it was how to FIX the attack chopper rather than just another "nerf my attack chopper’s counters" thread, so kudos on that!
> 
> I agree mostly with everything you say, although I’d caution about the potential of asking for giving a decreased timer on countermeasures, since that’s really what made the attack chopper such a beast in BF3. Some of these suggestions have obviously been mentioned already, but here is what I think could be changed about the attack chopper to make it truly viable and competitive as an air vehicle, without making it overpowered.
> 
> 1. Below Radar vs infantry-Based AA:
> 
> Now, I’m not saying that it needs to have Below Radar against everything, but giving them Below Radar against infantry’s stingers iglas would do two things that are important for balance: 1) It keeps the pilot on their toes when going low to the ground, they’ll still have to worry about SMAWs / RPGs and SRAWs, but now have the benefit of having to not worry about lock-ons from infantry. 2) The attack chopper would have to still worry about the MAA, which all air vehicles should have to fear, since that’s it’s primary roll. The attack chopper would now be able to focus on infantry and vehicle killing, without being able to get locked on from every single engineer as soon as they spawn.
> 
> 1. Increase the attack chopper’s HP / armor.
> 
> The attack chopper is waaaaay too easy to destroy, from what I can tell, it actually has less armor than the scout chopper, or at the very least… the same. Considering how slow it moves, and how it’s roll is only anti-ground vehicle / infantry, it doesn’t make much sense that it should be so easily dispatched. I’d suggest giving it a 50-75% increase in how much damage it could absorb before being destroyed, that way even if it does take a couple missile hits and limp away slowly or go low to the ground to avoid another barrage of infantry AA from the above mentioned Below Radar.
> 
> 1. Increase the supply of ammo for the choppers rockets / gunner cannon.
> 
> I seriously think they kinda screwed up with this. Your ammo is sooooo limited, even on good attack chopper maps like Siege of Shanghai, I feel like I’m hiding behind buildings waiting for my ammo to come back longer than I am actively trying to kill my opponents or their vehicles. I’d say a single additional ‘clip’ of rockets / gunner ammo would be sufficient, nothing crazy. They don’t need another TV missile though, 2 is fine.
> 
> 1. Removing the ‘tip over’ effect of being hit by a missile
> 
> This has frustrated me to no end. By far the most annoying feature of the attack chopper is getting hit by a missile while yawing left or right, and suddenly your chopper loses all control and just feels the need to crash into the ground, most likely giving you a KIA. This needs to be removed from the attack chopper completely, it’s supposed to be a flying tank. If it’s not going to be nimble, like the scout chopper, then it needs to not flip over, it’s that simple.
> 
> 1. Increase the agility of the attack chopper slightly
> 
> Honestly, it feels like trying to pilot a flying attack boat, very unwieldy and I often feel like I’m fighting against the controls, where as the scout chopper seems fluid and fine. I don’t think it needs much, but I do think it could use some tweaks to make the attack chopper less.. clunky.
> 
> 1. Change the pilots HUD to be more efficient.
> 
> I find the aiming reticle for the attack chopper to be quite bad, lining up rocket strikes is just an exercise in futility sometimes since they never seem to want to go where your "crosshairs" are aiming. Making them a bit more accurate would do wonders for the pilots sanity when trying to hit those pesky vehicles which are often either moving or hiding underneath some sort of cover.
> 
> 1. Fix the smart rockets
> 
> Okay, these things are… just plain horrible. I think they definitely need to track better, I have tried and tried to use them from several different distances so far and I don’t think I’ve gotten a single kill with them. Zuni and Hydra rockets are better in every way from what I can tell, and these things definitely don’t justify being one of the final unlocks for the vehicle. They don’t need more damage, they just need to actually do what they description says.
> 
> Anyways, I’m sure I’ll think of other things that could be fixed, but if they changed the attack chopper by adding all of the above, I don’t think they’d make it overpowered. It’d still have the fear the MAA like it should, but it’d no longer have to worry so much about the engineer teams that would inevitably just stinger it to death. They’d be able to fly lower to the ground, making themselves a bigger target for tanks / LAVs / and RPGS / SMAWs / SRAWS, but would be immune to the lock-ons that really destroy any chance of them being a competitive vehicle, since they can’t be repaired mid-flight like the scout or transport helicopters.
> 
> _edit_ Remebered one more thing:
> 
> 1. Change how "Killed in Action" works.
> 
> I absolutely hate how people in choppers / jets crash into the ground and get killed in action, denying the person who caused their death to get a kill. This is very prevalent in air superiority. I think if a vehicle is damaged when it hits the ground, the person who damaged it last should get a kill credit from the player who died inside that vehicle. Example: I shoot down a jet, the pilot doesn’t bail but instead crashes his plane into the ground. I should get that kill, and he should -NOT- get a killed in action message. This is highly frustrating and has probably cost me hundreds of kills so far.

very good feed back 🙂

bump

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<div class="post-metadata">

**Author:** ![gerisontist](https://battlefieldforum.co/letter_avatar_proxy/v4/letter/g/ecc23a/32.png) [@gerisontist](https://battlefieldforum.co/u/gerisontist)\
**Post date:** [December 6, 2013, 10:07pm UTC](https://battlefieldforum.co/t/attack-heli-change-thread-keep-alive-for-devs/152298/224 "2013-12-06T22:07:00Z")

</div>

> [@](#):
>
> _KingBarbeaubot said:_  
> Read the first few posts and liked how it was how to FIX the attack chopper rather than just another "nerf my attack chopper’s counters" thread, so kudos on that!
> 
> I agree mostly with everything you say, although I’d caution about the potential of asking for giving a decreased timer on countermeasures, since that’s really what made the attack chopper such a beast in BF3. Some of these suggestions have obviously been mentioned already, but here is what I think could be changed about the attack chopper to make it truly viable and competitive as an air vehicle, without making it overpowered.
> 
> 1. Below Radar vs infantry-Based AA:
> 
> Now, I’m not saying that it needs to have Below Radar against everything, but giving them Below Radar against infantry’s stingers iglas would do two things that are important for balance: 1) It keeps the pilot on their toes when going low to the ground, they’ll still have to worry about SMAWs / RPGs and SRAWs, but now have the benefit of having to not worry about lock-ons from infantry. 2) The attack chopper would have to still worry about the MAA, which all air vehicles should have to fear, since that’s it’s primary roll. The attack chopper would now be able to focus on infantry and vehicle killing, without being able to get locked on from every single engineer as soon as they spawn.
> 
> 1. Increase the attack chopper’s HP / armor.
> 
> The attack chopper is waaaaay too easy to destroy, from what I can tell, it actually has less armor than the scout chopper, or at the very least… the same. Considering how slow it moves, and how it’s roll is only anti-ground vehicle / infantry, it doesn’t make much sense that it should be so easily dispatched. I’d suggest giving it a 50-75% increase in how much damage it could absorb before being destroyed, that way even if it does take a couple missile hits and limp away slowly or go low to the ground to avoid another barrage of infantry AA from the above mentioned Below Radar.
> 
> 1. Increase the supply of ammo for the choppers rockets / gunner cannon.
> 
> I seriously think they kinda screwed up with this. Your ammo is sooooo limited, even on good attack chopper maps like Siege of Shanghai, I feel like I’m hiding behind buildings waiting for my ammo to come back longer than I am actively trying to kill my opponents or their vehicles. I’d say a single additional ‘clip’ of rockets / gunner ammo would be sufficient, nothing crazy. They don’t need another TV missile though, 2 is fine.
> 
> 1. Removing the ‘tip over’ effect of being hit by a missile
> 
> This has frustrated me to no end. By far the most annoying feature of the attack chopper is getting hit by a missile while yawing left or right, and suddenly your chopper loses all control and just feels the need to crash into the ground, most likely giving you a KIA. This needs to be removed from the attack chopper completely, it’s supposed to be a flying tank. If it’s not going to be nimble, like the scout chopper, then it needs to not flip over, it’s that simple.
> 
> 1. Increase the agility of the attack chopper slightly
> 
> Honestly, it feels like trying to pilot a flying attack boat, very unwieldy and I often feel like I’m fighting against the controls, where as the scout chopper seems fluid and fine. I don’t think it needs much, but I do think it could use some tweaks to make the attack chopper less.. clunky.
> 
> 1. Change the pilots HUD to be more efficient.
> 
> I find the aiming reticle for the attack chopper to be quite bad, lining up rocket strikes is just an exercise in futility sometimes since they never seem to want to go where your "crosshairs" are aiming. Making them a bit more accurate would do wonders for the pilots sanity when trying to hit those pesky vehicles which are often either moving or hiding underneath some sort of cover.
> 
> 1. Fix the smart rockets
> 
> Okay, these things are… just plain horrible. I think they definitely need to track better, I have tried and tried to use them from several different distances so far and I don’t think I’ve gotten a single kill with them. Zuni and Hydra rockets are better in every way from what I can tell, and these things definitely don’t justify being one of the final unlocks for the vehicle. They don’t need more damage, they just need to actually do what they description says.
> 
> Anyways, I’m sure I’ll think of other things that could be fixed, but if they changed the attack chopper by adding all of the above, I don’t think they’d make it overpowered. It’d still have the fear the MAA like it should, but it’d no longer have to worry so much about the engineer teams that would inevitably just stinger it to death. They’d be able to fly lower to the ground, making themselves a bigger target for tanks / LAVs / and RPGS / SMAWs / SRAWS, but would be immune to the lock-ons that really destroy any chance of them being a competitive vehicle, since they can’t be repaired mid-flight like the scout or transport helicopters.
> 
> _edit_ Remebered one more thing:
> 
> 1. Change how "Killed in Action" works.
> 
> I absolutely hate how people in choppers / jets crash into the ground and get killed in action, denying the person who caused their death to get a kill. This is very prevalent in air superiority. I think if a vehicle is damaged when it hits the ground, the person who damaged it last should get a kill credit from the player who died inside that vehicle. Example: I shoot down a jet, the pilot doesn’t bail but instead crashes his plane into the ground. I should get that kill, and he should -NOT- get a killed in action message. This is highly frustrating and has probably cost me hundreds of kills so far.

this +  
1-increase heli speed  
2- Dice make at least 1 kill with heli so u can understand better why this threat is good

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<div class="post-metadata">

**Author:** ![00\_MARX](https://battlefieldforum.co/letter_avatar_proxy/v4/letter/0/f6c823/32.png) [@00\_MARX](https://battlefieldforum.co/u/00_MARX)\
**Post date:** [December 7, 2013, 3:42am UTC](https://battlefieldforum.co/t/attack-heli-change-thread-keep-alive-for-devs/152298/225 "2013-12-07T03:42:00Z")

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For me the Attack Heli is like flying a **glass bathtub full of water.**  
It is heavy and slow and any little knock either disables you severely or you blow up.

For one, they need to make the heli faster and more agile.  
It needs to sweep in and out of combat quicky, just as the scout is able to do.

Secondly bring back Below Radar. With the amount of AA stuff going around, this is much needed and will reward smart flying as well as give ground forces opportunities to use non lock on weapons against the heli (eg. RPG).

Thirdly countermeasure need to be on a shorter cooldown if the range of AA is to remain the way it is.

Forthly, if you want the Heli to play as a close quarter aircraft, increase the payload of weapons slightly.  
I think the damage seems fair and it will force the attack heli to play more of an in / out style of play rather than the BF3 style of circling the enemy and destroying them to oblivion.

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<div class="post-metadata">

**Author:** ![poeblito](https://battlefieldforum.co/letter_avatar_proxy/v4/letter/p/9de0a6/32.png) [@poeblito](https://battlefieldforum.co/u/poeblito)\
**Post date:** [December 7, 2013, 3:51am UTC](https://battlefieldforum.co/t/attack-heli-change-thread-keep-alive-for-devs/152298/226 "2013-12-07T03:51:00Z")

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I really hope the devs will listen to the chopper’s feedback from this community..

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<div class="post-metadata">

**Author:** ![lucidstorm](https://battlefieldforum.co/user_avatar/battlefieldforum.co/lucidstorm/32/102687_2.png) [@lucidstorm](https://battlefieldforum.co/u/lucidstorm)\
**Post date:** [December 7, 2013, 10:34am UTC](https://battlefieldforum.co/t/attack-heli-change-thread-keep-alive-for-devs/152298/227 "2013-12-07T10:34:00Z")

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> [@](#):
>
> _poeblito said:_  
> I really hope the devs will listen to the chopper’s feedback from this community..

yes but without making it an OP glitchmode

fix bugs first

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<div class="post-metadata">

**Author:** ![G-Gnu](https://battlefieldforum.co/user_avatar/battlefieldforum.co/g-gnu/32/102029_2.png) [@G-Gnu](https://battlefieldforum.co/u/G-Gnu)\
**Post date:** [December 7, 2013, 10:43am UTC](https://battlefieldforum.co/t/attack-heli-change-thread-keep-alive-for-devs/152298/228 "2013-12-07T10:43:00Z")

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> [@](#):
>
> _Lucidstorm said:_
> 
> > [@](#):
> >
> > _poeblito said:_  
> > I really hope the devs will listen to the chopper’s feedback from this community..
> 
> yes but without making it an OP glitchmode
> 
> fix bugs first

I kind of agree with you there Lucidstorm.

I want the AH fixed/balanced, but with the history of DICE buffing/nerfing things in BF3 they never showed me that they known the meaning of the word moderate. It´s feels more that the is either 1 or 0 when they swings the buff/nerf hammer.

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<div class="post-metadata">

**Author:** ![Sarg\_Scorpio](https://battlefieldforum.co/letter_avatar_proxy/v4/letter/s/e495f1/32.png) [@Sarg\_Scorpio](https://battlefieldforum.co/u/Sarg_Scorpio)\
**Post date:** [December 7, 2013, 10:51pm UTC](https://battlefieldforum.co/t/attack-heli-change-thread-keep-alive-for-devs/152298/229 "2013-12-07T22:51:00Z")

</div>

Post has been updated with some new ideas/changes to what was already there to make it more BALANCED NOT OVERPOWERED  
have also added a post from the mods saying they will be passing this on internally.  
Any more feedback or if you have any other suggestions or ideas about something in the first post please post here 🙂  
The Devs are reviewing this thread 🙂

_Check some of the of the other TOP THREADS_  
[Weekly Top Threads](https://battlefieldforum.co/t/weekly-top-threads/151933)

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<div class="post-metadata">

**Author:** ![PappaKeno99](https://battlefieldforum.co/letter_avatar_proxy/v4/letter/p/7ab992/32.png) [@PappaKeno99](https://battlefieldforum.co/u/PappaKeno99)\
**Post date:** [December 8, 2013, 1:11am UTC](https://battlefieldforum.co/t/attack-heli-change-thread-keep-alive-for-devs/152298/230 "2013-12-08T01:11:00Z")

</div>

bump

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<div class="post-metadata">

**Author:** ![XeroOne1](https://battlefieldforum.co/letter_avatar_proxy/v4/letter/x/a9adbd/32.png) [@XeroOne1](https://battlefieldforum.co/u/XeroOne1)\
**Post date:** [December 8, 2013, 1:16am UTC](https://battlefieldforum.co/t/attack-heli-change-thread-keep-alive-for-devs/152298/231 "2013-12-08T01:16:00Z")

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Well I think EA got it right for a change, its about time AA actually works. AND attack helo is not the usual OP BS.

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<div class="post-metadata">

**Author:** ![ailfawka](https://battlefieldforum.co/letter_avatar_proxy/v4/letter/a/73ab20/32.png) [@ailfawka](https://battlefieldforum.co/u/ailfawka)\
**Post date:** [December 8, 2013, 1:26am UTC](https://battlefieldforum.co/t/attack-heli-change-thread-keep-alive-for-devs/152298/232 "2013-12-08T01:26:00Z")

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after thinking about for while regardless of how much I want to see the AH OP (lol) if we were to do everything you wanted it probably would be Over powered and then they would dumb it down again due to complaints

pick a couple of improvements and stick with those and see how it pans out…for example if they were to dumb down active radar missiles on the AA that would influence improvement on the AH and or increase the chances of its survival so in allot of instances perhaps its not a AH issue but more a game balance issue.

I would personally go for a gyro stability increase in the AH, decrease collision sensitivity to the ground, and increase agility perhaps?

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<div class="post-metadata">

**Author:** ![KingBarbeaubot](https://battlefieldforum.co/letter_avatar_proxy/v4/letter/k/74df32/32.png) [@KingBarbeaubot](https://battlefieldforum.co/u/KingBarbeaubot)\
**Post date:** [December 8, 2013, 2:00am UTC](https://battlefieldforum.co/t/attack-heli-change-thread-keep-alive-for-devs/152298/233 "2013-12-08T02:00:00Z")

</div>

> [@](#):
>
> _ailfawka said:_  
> after thinking about for while regardless of how much I want to see the AH OP (lol) if we were to do everything you wanted it probably would be Over powered and then they would dumb it down again due to complaints
> 
> pick a couple of improvements and stick with those and see how it pans out…for example if they were to dumb down active radar missiles on the AA that would influence improvement on the AH and or increase the chances of its survival so in allot of instances perhaps its not a AH issue but more a game balance issue.
> 
> I would personally go for a gyro stability increase in the AH, decrease collision sensitivity to the ground, and increase agility perhaps?

Here’s the thing though. If they make all the changes I suggested, they wouldn’t even need to touch the MAA, and the attack chopper would become viable. The attack chopper really suffers from 2 major flaws, more than anything else.

1. It’s not very durable. I mean, the scout chopper is waaaaaaaay more likely to survive extended time in combat compared to the attack chopper. Part of that is of course in part to the engineer crew that can repair it. But the other part of it is the fact it’s so nimble. You can make the attack chopper less nimble, but then it has to be much more durable to compensate. Now of course, if your chopper gets hit by a tank shell, it should die in 1 hit. But it should be able to take 4 stingers and not flip over, and probably not even be disabled.

2. It flips over. Like I mentioned above, it wouldn’t matter if the attack chopper could take 1000 missiles. Even one missile while yawing left or right pretty much makes sure the chopper will stop responding and crash into the ground, most likely giving a KIA. They need to just simply remove this functionality from missile hits against the attack chopper. It can’t be repaired in flight, so it’s ONLY way to actively save itself is through good piloting… which you can’t do if your controls don’t work.

Lastly: If they brought back Below Radar vs infantry-based AA then that would make 2 things happen that are important for balance:

1. The attack chopper would still have to greatly fear the Mobile AA, which it should. The MAA is supposed to be the premier threat on the battlefield for all aircraft, and currently it’s superbly balanced against jets and scout choppers w/ repair crews. It’s really only not balanced against the attack chopper.

2. It would allow the attack chopper to fly low and avoid infantry based-AA, but still make them vulnerable to skill-based shots from tanks / RPGs / SMAWs / SRAWs, or even grenade launchers. This means that they can focus on their primary task of being a infantry and vehicle killer, without having to worry about the lock-on squads. If infantry are complaining about the attack chopper, then they’ll have to call in a jet or MAA to come kill it. Just like how now aircraft have to call in a tank / lav / boat or infantry to kill a MAA.

Anywho, just my little 2 cents.

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<div class="post-metadata">

**Author:** ![Sarg\_Scorpio](https://battlefieldforum.co/letter_avatar_proxy/v4/letter/s/e495f1/32.png) [@Sarg\_Scorpio](https://battlefieldforum.co/u/Sarg_Scorpio)\
**Post date:** [December 8, 2013, 3:34am UTC](https://battlefieldforum.co/t/attack-heli-change-thread-keep-alive-for-devs/152298/234 "2013-12-08T03:34:00Z")

</div>

> [@](#):
>
> _KingBarbeaubot said:_
> 
> > [@](#):
> >
> > _ailfawka said:_  
> > after thinking about for while regardless of how much I want to see the AH OP (lol) if we were to do everything you wanted it probably would be Over powered and then they would dumb it down again due to complaints
> > 
> > pick a couple of improvements and stick with those and see how it pans out…for example if they were to dumb down active radar missiles on the AA that would influence improvement on the AH and or increase the chances of its survival so in allot of instances perhaps its not a AH issue but more a game balance issue.
> > 
> > I would personally go for a gyro stability increase in the AH, decrease collision sensitivity to the ground, and increase agility perhaps?
> 
> Here’s the thing though. If they make all the changes I suggested, they wouldn’t even need to touch the MAA, and the attack chopper would become viable. The attack chopper really suffers from 2 major flaws, more than anything else.
> 
> 1. It’s not very durable. I mean, the scout chopper is waaaaaaaay more likely to survive extended time in combat compared to the attack chopper. Part of that is of course in part to the engineer crew that can repair it. But the other part of it is the fact it’s so nimble. You can make the attack chopper less nimble, but then it has to be much more durable to compensate. Now of course, if your chopper gets hit by a tank shell, it should die in 1 hit. But it should be able to take 4 stingers and not flip over, and probably not even be disabled.
> 
> 2. It flips over. Like I mentioned above, it wouldn’t matter if the attack chopper could take 1000 missiles. Even one missile while yawing left or right pretty much makes sure the chopper will stop responding and crash into the ground, most likely giving a KIA. They need to just simply remove this functionality from missile hits against the attack chopper. It can’t be repaired in flight, so it’s ONLY way to actively save itself is through good piloting… which you can’t do if your controls don’t work.
> 
> Lastly: If they brought back Below Radar vs infantry-based AA then that would make 2 things happen that are important for balance:
> 
> 1. The attack chopper would still have to greatly fear the Mobile AA, which it should. The MAA is supposed to be the premier threat on the battlefield for all aircraft, and currently it’s superbly balanced against jets and scout choppers w/ repair crews. It’s really only not balanced against the attack chopper.
> 
> 2. It would allow the attack chopper to fly low and avoid infantry based-AA, but still make them vulnerable to skill-based shots from tanks / RPGs / SMAWs / SRAWs, or even grenade launchers. This means that they can focus on their primary task of being a infantry and vehicle killer, without having to worry about the lock-on squads. If infantry are complaining about the attack chopper, then they’ll have to call in a jet or MAA to come kill it. Just like how now aircraft have to call in a tank / lav / boat or infantry to kill a MAA.
> 
> Anywho, just my little 2 cents.

very good points 😃 will add some of this to the main post.

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<div class="post-metadata">

**Author:** ![Fatal97211](https://battlefieldforum.co/letter_avatar_proxy/v4/letter/f/e9bcb4/32.png) [@Fatal97211](https://battlefieldforum.co/u/Fatal97211)\
**Post date:** [December 8, 2013, 7:25am UTC](https://battlefieldforum.co/t/attack-heli-change-thread-keep-alive-for-devs/152298/235 "2013-12-08T07:25:00Z")

</div>

i am pretty agree with the low speed of the attack chopper. It is completely useless compare to the Z-11 that is way too fast

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<div class="post-metadata">

**Author:** ![hikew1](https://battlefieldforum.co/letter_avatar_proxy/v4/letter/h/ce73a5/32.png) [@hikew1](https://battlefieldforum.co/u/hikew1)\
**Post date:** [December 8, 2013, 7:42am UTC](https://battlefieldforum.co/t/attack-heli-change-thread-keep-alive-for-devs/152298/236 "2013-12-08T07:42:00Z")

</div>

yezzir

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<div class="post-metadata">

**Author:** ![lucidstorm](https://battlefieldforum.co/user_avatar/battlefieldforum.co/lucidstorm/32/102687_2.png) [@lucidstorm](https://battlefieldforum.co/u/lucidstorm)\
**Post date:** [December 8, 2013, 11:01am UTC](https://battlefieldforum.co/t/attack-heli-change-thread-keep-alive-for-devs/152298/237 "2013-12-08T11:01:00Z")

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> [@](#):
>
> _Sarg\_Scorpio said:_  
> Post has been updated with some new ideas/changes to what was already there to make it more BALANCED NOT OVERPOWERED  
> have also added a post from the mods saying they will be passing this on internally.  
> Any more feedback or if you have any other suggestions or ideas about something in the first post please post here 🙂  
> The Devs are reviewing this thread 🙂
> 
> _Check some of the of the other TOP THREADS_  
> [Weekly Top Threads](https://battlefieldforum.co/t/weekly-top-threads/151933)

yes there are some ideas

make it more difficult to fly, if you steer to hard you should loose control, any untought harsh maneuvre should result in a death,

detach the “invisible” rope from the heli so you will finally be able to do acrobatic stuff and feel that flying heli takes “skills”.

Even a return to status quo from BF3 release date would be perfect (havoc unpatched included). Heli is for PILOTS. The Elite who worked hard to make it fly , alright? no more EAZY modes for COD generation. Otherwise remove them from the game.

they’re a shame right now

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<div class="post-metadata">

**Author:** ![RRedux](https://battlefieldforum.co/letter_avatar_proxy/v4/letter/r/c77e96/32.png) [@RRedux](https://battlefieldforum.co/u/RRedux)\
**Post date:** [December 8, 2013, 11:44am UTC](https://battlefieldforum.co/t/attack-heli-change-thread-keep-alive-for-devs/152298/238 "2013-12-08T11:44:00Z")

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“I want the part of the game I enjoy the most to be easier” is all I’m hearing.

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<div class="post-metadata">

**Author:** ![NeilDiamondPhD](https://battlefieldforum.co/letter_avatar_proxy/v4/letter/n/3e96dc/32.png) [@NeilDiamondPhD](https://battlefieldforum.co/u/NeilDiamondPhD)\
**Post date:** [December 8, 2013, 12:02pm UTC](https://battlefieldforum.co/t/attack-heli-change-thread-keep-alive-for-devs/152298/239 "2013-12-08T12:02:00Z")

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> [@](#):
>
> _raddaredux said:_  
> "I want the part of the game I enjoy the most to be easier" is all I’m hearing.

Then maybe get your ears checked, and spend more than a minute playing the thing being discussed so you have some actual perspective from both sides of the issue and don’t come across as ignorant.

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<div class="post-metadata">

**Author:** ![Tribunal\_UK](https://battlefieldforum.co/letter_avatar_proxy/v4/letter/t/eada6e/32.png) [@Tribunal\_UK](https://battlefieldforum.co/u/Tribunal_UK)\
**Post date:** [December 8, 2013, 12:25pm UTC](https://battlefieldforum.co/t/attack-heli-change-thread-keep-alive-for-devs/152298/240 "2013-12-08T12:25:00Z")

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With Smart Rockets (i didnt test the other rockets) you start off with 2 loads of 10, on the screen this is written as 10 / 10. I have noticed that if I fire 1, so it says 9 / 10, then reload, it says 10 / 9, then reloads another 10 rockets to back it up, so I end up with 10 / 19. Essentially I can have 29 rockets when my enemy would be limited to 20. Has this been noticed?

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