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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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:
- 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.