#Transport helicopter feel disappointingly underpowered

1 messages · Page 1 of 1 (latest)

willow root
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Here's my feedback on the transport heli:

  • Takes far too long to repair at base; the fact that I made it to home base to repair shouldn't be "rewarded" with a 30 second+ long repair wait...
  • Takes too long to respawn; I either sit on the respawn screen trying to get into one to pilot for 2+ minutes or I do something else. There is literally a boolean here.
  • Not enough of them on some maps; ties into the above...I want to pilot one but can never get one. When I do, see this list.
  • Get shot down by small arms fire far too easily; honestly it's incredibly annoying having to fly around a hotzone, try attack a far point from behind only to be belted to death by some stragglers whilst trying to unload my crew.
  • No parachutes means you're a sitting duck while trying to unload (because team cannot coordinate); I get it, parachuting can be a game changer but see above why unloading is a pain.
  • Minigun does absolutely nothing because of low damage, low accuracy and impossible to aim while the heli is maneuvering; sometimes I want to use the transport helo for support, but due to all the above mentioned points it simply fails at that task too. My gunners can't get anything done because im trying to duck an weave between every fatal 9mm bullet heading my way...

If the transport heli is supposed to be a transport heli then at least add parachuting or if you feel you're never going to add parachuting at least address the above feedback because as it stands, while I love piloting the heli, I've given up trying to make it work because it's underwhelming. Alternatively I could settle for removing the miniguns from the transport helo, making a new one with a smaller capacity and slapping decent miniguns to that and calling it a "Support Chopper" or something.

sick socket
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Parachutes won't be added, most people don't jump out of military Helo's with them, that's why the rope is there..

The guns are for support, they aren't meant to sit in the sky and murder everyone on the field, that would make them way overpowered.

willow root
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That's ok, you don't have to take everyone's opinion onboard. Just feel frustrated that the transport heli just simply dies far too quickly to get any useful "work" done.

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Friendlies usually won't jump into my heli because they always have a bad experience in the sky: being stuck in the heli with a pilot who doesn't know how to unload or dieing constantly from being shot out of the sky

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Unsure if you're a game designer or development staff, so I'm not going to argue back and forth about your statement 🙂 will simply leave this as it is: an opinion from someone who really enjoys the game

sick socket
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I'm just a moderator, nothing to do with the development

knotty pier
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The feel fine to me. It’s usually easy to deploy troops where they need to be, and not that much harder to get out of there. Helicopters aren’t heavily armoured vehicles, they will obviously be vulnerable to any concentrated fire, their strengths are fast movement and evasiveness and that should be capitalised on.

austere geode
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feels like all of OP's complaints are the result of playing wrong

exotic spoke
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Since I can't make a new thread, I will be reviving this post.

After 70+ hours flying the the transport helicopters, both RU and US I can now post my feedback.

  • The helicopters have far too much health. It can take multiple rpgs and 2+ tank rounds to fully destroy a helicopters, with the exception being Tandem rpgs which will cruelly 1 shot helicopters with full health. Often if I am chasing down an enemy heli with my own, both my gunners could be firing for a full 60+ seconds and still not even kill the chopper since their health pool is so high.

  • The pilot and crewmates are too vulnerable to being shot out by ground fire through the window. I have gone multiple games where my chopper never actually got shot down but I get sniped out 5 times over the course of the game and have to respawn back on the heli after a crewmate took over the F1 seat. This is the most goofy nonsense in the game right now and currently the biggest problem with the helicopters.

  • There is no way to tell how much health you have left. You have the visual que of the helicopter shaking and smoking to gauge its damage, only that the smoke/flame is not visible to you if you are moving forward because it is inside the chopper. If you are still, the smoke flame will be visible but a helicopter should never be still.

  • Only the Russian chopper can heal the crewmates from the middle seats. Nessesary for a successful helicopter team, you need a crew medic to heal people when they get sniped. Currently you can heal the pilot from the F6 seat in the RU chopper but this does not work the same in the US from my experience which is a huge detriment and wholly unfair to the US team.

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  • The miniguns do too little damage. The miniguns have even lest damage than the weakest smgs in this game. My gunners record 6+ hitmarkers on a single person and still not killing him because the dps is so low that he can quite litterally outheal us with the medicbox. Furthermore since the miniguns do not have splash damage they can scarcely ever score a hit unless I line them up frontwards (which is how any competent transport/gunship pilot is supposed to fly). If there was an increase in damage, this would also fix the problem of helicopters having too much base health to begin with. Splash damage on the miniguns would be well recieved, but is not nessesary if the damage is increased.

  • Splash damage from APC rounds destroying the tail rotor. Big greavience with this. I will congragulate any infantry that can score a hit on my tail rotor with a skillyfully shot rpg but for the APC they don't even need a direct hit as seeminly the splash damage from a nearby hit can destroy the tail rotor.

  • Teammates placing C4 inside the chopper. I have died a few times to an rpg fired at us that detonate a C4 that my teammate has placed in the middle seat.

  • Copping verbal abuse from teammates. They will spawn on you and demand you fly a gauntlet of tanks and APCs to drop them off somewhere and demand you let down the rope 300m in the air so they can swing around like monkeys which is immersion breaking to say the least.

honest harness
knotty pier
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Miniguns just need a bit of an accuracy boost really, their DPS would be fine if it was actually possible to hit your shots further than 10m away

exotic spoke
# knotty pier Not sure about the being-shot-through-the-window complaint. Don’t know why it sh...

Getting snipped out of the pilot seat is incredibly common. Have you never been a pilot before? Once you're gone the heli will freefall to it's doom or worse yet fall into the water and be irrecoverable. You have to have very competent squadmates who can take over the F1 pilot seat as soon as you get sniped out, which is GUARANTEED to happen ingame.

The miniguns are actually pin point accurate for the first inital burst. I have one gunner who has somewhat mastered the art of being a chopper gunner and can seeminly 1 burst infantry I line up on the ground for him, yet even still It should have a buff at as 6+ hits to kill a person is outragous.

knotty pier
honest harness