#Suggestion: Fixed Anti-Air Turrets on Strategic Points

1 messages · Page 1 of 1 (latest)

candid kayak
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Hey guys! 👋
I was thinking that one way to make capturing and defending objectives more exciting would be to add fixed anti-air turrets placed at the central objectives of each map.
Here’s a quick rundown of how they could work:

Can only aim at the sky — purely for anti-air defense.

Fires bullets, not rockets — it’s much more effective at close range, making positioning and timing really matter.

More effective against the fast helicopter than the big one (to balance their maneuverability differences — sorry, I don’t remember the names 😅).

Protected enough so a sniper can’t easily kill the operator.

Reloads manually by exiting the turret and holding a button (so you have to expose yourself, giving snipers and enemies a fair shot).

Can be disabled by a few RPG hits, a tank shell, or C4 — which also kills the operator inside.

Repairable using the repair tool, giving it more utility and making engineers more useful in the field.

Entered by holding a button for a few seconds, preventing instant usage or abuse.

The only way to kill the operator without destroying the turret is by getting close, pressing a button to eject them, and then engaging — which ties nicely into the reload mechanic above.

I think this idea would slightly nerf the fast helicopter while adding a fun, tactical, and immersive mechanic for both attackers and defenders.

What do you guys think?

leaden swallow
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No thanks
Adding air defences which cannot be disabled by air vehicles is really unbalanced

silk steppe
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Tbh not worth entertaining this.

  1. It throws balance out the window for an idea on paper that will work horribly in execution

  2. Doing this solely as a “nerf to lb” doesn’t solve any issues regarding balance of the vehicle itself

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If you told me this suggestion came from a redditor stuck in the malding at flyace era I would believe you, because this genuinely reads as a “I hate LB/Hermits nerf it more” suggestion that tosses balance out the window for a short sighted addition (and that’s not even mentioning how it would affect the blackhawk/KA60, which some argue is lacking in certain areas)

leaden swallow
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Large transport helis are bad, no need to nerf them even more

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Same for LB

open bramble
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Tldr: helicopters are not good enough for any kind of AA countermeasure, even with a certain playstyle on the LB

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If the movement of either chopper was very cracked and had attack variants with missiles and all, I would entertain the idea of mobile AA and something new for the engineer

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Oh yeah, also if bullets from all normal guns did absolutely zero damage to helis

leaden swallow
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Hell yeah manual atgm and hydra-70 pods for my lb

silk steppe
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Well oki doesn’t want that so here with are with the current attack helis

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Which likely aren’t getting buffed, adjusted/changed, or nerfed for the time being. At least going by what they said about vehicle balance in this update

leaden swallow
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I just think that the best thing you can do with all helis is not to touch them

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Any change here will make them straight trash or op

silk steppe
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Agreed, maybe buff miniguns of ka60/blackhawk to be a tad more useful (not too much, just enough to where the damage actually means something. Rn its a peashooter)

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But otherwise nothing else is needed

leaden swallow
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Even i can’t do anything about blackhawk with a good team

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Giving them more accurate/damaging guns is not the best idea

silk steppe
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I mean nothing stops the good old reliable tail rotor damage tbf

leaden swallow
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Yea but since miniguns are useless against BTR this is pointless

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Just give them 3k bullets per gun

silk steppe
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Fair point

open bramble
# silk steppe Agreed, maybe buff miniguns of ka60/blackhawk to be a tad more useful (not too m...

Since I'm playing BF4 I have been thinking about various buffs, nerfs and additions to the game based on it, in this case making BH have slightly better movement, buffing miniguns (obsviously, at least against infy) and maybe turning the insta kill tail rotor into a sort of mobility hit (idea is that BH after tail rotor hit is either temporarily disabled or becomes much harder to control with the missing tail rotor until repaired to X threshold). In the case the last change is a bit too good, just buff HEAT and tank AP shell damage from 25 to 35-40

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Really just tossing ideas around