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They were like this since the dawn of time.
Standard gyrocopters are, and always were, kind of bad for actually targeting and following the enemy I select. I don't think it's a new problem (though plenty of new problems do exist with TW:WH3).
Brimstone gyrocopters are relatively decent. They do target accurately as far as I can tell.
*Both* have wonky pathing though. Not sure if it's because of flying over tall terrain, or losing visual on an enemy that enters a forest, but I notice that they won't fly to the target and start attacking if I give the order too far out. Generally I now move them until they enter their attack range, and only then give the attack order, which works most of the time.
But they are only units that need micro on whole dawi roster.
Rest of the army you can put in formation into guard mode and forget that they are there.
Gyros are no much worse that shock cav. Same as them they are pretty strong specially against AI if used correctly.
But yeah they are super micro-intensive units. Try flying them to a spot where they can fire at passing enemies for a while.
1) Make sure that you do not have Skirmish mode on. The standard Gyrocopter has fairly low range, so it will rarely get to shoot against enemies if it tries to avoid them due to Skirmish mode. They also have a fairly narrow cone of fire.
2) The Brimstone variant does not have fire whilst moving, and have even shorter range than the standard version(same narrow cone of fire). So they will have an even harder time of it, depending on your positioning.
3) Make sure you are not blocking your fields of fire by having too many units of Gryocopters stacked ontop of each other. They have 3x the unit count that they used to, so it is easy for them to end up blocking each other.
Currently, they are much stronger than what they used to be.
Better ranged and melee damage output(great for chasing off routing units), while being more vulnerable to losing models(more models, but each model has less health).
Don't worry, someone else has found gyrocopters usefull since game 1.
Few maps tend to bug them out, so they don't shoot. Also, guard mode and/or groups sometimes bugs them so they don't shoot. It's not inherently Gyro-unit problem. It's CA spaghetti code and not fixing bug problem. Just look at what Legend had to experience: https://youtu.be/S-f_FJpqfyg?t=16641 (4:37:45, dunno why it doesn't jump to that time when I click it normally, I pasted it with time)
Notice how units don't shoot, and he has to try multiple solutions to fix it.
If anything, I suggest using Community Bug Fix mod.
I think, even with recent nerfs(5.1) to them, they are amazing units. Micro-intensive, especially against good ranged units and fast melee flyers, but they are able to dominate early game if you make a fast stack and give Malakai and 1-2 engineers hide & stalk. Trollhammer torpedoes are insane if you can manage to stack 2-3 of them per army. They are hard to use at times, but can yield amazing results.