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As to uparming the helicopers, while I don't think that it is necessary, I wouldn't mind it. I believe that I saw recently in a changlog that there was testing to put a Kord in the Mi-8 and Mi-17. Certainly the US could be upgunned to a .50 as well.
Very good point. I forget about it and when you mentioned I started thinking that yes, pilot is like in the armoured vehicle. I mean probably there is some kind of bulletproof glass used in army helicopters, but it should be penetrable by higher callibers.
Yep I remember they mentioned that, it's worth to see how it will work.
Attack choppers were there already with weaponry identical to what I proposed.
Attack helicopters would probably have to be adjusted to new V2.0 flying model and some ideas about time to spawn, ticket cost etc. made.
Enjoy watching the videos and feel that hype:
https://youtu.be/wsNufgw6BJI
https://youtu.be/W_7B7oy7Zj0
https://youtu.be/41JCqekRr5A
First thing I would like to mention that for me the true Squad 50 vs 50 with all the assets works on the big maps like outskirts, skoro, yevhirovka?, Gorodok etc. Therefore personally I would like to see more of those.
Some smaller only infantry maps are also fine but I prefer those huge battles.
There could be even layers on huge flat maps with mostly the helicopters.
There are many things that can be done to avoid overpowered attack helicopters:
1. They can test and set up any limit of weaponry in helicopter they want, forcing more frequent resupply at base.
2. When shooting ATGM you need to stay still in the air. This makes you liable for TOW, KORNER, tanks, other vehicles.
3. Even Insurgency faction got scope to AA gun which is now true beast against choppers.
4. New dmg model can and in my opinion should make helis more fragile. This will force helicopters to move more instead of hovering and blasting.
5. If you watch those old 2 years videos more carefully you will notice that only ATGM is danger at long range. Using anything else force you get closer, therefore more liable for HATs and LATs + plenty of other threats.
6. Attack helicopters of course would cost 15 tickets like a tank or even more, with quite long respawn time.
7. Your main goal as attack helicopters would be:
a) fighting with other heli and attack tanks, vehicles.
b) defending transport helis.
There is small room for harassing infantry that mostly play thier own game on the ground.
In my opinion there no even need to add AA guns with all the aveliable assets. Still could be considered as a counter for attack helicopters.
Important to mention is adding attack helicopters would force safer and more steady play style that many people ask for. You would be somehow forced to fortify points, build tows, machine guns, AA guns.
I think I gave many of valuable points and imagine how many are still missing.
At the end of the day you also need to know how to fly (V2.0 require some higher skill) and how to coordinate with the gunner. This is the main reason why it's not the much higher level of power like e.g. tank. Maybe higher level of fun for people like me 😁.
I think it's exactly opposite. It is some kind of magic I don't understand. Helis in squad feel like planes that fight extreme air resistance, like they are underwater. My main complaint is that inertia magically disappears at slow speeds which makes landing weird. It's not even hard, it's stupid. It encourages you to drop the machine on the ground at high speed, and if you miss the landing site by like 3 meters, you get stuck in the air and waste a lot of time trying to push it forward. It's also counter intuitive that by maintaining pitch you lose velocity instead of keeping it. It's kinda ok at high speeds, but very clunky at slow speeds.
My complaint is more about model than controls. Effective collective should change relative to altitude. At low altitude it should be stronger, and at high altitude it should be weaker. I do not observe that behavior in squad at all. You can hover at any altitude at 45% collective. Instead, the amount of collective that allows you to hover at 0.5 m should make you go down at higher altitudes, and as effective force grows, it should slow the inertia down. If collective and inertia problems are fixed, it will make landing so much smoother. Currently it's dumbed down but it doesn't make it easier, it just makes it uncomfortable, especially if you play other games as well.
They are mostly there to defend against other choppers. Hovering makes you an easy target, and efficiently destroying other vehicles or even hunting players at high velocity should not be in this gmae.
Strongly disagree. Attack helicopters do not belong in Squad as vehicles. They are assets on a different level than units engaging. If they were added, they would be a strategic support, asset for a commander. Which would make them no different from air support that's already in the game.
Imagine commander artillery that you can launch with pinpoint accuracy and also see the results immediately on your screen and react accordingly to moving targets. That's what attack helicopters can do.
I can agree with that but what I would say is that before V2 flying model was absolutely strange and unrealistic. I tried to watch some of the ARMA 3 helicopter videos which seems to be role model for this kind of games and helicopters in this game seems to have less inertia than in Squad.
The only thing is that for me new model is better than previous one and I completely cannot say whether it is realistic or not, feels more realistic than previous one. I never played any simulator.
Again IDK how helicopter operates. From the other hand I did some research and I know that the throttle to operate collective contains:
1. Angle of the main rotor blades.
2. Speed of engine which can be operated manually and automatically (I think mostly automatically).
Speed of engine is also important because of air density.
They had to simplify it somehow to make it playable. I think it is done well, should be tweaked a bit as I believe especially Blackhawk reacts very sluggish to collective.
Every time you hover makes you an easy target to get. I read some about Appaches were shotted down easily by RPG's IRL :). You cannot shot even 50 super precisely with high speed, you have to slow down.
Yesterday I tried to kill blackhawk on the ground so we were hovering and shooting MG2. It took 6 mags to kill it :D.
If you play Squad you surely know that side guns are absolutely useless and I think this should be changed. It can't be that you are shooting infantry units and they are absolutely not scared of your fire therfore they can take you down easily. Chopper can be taken down easily when hover by LAT, HAT.
Fortunately devs in latest patch notes said they are going to test e.g. Korg mounted as a side gun.
I don't understand why attack helicopters do not belong to Squad as a successor of Project Reality ?:D
I described in details how e.g. attack helicopters could be balanced. It's not only shooting to the point.
So it's hard for me to imagine comparision with pinpoint artillary if there are TOWs, KORNETS, enemy Helicopters, Tanks, AA guns, LATs, HATs. I think what was done in the videos I presented in one of previous post was very well made in terms of weaponry optimization.
This was 2 years ago and flying model was different and Helicopters before V2 were too armoured.
This would slow down the game and force ground units to build more fortifications, TOW/KORNET, MG's maybe AA guns. Attack helicopters would stand a real threat that forcing awareness, therfore slow down the whole match.
I've tried them on the range once, they're a cakewalk when you have such peripherals.
https://www.reddit.com/r/joinsquad/comments/my4cwy/attack_heli_mod/?utm_medium=android_app&utm_source=share
Maybe full attack helicopters would be too much, but at least some light scout helos or blackhawks with miniguns are feasible.
Also the aiming angle of gunners seems rather limited in some cases... that could be improved.
What I think helos need the most right now, is the ability to bandage yourself in a passenger or gunner seat.
I think it's exactly opposite. It is some kind of magic I don't understand. Helis in squad feel like planes that fight extreme air resistance, like they are underwater. My main complaint is that inertia magically disappears at slow speeds which makes landing weird. It's not even hard, it's stupid. It encourages you to drop the machine on the ground at high speed, and if you miss the landing site by like 3 meters, you get stuck in the air and waste a lot of time trying to push it forward. It's also counter intuitive that by maintaining pitch you lose velocity instead of keeping it. It's kinda ok at high speeds, but very clunky at slow speeds.
My complaint is more about model than controls. Effective collective should change relative to altitude. At low altitude it should be stronger, and at high altitude it should be weaker. I do not observe that behavior in squad at all. You can hover at any altitude at 45% collective. Instead, the amount of collective that allows you to hover at 0.5 m should make you go down at higher altitudes, and as effective force grows, it should slow the inertia down. If collective and inertia problems are fixed, it will make landing so much smoother. Currently it's dumbed down but it doesn't make it easier, it just makes it uncomfortable, especially if you play other games as well.
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Ditto this. I've been trying to get into this game again, and I mostly pilot aerial vehicles in ArmA 3 so naturally I'm interested in the helicopters. Every once in a while I reinstall this game, go the helicopter training, and uninstall again after seeing how awful the flight model is.
Darn, messed up the quotes.
Could you please explain me in detail what is wrong and should be changed as I simply dunno. Never played ARMA 3 and never flight the helicopter so I can't say much how it should "act" in the air.
https://www.youtube.com/watch?v=O2tP12_Xvcw