Heliborne Collection

Heliborne Collection

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Malidictus 19. okt. 2017 kl. 17:49
What's the difference between Attack and Transport Helicopters?
I get what the difference is SUPPOSED to be. Transport helis carry troops, Attack helis carry lots of guns. The problem is that there's significant overlap between their roles on more than one occasion. For instance, the Mi-24VM is an Attack Helicopter with heavy guns and missiles, yet it can also carry 10 troops while the ACH-47A is a Transport Helicopter which can carry 10 troops but also has heavy guns and missiles. Basically, they both fit the same general description, yet they're tagged with different icons on the map.

I mean, I get why Scouts are different. They have not just one but two unique mechanics of their own - Binoculars and Mortar Observer. All Scouts have those two, no other Helicopters get either. Not just that, but Scouts also never carry remotely as many troops as Transports nor remotely as much firepower as Gunships. In comparison, the difference between Transports and Gunship seems academic, at best.

What am I missing? Because it's starting to wonder if inventing unique mechanics for Transports vs. Gunships may be in order. Like... Maybe only Transports can deploy Specialist troops (Manpads, Mortar Teams, RPGs) but Gunships can call in Mortar barrages or their gunfire suppresses ground vehicles or just... Something. But maybe I just don't fully understand the roles.
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Jasper 20. okt. 2017 kl. 4:39 
Oprindeligt skrevet af kalnaren:
Try flying with separated Yaw and Roll controls, and you REALLY notice how different the birds fly. [...] you can pull sharp turns without killing your forward speed
Wooot! going into the basement and grabbing pedals and joystick
Attack Helis, they seem to come with a fancy gun turret making flying in derpy areas very rewarding if you can avoid the fire. Fly over, get shot at, unload with the Autocannon. Since you can look and shoot, makes it easier dealing with stuff.

THe tubby gunship transports, they feel very bad in an attack heli role, since all the guns only point forward. Even the AH-60L with the 30mm gun pod, and rockets, same as the Apache, isnt as effective since the thing has to fully swing around, where the AH64 just has to get around a little and let the turret move the rest.

Tried using the CH47 with the Grenade launcher and 20mms, that thing is utterly useless, the grenades are trash and the 20mms convergeance(and yes this game has it), renders those guns worthless. I flew into cap 5 on Afgan map, unloading 20mm from quite a ways out on the AA positions, got clear up into the cap after putting maybe 200 rounds into each of the AA spots, didnt kill ♥♥♥♥ cuz lol convergeance...
Sidst redigeret af Lord-Knight Fandragon; 20. okt. 2017 kl. 5:03
kalnaren 20. okt. 2017 kl. 5:14 
Oprindeligt skrevet af Jasper:
Oprindeligt skrevet af kalnaren:
Try flying with separated Yaw and Roll controls, and you REALLY notice how different the birds fly. [...] you can pull sharp turns without killing your forward speed
Wooot! going into the basement and grabbing pedals and joystick
My enjoyment of this game increased ten-fold when I switched to advanced controls with my HOTAS. Takes a bit of tweaking to set up but well worth it IMO.
Malidictus 20. okt. 2017 kl. 5:23 
Oprindeligt skrevet af kalnaren:
You're ignoring the fact that the Cobra is tougher, faster, and significantly more maneuverable. Ergo, it's combat survivability is much higher. In a straight combat role it's a superior choice.

Not that I've noticed, and the game doesn't really give me any numbers to go off of. I just expected Attack Helicopters to be the ones carrying the most firepower, but that doesn't seem to be the case a lot of the time. The Gen 2 Cobra certainly doesn't carry a great deal of firepower at all. In fact, it feels like Gen 1 Transports have more firepower with their 132 rocket racks.

To be quite honest, I've not really noticed much of a difference in durability between various helicopters. It SEEMS like the Apache and the Super Jolly Green Giant take more fire to bring down sometimes... But then I get shot out of the sky from 100% health in a single shot without warning from something I can't identify.

In fact, sometimes I can fight ground troops, eat a TON of Heavy Machinegun fire and lose only maybe 30% health and other times I get shot about 5 times by the same enemies in the same helicopter and get the "Critical Damage!" warning.

Oprindeligt skrevet af kalnaren:
Diamond are attack helicopters, not gunships. There is no "gunship" category in Heliborne.

I'm using the terms Gunship and Attack Helicopter interchangeably. Maybe that's improper terminology, but Attack Helicopters are the ones I'm failing to find a distinct role for. Some of them are fast and manoeuvrable, but then there are helis from all classes which fit that role. Some of them are pretty tough, but there are plenty of pretty tough Transports. Some of them have lots of firepower, but then so do pleny of Transports and Scouts with Mortar Teams in play can do pretty well for themselves.

Oprindeligt skrevet af LordKnightFandragon:
Attack Helis, they seem to come with a fancy gun turret making flying in derpy areas very rewarding if you can avoid the fire. Fly over, get shot at, unload with the Autocannon. Since you can look and shoot, makes it easier dealing with stuff.

Yeah, see I thought that might be the case initially, as well. I thought the Attack Helicopter class was unique in having powerful, turreted guns with superior range. Except that's not really the case. A number of Transports also have Turreted guns, such as - again - the Chinook and the Russian bus-helicopter. And I'm just speaking off memory here. And then again on the flip side, there are Attack Helicopters without turreted guns, like that Black Hawk one.

Oprindeligt skrevet af LordKnightFandragon:
THe tubby gunship transports, they feel very bad in an attack heli role, since all the guns only point forward. Even the AH-60L with the 30mm gun pod, and rockets, same as the Apache, isnt as effective since the thing has to fully swing around, where the AH64 just has to get around a little and let the turret move the rest.

Guns pointing forward is an invonvenience to be sure, but it mostly comes up when fighting infantry, at least in my experience. If I'm trying to take down an LZ's defence force, I can typically hover out of range of their fire where the hull tilt necessary to fire down can be counteracted by the "back" button, ensuring a relatively stable hover.

I've not played PvP (nor do I plan to), so maybe that's a thing? Turreted guns might be superior in a dogfight, but again - not all Attack helis have them and some Transports have them for good measure.

Oprindeligt skrevet af LordKnightFandragon:
Tried using the CH47 with the Grenade launcher and 20mms, that thing is utterly useless, the grenades are trash and the 20mms convergeance(and yes this game has it), renders those guns worthless. I flew into cap 5 on Afgan map, unloading 20mm from quite a ways out on the AA positions, got clear up into the cap after putting maybe 200 rounds into each of the AA spots, didnt kill ♥♥♥♥ cuz lol convergeance...

Gun convergence generally doesn't botther me, at least not once I figure out where the gun's actually hitting. In a lot of cases, I have to aim sideways of my target, but it's usually pretty simple to figure out. It doesn't help that the only US Gen 2 Attack heli has a 7.62 minigun which has a hard time dealing with vehicles and the upgrade to get a larger gun gives you a turreted grenade launcher and a Gun Pod machinegun.

Then again, I try to avoid doing strafing runs unless absolutely necessary, so maybe that's part of it. When given the opportunity, I'd rather fire from out of range of enemy emplacements, which makes adjusting for convergence easier via the damage confirmation indicator. That can obviously be misleading since it flashes up for hitting inert buildings as well as actual combatants, but it's generally useful.

Oprindeligt skrevet af kalnaren:
My enjoyment of this game increased ten-fold when I switched to advanced controls with my HOTAS. Takes a bit of tweaking to set up but well worth it IMO.

I've been trying to avoid addressing these kinds of comments since they just invite "Well, then you shouldn't be talking!" replies, but I don't own any peripheral control devices besides mouse and keyboard. Not even a gamepad, not one that works at any rate. I'm also generally not interested in those kinds of control schemes to begin with. I find Heliborne perfectly fun and enjoyable with arcadey control. I've done my time playing with more realistic controls in older Battlefield games and such. It's not something I'd do if I had a choice in the matter, which I do in this case.
Sidst redigeret af Malidictus; 20. okt. 2017 kl. 5:26
kalnaren 20. okt. 2017 kl. 6:00 
Oprindeligt skrevet af Malidictus:
Not that I've noticed, and the game doesn't really give me any numbers to go off of. I just expected Attack Helicopters to be the ones carrying the most firepower, but that doesn't seem to be the case a lot of the time. The Gen 2 Cobra certainly doesn't carry a great deal of firepower at all. In fact, it feels like Gen 1 Transports have more firepower with their 132 rocket racks.

Having the firepower and being able to effectively employ it are two different things.

If you're shooting at long range at stationary targets that hardly shoot back, sure, having more ammunition is an advantage. If you're in a position where you have to be mobile a heavy transport sucks.


To be quite honest, I've not really noticed much of a difference in durability between various helicopters. It SEEMS like the Apache and the Super Jolly Green Giant take more fire to bring down sometimes... But then I get shot out of the sky from 100% health in a single shot without warning from something I can't identify.

In fact, sometimes I can fight ground troops, eat a TON of Heavy Machinegun fire and lose only maybe 30% health and other times I get shot about 5 times by the same enemies in the same helicopter and get the "Critical Damage!" warning.
.

That's probably the module damage system coming into play. Bigger helos are simply easier to hit though. They're going to take more fire.



I'm using the terms Gunship and Attack Helicopter interchangeably. Maybe that's improper terminology,
It is incorrect, and by evidence of this thread, you're causing confusion doing so. The term "gunship" does not refer to a dedicated attack helo.


but Attack Helicopters are the ones I'm failing to find a distinct role for. Some of them are fast and manoeuvrable, but then there are helis from all classes which fit that role. Some of them are pretty tough, but there are plenty of pretty tough Transports. Some of them have lots of firepower, but then so do pleny of Transports and Scouts with Mortar Teams in play can do pretty well for themselves.
Attack helos blow stuff up and SURVIVE it better than most other choppers.

If you fly and fight an attack helo the exact same way you fly and fight a transport, obviously the transport wih a bajillion rockets will win out. Fly the attack helo like an attack helo and you'll see its strengths.

You seem to be expecting that attack helos fight and fly the exact same way as transports. They don't.

Fly them like attack helicopters and you'll very quickly see what role they fill.

Fly a transport like an attack helicopter and watch it go BOOM.

If I'm trying to take down an LZ's defence force, I can typically hover out of range of their fire where the hull tilt necessary to fire down can be counteracted by the "back" button, ensuring a relatively stable hover.

Whereas in an attck helo, I don't hover. I run in at 200 Kph, do a strifing run, turn around and come back if I didn't kill everything in the first pass. Again, I don't fly it like a transport.

Is this a "better" way to do it? Maybe, depends on your situation and team mix. I've found on some maps it's almost impossible to hover and not be shot at.


I've not played PvP (nor do I plan to), so maybe that's a thing? Turreted guns might be superior in a dogfight, but again - not all Attack helis have them and some Transports have them for good measure.

Possibly, I don't play PvP either.



I've been trying to avoid addressing these kinds of comments since they just invite "Well, then you shouldn't be talking!" replies, but I don't own any peripheral control devices besides mouse and keyboard. Not even a gamepad, not one that works at any rate. I'm also generally not interested in those kinds of control schemes to begin with. I find Heliborne perfectly fun and enjoyable with arcadey control. I've done my time playing with more realistic controls in older Battlefield games and such. It's not something I'd do if I had a choice in the matter, which I do in this case.

On the contrary, playing KBM in this game is perfect and has some huge advantages over a HOTAS (like zero order precision). I just happen to enjoy flying HOTAS more, that's all.

Like I said in a previous comment though, I didn't appreciate just how different the choppers were until I decoupled yaw and roll (also having a non-binary collective is amazballs). And decoupling those controls lets you really unlock the maneuverabity of attack and scout helicopters.

The Battlefield flight model is far more arcade than Heliborne.
Sidst redigeret af kalnaren; 7. nov. 2017 kl. 8:05
Malidictus 20. okt. 2017 kl. 6:40 
Oprindeligt skrevet af kalnaren:
If you fly and fight an attack helo the exact same way you fly and fight a transport, obviously the transport wih a bajillion rockets will win out. Fly the attack helo like an attack helo and you'll see its strengths.

You seem to be expecting that attack helos fight and fly the exact same way as transports. They don't. Fly them like attack helicopters and you'll very quickly see what role they fill. Fly a transport like an attack helicopter and watch it go BOOM.

How? What does "fly them like attack helicopters" mean? In what way do Attack Helicopters fly differently from Transport or Scout helicopters? If you're just referring to doing strafing runs, all helis are able to do that, though obviously with varying degress of success. What exactly am I supposed to do in an Attack Helicopter that I'm not supposed to do or do differently in a Transport Helicopter? That's what I don't understand. The most optimal way I've found to play - in the sense of taking out vehicles, emplacements and infantry - applies to Attack and Transport Helicopters both.

Oprindeligt skrevet af kalnaren:
Whereas in an attck helo, I don't hover. I run in at 200 Kph, do a strifing run, turn around and come back if I didn't kill everything in the first pass. Again, I don't fly it like a transport. Is this a "better" way to do it? Maybe, depends on your situation and team mix. I've found on some maps it's almost impossible to hover and not be shot at.

I don't know about "better" but it's certainly more dangerous. My Apache has the range and firepower to wipe out entire bases along with their infantry and vehiclee escorts from well out of their range and with minimal use of non-replenishable resources. In fact, if I get caught in enemy fire (such as infantry spawning immediately underneath me), I'll typically dive, disengage back to a safe distance and shell them from long range.

Hell, if I have a scout who doesn't throw himself onto the enemy base to be eaten for breakfast by flak emplacements, I can wipe out Infantry, as well - all at next to no danger to myself or my team-mates. The only time I find strafing runs to be worth it is if I'm caught against ground troops immediately underneath me, in which case I'll swap to dumbfire rockets and pepper the area. In general, though, I try not to be shot at unless I absolutely have to and it's worked well for me so far.

Oprindeligt skrevet af kalnaren:
On the contrary, playing KBM in this game is perfect and has some huge advantages over a HOTAS (like zero order precision). I just happen to enjoy flying HOTAS more, that's all.

Which is fine, in the sense of personal taste. I won't argue with that. I'm the sort of player who'd play racing games, fighting games and everything else with keyboard and mouse. Even the old MAME arcade cabinet stuff which has really awkward diagonal detection making half-circles awkward in the extreme. I guess if the Attack/Transport distinction is primarily aimed at flight sticks and other peripherals then I guess I can see that.

But my point here is this: The difference between Transport and Attack Helicopters isn't NEARLY as pronounced as the difference between Scout Helicopters and "everything else." I went through Gen 1 with very rigidly-defined class roles and expected to have as clear of a role for the "new class" when I got to Gen 2. I didn't find that to be the case at all. Part of it is I REALLY don't like the Gen 2 Cobra. The 7.62 autocannon is cool for infantry, but there's SO much armour in Gen 2 I feel compelled to either swap to the 20mm Gun Pod or else swap to an entirely different heli for my "attack" slot altogether.

See, the thing is I went for very distinct Helicopter roles in Gen 2. My Gen 2 Scout has a 7.62 minigun and a consolation prize of rockets which always run out before I kill anything, but it's pretty fast and agile - it's why I chose it. My Gem 2 Transport is the Super Jolly Green Giant with some RPG troops in the hull. That thing's basically unarmed against anything beyond infantry, so it's not going to be killing tanks and APCs, either. The only heli I have capable of dealing with armour is my Cobra, and THAT isn't great at doing so, either - this was the surprise which got me.

I don't know what I was expecting out of Attack Helicopters, but I just couldn't find a significant enough difference to make an informed decision. Even the guides I've read struggle to come up with much of one. Guess I'll have to balance my squadrons heli-by-heli.
Sidst redigeret af Malidictus; 20. okt. 2017 kl. 6:41
Sharahfluff 20. okt. 2017 kl. 7:16 
I find that transports tend to be too big and fragile to be attack helicopters even with heavy weapons
Malidictus 20. okt. 2017 kl. 7:23 
Oprindeligt skrevet af Sharahfluff:
I find that transports tend to be too big and fragile to be attack helicopters even with heavy weapons

Honestly, it feels like all Helicopters are too fragile. Dudes with assault rifles on the ground can chew through my hit points remarkably quickly regardless of what I'm flying... Though again this may be "weak points" coming into play. It's why I adopted a tactic of non-engagement. If they can't shoot at me, then my durability doesn't matter :)
kalnaren 20. okt. 2017 kl. 7:41 
Ah see I take a different approach. I stay mobile and maneuverable, which also makes you very hard to hit. Probably why I tend to prefer attack helis for dishing out the hurt.
Malidictus 20. okt. 2017 kl. 8:02 
Oprindeligt skrevet af kalnaren:
Ah see I take a different approach. I stay mobile and maneuverable, which also makes you very hard to hit. Probably why I tend to prefer attack helis for dishing out the hurt.

Here's something I've noticed. All the ground fire in this game will attempt to lead target. Makes it easier for them to fast-moving hellies at a distance, but much harder to hit nearly-but-not-completely stationary ones. I've noticed that I can easily dodge ground flak, RPGs and heavy machinegunners my hovering very lowly and changing directions roughly left-up-right-down in a circle. Ground fire will attempt to lead but constantly overshoot. I still take some ground fire, but I can hover over flak flak emplacements for quite a while if need be. That's what I do when trying to land mortars or TV guided missiles while under fire.

That's not to say that my approach is better, just that I've had really poor experience trying to outrun or outturn ground fire at high speed.
Jasper 20. okt. 2017 kl. 8:08 
Oprindeligt skrevet af Malidictus:
I've noticed that I can easily dodge ground flak, RPGs and heavy machinegunners my hovering very lowly and changing directions roughly left-up-right-down in a circle.
Very interesting. I remember when this actual behaviour of the AA was new and Itold explained it. Will try it next time too.

I don't know much about military stuff, but helicopters, especially the early ones, should have no or only little ammo. If I remember right it would be too heavy.
Malidictus 20. okt. 2017 kl. 8:13 
Oprindeligt skrevet af Jasper:
Very interesting. I remember when this actual behaviour of the AA was new and Itold explained it. Will try it next time too.

Keep in mind that this mostly works at long range where flak cannons need to compensate more due to projectile travel time. Most helies can't change directions fast enough at knife fighting range. Works very well for my strategy of hovering a long distance away from an LZ and raining fire at it. In fact, I'll often close distance to deliberately provoke ground fire since then I can aim at the muzzle flashes without necessarily needing a scout to mark them for me, too :)
76561188078797539 20. okt. 2017 kl. 15:22 
Oprindeligt skrevet af Malidictus:
Oprindeligt skrevet af Sheepify:
Compounding the issue is the fact that gameplay comes before balance.
Based on what you say later in your post, I believe you meant to say that "gameplay comes before realism/historical accuracy."
You are absolutely correct. I blame the mistake on work-day evening and nonfunctional brain :)

Oprindeligt skrevet af Malidictus:
If heli class designation carries this little meaning in real life, why have it in the game in the first place? Just get rid of the World of Tanks icons and just cite the helicopter's name. If you're going to have icons and tutorials listing all three heli types, then have them actually mean something. Because when you have distinct categories which end up meaning nothing, it's confusing to the player and rather severely hampers player feedback.
If gives new players an idea what to expect from a specific model before even unlocking them.

The three classes may overlap, but a denotation of intended purpose is very much a valid and needed guide. Knowing which heli is a scout alone is a very important distinction (die too much to MANPADs? Perhaps you need to get a scout in your lineup).

"Transport" denotation is not just about carrying troops. Unless your personal experience proves otherwise, you should assume that it's a helicopter that you probably should not try to fly straight into the fight - or at least not against enemy attack helis.

Finally, an attack heli should, frankly, come with a warning for new players "won't capture things, won't detect things, and you probably will still get shot down anyway" >.>

In experienced hands these are very unpleasant to encounter, but the player needs to know how to leverage their strengths.

Take as an instance your comment comparing a Cobra with the upgunned Chinook. The difference between the two (in actual in-game performance, rather than "on paper") is huge. If I see several enemies, I generally target ACH and other heavier hauler helis first for the simplest of reasons - they are easiest to take down. Compared to a Cobra, ACH has huge hitboxes. It's also slow and waddly, so the chances of you avoiding my fire in one, even at long distance, are very slim to next to none. A Cobra, on the other hand, not only has much smaler hitboxes (quite likely smaller even than UH helis), but it can also throw in fast maneuvering to avoid incoming fire altogether.

This comes into play even in Co-Op - the survivability of a Cobra under direct fire is much, much greater than that of an ACH.

Oprindeligt skrevet af Malidictus:
In fact, I'll often close distance to deliberately provoke ground fire since then I can aim at the muzzle flashes without necessarily needing a scout to mark them for me, too :)
Spray the LZ at max distance - as soon as even a single bullet hits an AA emplacement, they will start (very inaccurate) return fire. Then you know exactly where to pour on the hurt :)

Once you learn the maps you can go around simply firing into the known emplacement positions without markers.
Sidst redigeret af 76561188078797539; 20. okt. 2017 kl. 15:24
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