@HellionLeo I know, that’s why I said “more”. If they were longer range that small amount would be impactful but atm it really is just a couple meters. Hope they make mortar shells cost $ and ammo.
Arty is slower and very vulnerable, not your fault neither enemy team is hunting you.
@rustyshackfud@Tripleg That’s how it works in hardcore. I wish more people would play or we can get official hardcore servers. I’d play that exclusively and sounds like it’s the kind of gameplay a lot of people are wanting too.
@HellionLeo@Tripleg Aiming is easy at these short ranges, it’s pretty simple weapon. What makes arty harder is small variables that become huge deviations over long ranges. I don’t think it should be harder to aim mortars but I wouldn’t be against them shifting more after each shot.
@SniperNamedG@Brammflakes IR has a place in the game it just needs more counters to it. It’s currently a kind of loose-end within the “rock, paper, scissors” balance of the game. The only counter, currently, being to give up all armor but completely not show up. Lacks other alternatives, like IR smoke.
@NeofoxTTV I wonder if more counters to IR will be coming in Season 2 as well. While there are balance issues in the game none really lack legitimate counters like IR does.
@GHBSmith I would love some kind of fleshed out LZ system. Either pilots marking on the map or accepting a mark that will show a line from their heli to that spot on the map. Could even be hidden until you hover over their mark in the map to reduce clutter. Also a command voip channel
@Nathy_RLL@phantasyftw Yeah it's an issue. And I'm sure some of the content in the pipeline will be the counter to it. One thing that could go far is making each missile in a SAM cost the user money as well as ammo supply. And not an insignificant price. Like $2,500 or something.
@Brammflakes@MarsResident027 If we're going to be making heli landing viable again what are the chances of maybe also getting a helipad structure that can be built within a FOB? Ensures the space is reserved for helis and maybe could have perks, like auto deposits crates/pallets dropped while landed.
@GHBSmith I'd love to see dedicated space for LZs inside of FOB walls some day. Possibly even a helipad structure to reserve that space. Maybe this is part of the path there.
@M3THM4N@GHBSmith And that's without them having any kind of ground effect or vortex ring state. Coming from DCS I so badly want a true combined arms FPS with that challenge tho.
@Nathy_RLL@phantasyftw Some other things:
-Unlockable vehicle "attachments" like IR suppressors on exhaust that would limit range and aspect of IR guided missiles.
- Reduce collective to drop IR signature when flaring, improving odds of a miss
- Better tree masking after missile launch
@Nathy_RLL@phantasyftw I feel there are other ways to approach than balance than making the emplacements themselves weaker. Such as: Havoc role should more akin to an Apache mid/long range. Make flares stacks in the inventory and let the pilot choose to pop individual or as series. Etc
@BOTZynx@Brammflakes Hard disagree. Tired of games being stuck in some early Cold War tech limbo out of fear. They just need more balance/counters to them. Battery is a great start. Spotting itself should also be less passive. IR smoke should be a thing, windows should be opaque in IR, etc.
@TZchamp@Brammflakes 3 mortar volley is fine, the issue is mortar ammo should also cost money along with ammo supply. Might even be useful if they eventually add smoke and/or air burst rounds that could have lower and higher costs respectively.
@BigCheeseTX@Brammflakes I agree, this should be maybe WD level 10-20 to unlock ALL ammo types and balance them through cost. Then early season it's just not financially worth AP. Later season it's worth it but maybe not so much. Etc. Larger caliber larger cost.
@WreckageMG@WARDOGS There was something that looked like a Strella in the FPS Games Show trailer iirc. The question is how good you'll be with it once we get flyable fixed wings.
@Nathy_RLL@phantasyftw Nah, you shouldn't be able to just circle a FOB with CWIS (especially x2) and other AA in a Havoc for an extended period of time. Do popup attacks for sure. At least this adjustment should make sure the Havoc fears the CWIS but has the chance to retreat.
@phantasyftw Absolutely thrilled with the Havoc change. For sure was too weak before then turned into a flying tank. But this sounds like a sweet spot. I don't want to necessarily be able to delete the havoc with the CWIS but it should be able to shoo it off. It should be afraid.