1

Rebalance of Aerial Combat to (hopefully) favor both air and anti air

Suggested by
on February 23, '26
Open

A feature that would be a nice to have idk if it in the game or not ngl:
The ability to switch which helicopter your locking onto with both the talon and the anti air if mutiple helicopters are in range and sightline.

The main idea:

Make helicopters have multiple flares like 3-4 but they recharge a lot more slowly than the flares currently. So that helicopter pilots have a better chance of survival if they need to get out of HQ and out around the field. But also can be a punishment if they lose all their flares while in enemy range/terrirtory leaving them defenseless against anti-air Missiles.

Anti air tank
Increase bullet damage slightly like 1 -> 1.1X to make it more of a threat
As the anti air by itself is powerful but as soon as a apache pilot sees it. It gets blown up immedietly if the apache hasnt used its flares yet. Increasing the bullet damage slightly would make it more of a threat and make helicopter pilots respect its range and sightline more as well as make it be able to have a chance against the apache in a 1v1 fight. As the missles do a lot but if the apache saved the flares for that fight then the missiles become useless only leaving the tracers. Which most of the time the anti air will lose in that engagement.

Anti Air Missiles
Keep the same but every time a flare is deployed a slight chance it can ignore the flares and keep targeting the helicopter. (like 1 in 15 to 1 in 20) Making it require multiple flares to not get hit. So it can balance out the flare change.

The Talon
Increase the missile speed slightly if anything. The talonm works pretty good as it is right now. Theres only a couple bug ive noticed when shooting it from helicopters. As ive seen the anti air start doing circles right after being fired or some other weird things.

Watchers

No comments yet.
Loading comments...
Loading comments...
0 comments loaded

Sign in to comment on this suggestion. Sign In