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Tungsten

2016 Veteran
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Posts posted by Tungsten


  1. Finally got a go at the Blackfoot, Its similar in its Performance to the Skyfire Kajiman, its much better at Overhead Support with the 20mm and DARs then the Pawnee, Hellcat and Orca, while also having 2 ATGMs for AT work or SEAD.

    Only Problem with it is that it would be better to give fire-control of the DARs to the pilot rather then the Gunner.

    I think we will probably need another test, one with only the Orca, Hellcat and Orca in rotation and another with only the Blackfoot and Kajiman, maybe even a Armed Blackfish

     

    • Like 1

  2. So far i have used 4 of the 5 available Attack heli's in the rotation (Pawnee, Armed Orca, Armed Hellcat and the Kajiman) For the main part, they all have the same issues, you NEED the infantry to clear out the AA and another pilot to stay in the AA jet, which is kinda a good thing, but when cooperation breaks down, it is useless

    The Pawnee performs as you would expect of a Pawnee, very good at strafes, very nimble but very much reliant on the infantry taking out any armored vehicles, more so then others

    The Armed Hellcat is the better of the Pawnee and Orca, Performs strafes really well, can transport a decent amount of people, has Flares and RWR as well as a Copilot who can use the FLIR, Downsides are it cant engage vehicles that are not a MRAP or Marid as any Auto cannon will chew it up.

    The Armed Orca needs a Loadout Change, the sky-fires are good, but the 20mm gun pod is very situational alone, due to its low ammo count and how hard it is to aim due to lack of tracers, although it can engage enemy air much easier with it.

    The Kajiman is still the Top dog of the Attack Helicopters, Primarily due to the 30mm Cannon, it allows it to engage light armor with APDS rounds, as well as infantry with HE, and Skyfires for various targets with the added ability to transport troops

    Will Add Blackfoot feedback when i try

    • Like 4

  3. On 10/1/2017 at 2:15 PM, InfamousNova said:

    lmao yea i suggested this couple of weeks ago. dont remember what the consensus was but i am all for this. light cas could work. or could be a rotation of the light cas to blackfoot or kajman.

    I think switching from Attack Jets to Gunships would be a good change for the server, they are more interactive with the infantry and do need to be protected from AA threats a lot more.

    hopefully we can get a rotation for the Blackfoot, Kajiman and Blackfish Gunship


  4. i agree with the Wipeout loadout, but the other suggestions honestly do not make sense or will just make things worse.

    The Blackfoot for example is not a sentry as you call it, its a Light attack/Recon Heli in its stock loadout, DAGRs are not supposed to be anti armor, rather they are for precision strikes with a laser designator or TV guided, destruction of soft skin, light armor such as MRAPs and IFVs and anti infantry, and the ASRAAMs are for enemy helicopters, and self defense against fixed wing threats engaging you, not for going after them.

    The Kajiman is stupidly strong for a reason, it is an Assault Helicopter Gunship, it exists to transport troops in, and support them from ALL ground targets, destroying Armor and Infantry, that is what its designed for, while giving it 76 Skyfires would be hilarious fun, it would basically replace the Blackfoot's role for close air support due to better armor, a 30mm gun and troop transporting ability, the problem that currently exists with the Wipeout Vs Neo

    The idea of the Orca is to Drop troops in hot zones and support them as they enter and leave the area against infantry targets and MRAPS, and yet again, it would overlap with the Hellcat and Pawnee's roles of light ground attack and strafing as well as removing its ability to do that

    The Neophron's loadout is fine as it is, it has a total of 80 rockets, 40 HE and 40 AP to make up for its Cannons spread, reducing that would cause the Wipeout to still have the advantage no matter what you do to it as long as it has 1000 30mm HEAT rounds vs 500 30mm HEAT and 40 Tratnyrs, that's why i put forward the Neophron's current loadout when the Jets DLC came out, to balance that out as well as put emphasis on its multi role design to the Wipeout's Ground attack focus.

     

    And the problem with modifying the Xian is that it runs the risk of adversely affecting the Xian we currently have on rotation with the Infantry Blackfish

     


  5. The idea of the Kajimans loadout is to deal with AA threats and heavy armor from long range then move in to provide overhead support once the AA threats are neutralized, hence the skyfires, then once the area is cleared pick up the troops and go.

    The idea behind a Kajiman with 4 Skyfire lolpods would be long term overhead support with the ability to strike soft armor and empacements


  6. Skyfire Kajiman useless? do i need to prove you wrong lmao.

    The thing is, there are more things to call in to support infantry then just CAS, i mean look at FSG its basically indirect fire support but when CAS is up its made redundant due to faster response times and the low downtime, which is ironic cus its supposed to be the other way around. add in the fact there limited to 82mm Mortars, which is the lightest artillery available and Static AA/AT.

    I honestly dont mind a nerf to the Wipeout due to its power and ease of use, the Neophron does not really need a nerf cus the Neophron is harder to use, and is more rocket pod focused anyways and we dont speak about the Buzzard CAS for a reason.

    • Like 1

  7. until you realize that most of the time, that its when iron-side rocks up that all the armor dies, and all the EI Squads vanish, its only when you have a good UAV op, JTAC and CAS pilot that the enemy armor dies from CAS

    • Like 1
    • Seems Good 1
    • <3 1

  8. try using a AI gunner for long periods and you notice what i mean, the AI wont engage any targets that are slightly obscured, it takes them a second more to register threats even if they are right in front of you, they don't prioritize targets, they don't switch to more effective weaponry for the job, they don't inform you of dangers or other information like ammo count, MANPADS or bad positioning, all AI gunners are good for engaging targets that are in wide open areas with no cover, using them in a high cover area and they become a liability

    • Like 1

  9. On 8/21/2017 at 8:02 PM, InfamousNova said:

    i too would like to see this. so its a more coop type of gameplay but then again most pilots choose to use an AI gunner so whats the point. also armed blackfish is pretty trash.

    dont see this working tbh. most people wouldnt listen

    maybe have an FSG vehicle spawn at the FOB? with turret bags and mortars an what not in the inventory?

    Honestly, using AI as gunners over players loses its novelty after a while, players are just straight up better as gunners and the interaction between pilot and gunner make it quite interesting as well, and most of the more experienced pilots know this and try to pass the reasons why onto those that don't, usually with success.

    The Armed Black fish is not trash, but rather requires traits that are rare on this server, it required outside help to ensure its operational safety, like an AA jet and ground forces to eliminate ground based AA, add in the facts that it can act as an AWACS and a multi eyed manned UAV, i think it would be a good fit with some shuffling around.

    The idea for a command squad is not to direct everything, because the infantry is going to do what it wants regardless, but rather to regulate tasking requests or inform the relivent parties of threats to them and keep track of the threat, EG AA threats to pilots, getting logistics to areas ahead of time in addition to standard FSG duties. Most of these parties, like Ironside, FSG and Pilots already watch for and respond to calls already, so this is just taking advantage of that, especially with the recent changes to Air and Fire Support ROE, which has turned the long rooted habits upside down.

    The main problems with FSG currently is their lack of Mobility, the long set up time of the Mortars and Static AT/AA, especially for the further put AOs and the lack of interest in there support and in the role in general, add in the fact its only 2 people cus UAV does its own thing anyway


  10. I would not mind seeing the Ground Attack Jets swapped out for something more interactive with the Infantry, like an Attack Heli or an Armed Blackfish which can also do other roles other then just destroying things

    I would really like to see the Fire Support Group brought more into prominence, either by expanding there current capabilities or giving them more jobs to fulfill, like acting as a Command squad or Logistics Group operating out of the FOB or near the AO, supporting infantry in the AO with Emplaced weapons or directing support Assets

    • Like 1

  11. 18 hours ago, thepoopsmith said:

    I'd like to see a fastrope script added for choppers maybe just the ghosthawk and the hummingbird. 

    would allow for some different chopper insertions

     

    there was a test run for one, but it caused a lot of problems, usually along the lines of destroying the helo


  12. Unfortunately, i dont think you can lock people out of certain UAV types by role, its either all or none from what i know, so unless im wrong the only way to really cut down on the juggling is to only have 1 UCAV, and in all honesty, landing rearming and taking off again in a single UCAV, especially the sentinel is rather quick, the Greyhawks only issue is that it needs to climb back up to 2000m afterwards which takes half of altis from ground level.

     

     


  13. im not against them dropping bombs, it helps with AA threats and heavy armor, but having UAV op spot infantry positions and notify the infantry about it does cut down on the time it takes to mop up the AOs, a task that is very much suited to Falcons and Darters rather then UCAVs.

    But from my point of view, people are too busy juggling the UCAVs that they cant really use the other UAV types. Even with the best of us, the UCAVs seem to take up more of our attention then anything else because you have to get them in a holding pattern, swap between them to spot, lase and bomb, then send them off to rearm, and then land them and make sure they rearm and take off again without causing issues.

    That is leaving less time to operate the falcon and darters, which i find to be very handy for spotting infantry or monitoring objects of interest, they even have more stable and accurate lasing, Stompers are rather hands off after the commands are given, yet i see them always at base


  14. what you need to realize about the Black wasp as CAS or as a Multirole is that your sacrificing quite a lot of things when compared to a Wipeout or Neo:

    Survivability: the Wipeout be crippled and it can still fly, and both the Neo and Wipeout can take more damage from Triple A compared to the AA jets (double the flares means nothing if you have a AA missile come at you from in-front of you, which is very likely to happen when doing CAS)

    Flexibility: all the Wasp has for CAS is Macers or GBUs and nothing else, meaning you cant effectively and efficiently take out lighter targets like IFVs or MRAPs, your 20mm HE is better suited for dogfights and its a waste to use bombs or Heavy ATGMs like Macers on light armor, loading Bombs or Macers also reduces your AA loadout quite noticably, where as the Wipeout and Neo have 30mm cannons firing HEAT shells, Rockets , ASRAAMs and Bombs, which basically lets you engage just about anything the infantry will encounter

    Reliability: The Wipeout may be slow, but that is not a bad thing, because it has a much lower stall speed and can land on around 100m of clear ground (you can touch down just after the christmas trees and be at full stop by the time you get to the taxiway into the CAS spawn if you do it right)

    Effectiveness: Your basicly asking one person to do 2 vastly different jobs at the same time which increases the response times, reducing overall loiter times because of less available ammo for each job, increasing the downtime due to more frequent rearming and you also cant do clever tag team tactics that the CAS and AA jet can do together, like bait and kill.

     

    With that said, CAS really is only useful until Ironside arrives in the AO, once the tanks roll in your job is done, same with the AA jet, unless there is a Zeus mission, your job ends when the tower gets blown and the enemy jets are down

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