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#21 | |
![]() Join Date: Apr 2009
Posts: 1,417
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Quote:
Developers should increase the lifetime of the lase and the accuracy of them somehow in order for your idea to be a good one. | |
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#22 |
![]() Join Date: Mar 2008
Location: 3500 Feet above the Kashan Desert
Posts: 1,074
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The scout choppers IRL iirc dont have a TADS but they do have a FLIR (forward looking Infra - Red) which is in the game even the merlin had a form of FLIR with out the IR effect
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Derpist
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#23 |
![]() Join Date: Apr 2009
Posts: 1,417
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It's not FLIR if there's no IR.
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#24 |
![]() Join Date: Feb 2009
Posts: 3,557
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Why is it that a laze needs constant visual to stay? This is 2010, surely you can point at a place with a laser marker and the computer sends the information back to base and creates a GPS coordinate for the marker that is permanent until you remove it.
You can send a rocket to the far reaches of the solar system but you still have to have the camera pointed at your target to hit it. Epic fail. |
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#25 | |
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Quote:
But, 90% of the time this type of teamwork doesn't happen. It's even rare to see a spotter riding in the LB with guns and rockets, let alone a lightly armed scout chopper. | |
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#26 |
![]() Join Date: Apr 2009
Posts: 1,417
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The reason why I avoid trying to lase with any scout chopper or light attack helicopter is because lasing is so UNBELIEVABLY hard to do, and make it stay.
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#27 |
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The reason lasing in scout helicopters is unused is because of the points hunter mentionned and the very low rotation angle. On top of that, nap-of-the-earth tactics are discouraged due to low view distance.
What would need to change before scout helis could ever be useful in this cooperative manner is the following: 1. Un-guide the sticky lazerbox. It's hard enough to hit a target in the first place, but without stabilization or distance perception of the box, the laze never ends up hitting the target due to alterations during flight. Even stationary targets are impossible to hit. 2. Increase View Distance marginally to about 1500 at the very least, 2000 for better performance. 3. Increase copilots rotation angle, it's scarily cramped to a minimum atm. |
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#28 |
![]() Join Date: Aug 2008
Location: Sodertalje
Posts: 5,392
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gonna get flamed, but:
i'd want the removal of all anti air missiles in insurgency mode, and the removal of AA at firebases and instead add extra hand-held AAs to the team in non insurgency modes. it's just annoying to fly around a small, low draw distance map with lots of AA and HAT, especially in a gunship. i don't think helicopters irl are this targeted by surface-to-air. |
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. ----"You are now the AK Jesus" / Expendable Grunt |
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#29 |
![]() Join Date: Feb 2009
Posts: 3,557
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Agree with hibernative, IRL helicopters don't get shot down anywhere close to as much as they do in PR.
The attack helicopter should be feared. Now you see it and just go "someone get in the AA and kill it" and some other guy goes *bwosh* "done." and you move on like nothing happened. |
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#30 |
![]() Join Date: Dec 2009
Location: Canada
Posts: 494
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Intresting to note this, but they also use this with the cobra and little bird.
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| Tags |
| helicopter, interhelicopter, teamplay |
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