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AH-64 Lethality vs. Infantry
It seems to me that the AH-64A/D's performance (and that of similar aircraft) against infantry type units is a rather disappointing. On many ocassion I've poured 30mm and salvos of 70mm rockets into an infantry squad at close range (150-200m) only do watch in disgust as the squad takes either no casulties or at most loses 1-2 men if the war gods are feeling frisky. Now I've seen the AH-64 in action, and I've seen plenty of gun camera footage at what happens when an AH-64 engages ground troops, and it's not pretty. A hovering AH-64 can effortlessly pick out even individual targets on it TIS (at great ranges), and from what I've seen, the 30mm rarely misses. The 70mm Hydra's are even nastier - especially when equipped with APERS flecchette, airbursting HE, or submunition warheads. A two rocket salvo and easily obliterate an infantry squad.
Anyone else feel that way? I'm considering upping the lethality of both weapons systems, as well as the AH-64 FC rating. |
Re: AH-64 Lethality vs. Infantry
This is a game issue we are discussing. Don |
Re: AH-64 Lethality vs. Infantry
I have felt the same way for a very long time. Glad to see the team is addressing it.
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Re: AH-64 Lethality vs. Infantry
Its the same for every other Heli gunship.. those FFAR rockets hardly ever hits, and when they do, they cause no more then 2 casualties at best. Also there is far too lil ammunition for whatever cannon they use...
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Re: AH-64 Lethality vs. Infantry
On a side note, the footage that's out there almost always shows 'hits' for a reason. Makes for much better publicity. That doesn't mean that the accuracy in the game is correct (I have no opinion on that) but released footage is not evidence one way or the other.
And remember, you'can't move fast (ie more than a couple of hexes) in a turn and still expect great accuracy. Those clips of apache's in action are usually showing craft that are just hovering. |
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I never had a problem killing inf with a AH-64
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Re: AH-64 Lethality vs. Infantry
Same here!
If you use your Helo Gunships wisely, from hovering position of from very close range, against infantry in open terrain it's easy enough to take a platoon out with two appropriately armed choppers. Especially fleeing infantry is an easy pick for them. |
Re: AH-64 Lethality vs. Infantry
This is what I expected really, some people don't like the way it plays and some think it's OK as is. This is why when we change things in the game we rarely please everyone anymore. However, as I said, the issue is under discussion so I would encourage anyone else with an opinion on this to jump in.
Don |
Re: AH-64 Lethality vs. Infantry
I agree that the lethality needs to be increased. Even when shooting from a hover 50m away from an infantry target [ie. on the adjacent hex] I have never managed to hit more than two people at a time. This doesn't seem realistic to me.
Is there a way in the editor to increase the punch of the apache to allow for more kills? |
Re: AH-64 Lethality vs. Infantry
2 or so in one short burst would be quite good for an auto cannon, remembering that a hex is 50 metres (half a football field) across, and the guys are distributed tactically all across it. Also - even if exposed for the first burst, the target infantry will react by taking cover after receiving some fire (Pinned infantry is prone infantry).
Scale for the terrain tiles and the unit icons is not equal, so they are not as packed as it may appear. Also recall that the rockets are now allocated in 2(?) rocket salvos as well, not whole rocket pods worth, as in SPII. Should you wish to really see the helos do mass-murder then try shooting at a mass of routed infantry, firing into the central hex, you will get "splash" effect on the other squads in the same hex as the target, plus the ones in neighbouring hexes. Cheers Andy |
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I think what might need to be addressed is just how many rounds per burst the basic formulas are based off of, and then seeing if the ammunition capacity matches that and whether helos should have more gun ammunition. As to rockets, they're notoriously inaccurate, though I do think they could use with a lethality boost. Conclusion, guns seem to be relatively realistic for me, but rockets seem like they could use a little boost. Video in question: http://www.militaryvideos.net/videos.php?videonum=3 |
Re: AH-64 Lethality vs. Infantry
True, a single 30mm HEDP burst is not going to destroy a tactically deployed squad, but what makes the gun on the AH-64 so brutally effective (and I'm sure the same could be said for similar platforms) is the accuracy of the gun and sighting system. Using thermals (which eliminates or radically reduces the effectivenss of many forms of traditional concealment for infantry i.e tall grass, light vegetation, non-thermal smoke, etc.) an AH-64 gunner can pick off inidividual soliders like a sniper, very rapidly moving from target to target. "got him, got him, got....him, got those two...and...where is, oh yep got him." Especially against any kind of weapon team - SAM, ATGM, MG - where you have 2-4 guys in a small area by virtue of the weapom system they are manning - the 30mm is sheer murder. While the 70mm/2.75" Hydra/FFAR systems are not uber-accurate, they are not wildy innacurate either, and they are meant to be used as an "area" weapon - which is why they are typically fired in salvos of 2-4 rockets. HE or HEDP rockets with point detonating fuses are more of a supressing weapon, but with the airburst HE, submuntion or airbursting flechette rockets in inventory, you have very nasty troop killers. I think there is a similar issue with modern MBT co-ax engagements. As a former 19K M1A1 Abrams gunner & TC, I can personally attest to the incredible accuracy of the M240 Coax MG. The M240 uses the same gunner's primary and thermal imaging sights as the main-gun, saem laser rangefinder, crosswind sensor, etc. and as a result a good gunner can easily pick off individual soldiers (using the TIS) with short burts, working through a squad sized element in short order. As someone who as served as both a tanker and an infantryman, if someone told me to move cross an even slightly open area I knew was covered by M1's, I'd tell them they were out of thier minds. The thought of the Leclerc with a its similarly capable FC system and a .50 cal coax gives the grunt in me the shudders. (interesting aside, when the XM-1 was being developed, an advisory board of senior tanker NCOs and officers was used to help develop the tank. Many had combat experience in Vietnam, and one of their suggestions was a co-ax armament of either 1 or 2(!!) .50 caliber MGs. That would have been sweet. The 25mm bushmaster was also considered, and a prototype with a 105mm gun, 25mm & 7.62mm coax was built. The 25mm was ultimately deleted for cost.)
winSPMBT is one of my primary "escapes" from the day-to-day grind of Iraq, so I just want to say "Thanks"! |
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Re: AH-64 Lethality vs. Infantry
I think at the very least there should be more suppression. I don't know if the two can be adjusted separatly or not. I think the same applies to killing infantry with anything other than with infantry.
I don't think more killing is needed but, more suppression (pinned) is needed. A MBT 50m away firing everything will keep heads down if not make them run. |
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Re: AH-64 Lethality vs. Infantry
Isn't that usually controlled by EXP and MOR levels?
I'm not an armor freak that thinks armor should always win. (AND I may just be completely wrong). Just seems suppression from AFVs are weak. If you want martyrs increase the moral and experience and die for ALLAH. http://forum.shrapnelgames.com/images/smilies/evil.gif |
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