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Do you own this game? Write a review and let others know how you like it.
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January 3rd, 2008, 07:58 AM
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Corporal
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Join Date: Aug 2005
Location: New England
Posts: 120
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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.
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January 3rd, 2008, 06:29 PM
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Shrapnel Fanatic
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Join Date: Mar 2005
Location: GWN
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Re: AH-64 Lethality vs. Infantry
This is a game issue we are discussing.
Don
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January 4th, 2008, 06:03 AM
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Private
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Join Date: Jul 2005
Location: California
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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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January 4th, 2008, 12:39 PM
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Corporal
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Join Date: Jul 2006
Location: Silvery March
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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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January 4th, 2008, 12:47 PM
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Captain
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Join Date: Jun 2005
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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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January 4th, 2008, 06:23 PM
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Corporal
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Join Date: Jun 2005
Location: Raleigh, NC
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Re: AH-64 Lethality vs. Infantry
I never had a problem killing inf with a AH-64
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January 6th, 2008, 09:07 AM
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Corporal
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Join Date: Jul 2006
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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.
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January 6th, 2008, 10:29 AM
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Shrapnel Fanatic
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Join Date: Mar 2005
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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
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January 10th, 2008, 12:14 PM
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Private
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Join Date: Mar 2006
Location: Toronto, Canada
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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?
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January 10th, 2008, 06:00 PM
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National Security Advisor
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Join Date: Mar 2005
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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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