The patrol helicopter was one of the largest banks of 'older' code still in the game. It's stood up well, but there were a bunch of fixes and improvements that needed to happen. Let's start with the improvements.
Orbital Strafing/Strafing Changes
The regular helicopter attack strafe was getting pretty old. It followed a regular pattern and most of our values were fixed internally. This has been changed. During an attack run the helicopter will randomise a bunch of values, including: rocket amount, drop off distance, turn speed etc. These are relatively minor adjustments, but they should help make each new fight with the helicopter feel a little more fresh.
We also added a new attack phase in the strafing run. The helicopter will turn, begin orbiting your position and pummel you with rockets from all directions. This will randomly happen after each strafe. It's super fun to play, and helps bring back the excitement and danger of taking heli.
Aggro Improvements
A new 'zones' feature has been introduced. These are invisible to the player. When a player damages heli a zone is updated/created and the zone is assigned a score. This score is based on how much damage heli has taken from that specific zone.
Heli will now seek out targets based on zones and damage scores rather than the perceived randomness of before. When there are minimal players and by extension - minimal zones. Heli will work similarly to before, but when more zones are introduced heli will prioritise attacking the people that are attacking it, in a more controlled and deliberate manner.
You are still free pickings to the side gunners, but your house shouldn't be blasted anymore in the confusion.
No-Go Zones
When taking heli, the basic principle is to get, and keep aggro. No-Go zones make this a little more difficult, and now encourage some movement when taking heli. When a zone performs enough damage to heli too quickly, then that zone is marked as a no-go zone. Heli will flee the area, and attempt to avoid it as best as it can. This is to encourage heli to get out of areas that are going to kill it too quickly. Encouraging bigger groups to chase, build defenses as they go and bring more PVP to the whole map.
Bug Fixes/Changes
A bunch of legacy bugs that existed with heli are now patched. These include being stuck on targets, disappearing mid-fight, not exploding in the ocean, as well as a bunch of proxy issues that were fixed by the aggro adjustments. Other adjustments have also been made to how heli patrols work, and you should see it moving around a bit more now, rather than just sticking to the monuments.
Server Convars- patrolhelicopterai.use_danger_zones - this will enable/disable the no go and aggro zones. When turned off, the helicopter will largely behave the way it used to (regarding target picking and aggression).
- patrolhelicopterai.flee_damage_percentage - this sets the required percentage of damage done to heli in order for it to flee, and create a no-go zone. A value of 1 or over will effectively disable no go zones and stop the flee mechanic.
It will no doubt need some further revisions and changes after this release. Keep us updated on how your heli takes go. Have fun!