Flare (aviation): A maneuver in which an aircraft increases its pitch to deaccelerate. Yes, I named the topic this just to confuse you and showcase my vocabulary.
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I would really like the helicopter movement to be fixed.
The pilots will go in full speed, then does this crazy vertical flare.
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The helicopters start firing their weapons during aforementioned crazy vertical flare.
I would suggest implementing a longer distance deacceleration, making the helicopter gradually lose speed as it approaches his way point. Then, reduce the flare angle to about 65° and increase the animation speed so the rockets are firing right as the pilot levels out.
Outside of this, some of the helicopter animations are very good and this only seems to be a problem with high speed helicopters. (ie. UH-1 looks good, anything faster not so much)
In regards to helicopter movement, the movement AI should take way points into account. I would have to make a movie to illustrate this and I'm too lazy, so I will do my best to explain it. When you issue a series of move orders to a helicopter via holding shift and creating an order queue, the helicopters will fly to that location, stop, and then move to the next location. The AI should take into account the next way point and execute a turn instead of coming to a complete stop before moving on. Helicopters are rather tricky to micromanage and I think this would help improve the game both visually and functionally.