Gaijin needs to look into a solution for the A-10 series of aircraft especially the A-10C which is at a higher BR. Most of the issue is the game modes putting all of the players into a cheap, lightning fast furball in the center of maps.
I recently got the A-10C after using the premium A-10A Early for some time (aside from other aircraft in the game) and noticed a horrible trend. The A-10 is too slow to reach any targets, ground or air, before matches end.
I don’t have a solution, but I recognize a core problem.
Something needs to be done about this. The matches are ending before I get a chance to do anything. I’m halfway to ground targets on these maps when 1 side’s full team is dead and the match ends.
I was also thinking, maybe the Nuclear Thunder event would be a great place to do some Ground Attacking with the A-10, but the AA is so drugged it wouldn’t be able to drop anything without all of it getting lasered out of the sky by AI-controlled AA.
(edit) My only idea is to give slower jets like the A-10 and Frogfoot a VERY close spawn to the ground units. Or just spread the ground units out more (away from the furball) and put the air-to-air fighters very far away.
Its more of an “ARB sucks” rather than the A10 being too slow.
Try playing air sim with the A10C, its hmd + 9M’s are very good if you struggle with iff. I always see A10’s obliterating ground battles whenever they spawn
Yeah,
Air RB is designed in such a way where certain types of vehicles just don’t have a place, and likely never will. Big bombers is usually what people point to, but things like the A10 or Hawk200 can be difficult to balance.
At least things like the SU25 and Hawk are fairly quick, at least enough to actually make it to the battle on a map that isn’t an EC map.
But this often leads to the chronic undertiering of these vehicles instead of actually fixing the issues they have by changing the gamemode. Like the A-10C being at 11.7 when it gets what is arguably the most reliable IR missile in the game.
As far as ground is considered, I don’t have much problems with A10s running around doing cas because I can just blow them out of the sky.
I first spawn spaa after all.
ARB is not suited for ground attack, they’re developing a whole new gamemode for that very reason. You can’t expect a team deathmatch gamemode to be suited for bot farming gameplay
Planes can be played in different game modes. On plane is good in one game mode, but not the other. You can’t make them fit in all modes equally.
ARB is a mode with a easy control system (mouse/keyboard) and with a high reward system. I’m convinced most people play this mode more to gain ressources, not for playing ARB to play the game.
But that’s a problem of the player, not the mode. So a thing to argue about is an equality of the reward system all over the modes, not to change the mode so “useless” planes fit better, but make them worth in the prefered mode. I believe more than half of the ARB players aren’t playing their prefered mode.
Another problem: A battle has 25min, but most player decide to rush in to make the most scorepoints possible in the shortest time. This is one problem why slow planes suffer. This is not a problem of the mode, that’s a decition by players. And again, are those rushers really interested in playing the game in a way to win, or is the only interest to gain the most ressources per time?
this entire issue would have been pretty much non-existant but gaijin decided to add airspawns to air realistic. this puts attackers and certain subsonics at a large disadvantage.
before they arcade-ified the shit out of the specifically NOT arcade gamemode, you’d be able to get very close to the ground units before the fighters caught up to you. there was also a good reason to play harriers, since you’d be the very first aircraft in the middle of the map and you could sling off AIM-9Ls from 7km up at unsuspecting enemies.
gaijin needs to stop arcade-ifying realistic, recently they even essentially deleted the g-loc mechanic by letting you operate the radar, fire the gun, fire missiles, and drop countermeasures while completely blacked out.
there’s a reason i call air realistic the “bad gamemode” and air sim the “good gamemode”
If it’s worked on well enough it can be fine. They just have to find solutions, after all we don’t need to have anti-air on the whole map. We could have different areas with different levels of threat! If they introduce SEAD/DEAD well, we could even have collaborative gameplay that would enable such attackers to operate in defended areas while covered by prowlers or growlers
bots in warthunder are generally in dire need of a rework.
rubber banding aircraft: an F-5 bot is capable of exceeding 1700km/h IAS on the deck to catch a player flying at 1500km/h IAS in a eurofighter
rubber banding in dogfights: an F-104 is capable of out-turning a Su-27SM
ground units on rails: bot vehicles phase through the ground and sometimes just fly
ground units have aimbot and ESP: knowing where you are at all times, and capable of bursting you out of the air with 100% accuracy with less than a second to acquire and fire
Yes, but (again, as with many if not all attackers), Sim is the game mode that allows this class of aircraft to play their role without too much competition, so it’s only in goodwill that we keep repeating “try those aircraft out in Sim if you struggle with them in RB”…