In Air RB players are breaking off the float on the A6M2 and its performance immediatley jumps from BR2.3 to be equivalent to A6M3 at 4.0. Not a realistic or fair implementation by Gaijin. As it stands it ruins the battles. Breaking off one of the main parts of a plane should cause critical damage. For example, you can’t break a wing off a biplane and keep fighting.
Because a wing is needed to fly. However, a float is just creating massive drag forces and removing said float means removing the drag with it. I get that it is unbalanced but what can we do ? Nerfing the A6M2 would be a solution but it would not be fair to people who does not exploit this particularity. The best thing to do for me is just to left thing as they are or increase the br by 0.3 but not a lot more can be done.
just put it at 4.0
Maybe the wing example was badly explained. I realise a float is not critical to flight. What I meant was you could not smack a real-life plane into the ground to remove the floats, and keep flying. So, in Realistic air, it should cause you to crash too. It would be easy to modify code so that breaking the float also breaks the fuselage, as it would in real life. Or make the float attachment strong enough that hitting the float into ground with force pivots the plane into the ground too.
Making the plane slam into the ground would be the best solution, however this poses an issue : how do you land the plane ?
Maybe the dev need to add a body of water near airfields or make float plane spawn elsewhere on the map, which could also bé a nice addition
Why the heck should it be 4.0 when the regular A6M2 is only 3.7?
Because only good players bother breaking the float.
You ever consider that OP? That it’s not the plane being that good but the pilots that know how to play, making the broken float zero only appear good?
And who really cares about that?
In the first place, the A6M2-N unironically faces opponents that it is supposed to meet when it breaks its floats. Zeros are overBR’d in the first place and there are actually planes that can outplay it even with this advantage, however, they also need to play to their advantage aswell. So I honestly ask, why is it exactly that the A6M2-N that requires a nerf if there’s already a proper counterplay for it? You can outclimb it and you can outrun it, depending on the plane. Why do you even need nerf for a plane that is literally just a noob bait?
Common mistake, to assume the playerbase wants to learn the counterplay. They’re here to play a third person shooter.
A6M2 has no business anywhere near 4.0
3.3 is appropriate for mod 11.
That thing is PITIFULLY SLOW. If fighting 4.0 aircraft, nobody has to even give a bother about A6M2 as it cannot threaten anyone just pathetically fly at them never catching up.
If I’m flying rank 2 japs, I much rather fly the Ki-44-II. That plane has some illusion of a top speed that makes it able to somewhat threaten someone who has a inkling of how to fight in a prop and is flying something with a good top speed.
It’s occurred irl several times.
A plane with the performance of a 4.0 belongs at 4.0. Most Zeros are undertiered anyways.
…
I question if it’s even worth arguing with you.
Come back and make statements about the zeros when you have actually flown them, and have flown them against remotely competent pilots.
The A6M3 is maybe 4.0.
A6M2 is a pitifully slow 3.3 aircraft that cannot threaten any aircraft that has a sense of self-preservation and discipline. P-51C-10? Untouchable. Bf109F4? Untouchable. I-185 (82)? Untouchable.
A6M2 caps out at ~430 km/h at 3 km altitude in level flight. That’s slow.
P-51C-10 can rapidly reach ~500 km/h in level flight at 3km and seems to cap out ~570 km/h.
Level flight is defined as coordinated flight with ~ -3-3 m/s climb (getting perfect level flight as plane is accelerating is a bit hard)
The way the A6M2 can kill 4.0 aircraft is if those people make a serious mistake and try to turnfight it, which should only happen in moments of desperation (you have nowhere to dive way and it caught you slow) or failure to ID the aircraft (I keep doing this with the american A6M2 because “blue plane with american roundels = bring it into a turnfight”).
Seriously.
Go and fly every major WW2 player’s major aircraft up to 4.0 and then make commentary. I made it a point to do that - USSR/USA/Britain/Japan/Italy/Germany. It will change your perspective significantly.
Wow, who could guessed the most agile monoplane in WT would be slow for its BR.
It’s a 3.3 aircraft.
2.3 Italian C 202 can hit 475 km/h at 3 km altitude with casual ease.
Agility means very little if everyone around you can just shrug and run away and come back on their own terms.
I-185 (82), an incredibly agile plane at 3.7, can easily reach 475 KPH and caps out ~500 KPH at 3 km altitude.
Bf109F4, not that agile but basically the “I can fight anyone” plane of 4.0 hits 500 KPH at 3km altitude with ease and caps out around 550.
Where does the A6M2 with its pitiful “I can barely reach 425 KPH at 3 km” sound anywhere within realm of these planes?
The 3.7 “Ki-100” - still very agile, can hit 475 KPH fairly rapidly at 3 km, and seems to cap out at around 505 KPH.
Rather notably, I’ve been enjoying flying the Ki-100 the most out of my japanese experiment. It’s a plane that can actually pressure and threaten things around it without just being left behind like bad memories.
The 4.0 A6M3 Mod 22 rapidly reaches 425 KPH from 300 @ 3km altitude and caps out at ~490.
You’re telling me.
The 3.3 A6M2 that struggles to reach 425 KPH@3Km altitude has the same flight performance as the 4.0 A6M3 mod 22 that cheerfully reaches 425 KPH@3km and caps out around 490?
Really?
And before you accuse me of being “japan main” -
~50% of my flight time has been in U.S props, with the only planes coming close being the Bf109F4 and Spitfire F IX.
Ki-84 is undertiered, and needs a bump up as it dominates its space with its insane energy generation.
The zeros are fine.
Make smashing hte float do “Severe” damage… problem solved?
Ok, but why does that mean the floatplane version of the 3.7 A6M2 should be a higher BR than the regular one where you DONT have to break the floats off just to make it close (but still most likely worse) in performance to the regular, 3.7 A6M2?
Under… Tiered?
Im sorry what? They are almost all overtiered by at least 0.3, some 0.7.
Sorry, I didn’t include /s
Was joke, pls laff (second part of the post should’ve given it away)
Good point - I didnt think of that!
The AF has “special properties”, for example you repair there. Gaijin could implement a mechanic whereby, if you hit the runway, you crash and then repair. That would make landing work. If you crashed into the ground anywre else, you woould lose the plane, just like other planes.
Float planes in the middle of land maps are a bit odd. I like you idea of a “landing lake”. That has potential!