Air RB and its possible rework

Like i said, without markers you cant see his username. As such this wont work.

You still need to setup properly to gain your advantageous position…

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Like i said, without markers you cant see his username. As such this wont work.

If you see him kill someone and keep track of him, its fairly simple to do

You still need to setup properly to gain your advantageous position…

Ok, and? You can set up a superior position while not knowing what the plane is that you are engaging that instant. Because the setup for all props is the same.

Not necessarily true. Some air players prefer to cap rush with a reserve or something to get a fighter quickly and play as CAP instead of playing ARB.

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Skill issue unironically lmao

AB is actually very good up to around 5.3 or 5.7, (past that queue times are an issue, but its still fun), and takes a different set of skills to RB. You have to be very careful with positioning and have very, very good situational awareness- I often have five or six aircraft I am forced to dogfight at once.

Everything being a UFO is somewhat valid, but they are all different, and the game has a nice fast pace to it which is enjoyable. Bombers actually have impact on the game, and they are generally what wins the battles.

Just bring back Air RB EC, that’s all that’s needed

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I am aware of this, that’s why i wrote “good” Air RB players.

They might get cheap kills with this c+f strategy, but the main downside of Ground RB (=abysmally bad economy) together with the basically clueless pilots there prevents this:

I have to disagree with you on markers, for a couple reasons.

Air RB needs to be semi-accessible for people, and lets be real- having to spot people is going to make it not accessible at all for most people.

With this statement you put all heavy fighters (like Bf 110, F7F and even both T-18Bs) in the same category - we can discuss the “look” of some, but nothing more. The SM 92 has a climbrate of 12m/s - “real” fighters around 4.0 have around 20m/s.

The 1.000 meter airspawn advantage is nullified on medium sized maps at the point of the first merge by every decent fighter, on small maps you have to reverse climb in order to use it as a fighter, on very large maps you get outclimbed. So if you see the air spawn as not justified - be my guest, but this is imho not the right thread for this.

Because correct flown you are able to intercept Ju 288s before they drop.

A good flown AD-2/4 is a threat for the average enemy. Experienced players can beat them with vertical fights, but with a clean loadout they turn pretty good, same as some of the Il-2/Il-10 models.

Your impression of the 3.7 410 was not wrong, but imho those days are long gone.

My statement is valid for both variants - i have more than 2k battles in both. Don’t get fooled by the stat card values - they perform quite similar, even admitting that the BP version has a better climb rate and is slightly faster. The turn rate is imho identical, but due to the way better SL/RP modifiers there is no need to fly the TT version.

You actually think about a “reclassification” of tactical bombers (you forgot the B-26, the 217 with the 20mm cannon, B-34s and the PV-2D) as strike aircraft? Same as above - open a new thread.

Imho you mix here some things up. Forward firing guns on torpedo bombers had the sole reason to suppress enemy aaa fire during an attack run. And my initial statement that a tactical bomber needs a bomb sight remains untouched.

Imho you describe the basic elements of a fighter - but you forgot the most important aspect: Speed. It simply doesn’t matter if you climb or turn better if you never have the chance to bring guns on target. The basic decision (“Fight or Flee”) in ACM is determined by speed and initial positioning and nothing else.

Frankly spoken your exchange with @CommunistBalls makes no sense if you talk about prop related issues with regards to markers as the OP @themadseventeen made it clear that this thread was aimed for top tier only - and for an alternative game mode.

I don’t see this as a good idea. Flying aircraft with mouse control as is done now in RB is a really enjoyable way to play the game.

The issue is that without markers, most players will likely treat whoever they see as that first situation, and will play extremely passively until they can get a significant advantage. It’s gonna be like in certain matches where players absolutely REFUSE to play the game until they’re 2km above and behind you.

I agree. “Realistic” changes aren’t good for actually having fun most of the time. Just look at the “realistic” changes to missile behavior, such a great improvement.

@Uncle_J_Wick not everyone cares how hard it is to bring guns on target with a joystick. Not everyone wants to spend 100s of hours learning how to properly fly an aircraft. Perhaps people just want to have fun without needing to learn how ro be a pilot.

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Are you referring to them lowering multipathing to 50 meters?

No, the performance and guidance changes that made missiles wildy overcompensate in flight if they turned and were returning to sight center.

Which missiles?

It was all missiles in terms of manuverability, but the ATGM carriers got hit hardest by the “swing” that missiles do now in SACLOS platforms.

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This is all such a good idea…

cant wait for gaijin to do absolutely nothing :,)

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This makes zero sense at all.

If youre playing fighter, why bother with bombs/rockets? And we pick these planes because we can.

Doesnt matter, both play exactly the same way. Yeah sure, they have a difference in engine, but it doesnt matter too much.

Still not a good reason to change them to attackers. We used to have sea maps but i have no clue where those are now…

My reason lies with destroying all the enemy aircraft is the best route to win a game. I also should not have to go groundpound after shooting all my enemies down. It is a massive waste of time, boring and means essentially nothing when you have already won.

Again, no. There are no “unfair advantages,” and someone using their C key will get the most out of it.

Again, for just being able to shoot bots uninterrupted…

Disagree. Explain this in jets terms too please! we have devolved into props at this point. Maybe you should to try all these kinds of aircraft, as i had no issue even with ones that fly like buses.

No, its the same reason there are other aircraft higher than similar in other nations. Italy has less players, and naturally this means the average skill is higher. Players perform better, moving the aircraft up. Some examples: CL-13 Mk.4, G.91YS, (formerly) Mustang Mk.1, Spitfire F.24 and J6K1 still being above P-51H, F-15A still being 12.3 because US mains got clapped.

No, because your logic is stupid. A torpedo-bomber is still a bomber. You cannot take that away just because we are over land.

“Situational awareness is not fair!” - inexperienced pilot, probably

I never claimed it essential as far as i can remember. All i said was that the bombers/groundpounders are deadweight and only are usable as bait. Go look at high tier jets, or 10.0+ as i should say. Lots of people, i mean LOTS playing perfectly good fighters, like Kfir, F-104S, F-4 all trucking bases, dying and being completely useless as teammates. If you want “escorting” then there is always the option of just ignoring the fighters and killing attacker/bomber.

And those that dont? Without markers they go down in BR. Lets see some examples. A-10 Late? 4x AIM-9L, trash FM, no radar equipment. want that a 9.3 again? Didnt think so. F-104S ASA? an RWR that tells you nothing, an inconsistent, weak, unreliable radar, 4x AIM-9L. Watch it go to 10.3.

I already showed escorts arent useful, as the enemy would probably rather get a free kill on the attacker and die, by ignoring the fighter.

Fighters winning by killing all enemy aircraft is fine. Its why most people even bother getting good.

I need not explain again in this post. You are completely wrong.

Passively*

Again. You are wrong. Why are you so stuck to this?

welcome to the high threat environment of an air battle. I expect players to die at some point.

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combined with this :

…is fully comprehensible, but it shows basically the “dilemma” of Air RB:

  • A mode being nothing more than Air AB+ is boring for more demanding players, as gaijin offers just very little aspects of “realism”.
  • Every suggestion for improvements circles around immersion, more realism regarding game play / tactics and strategy in order to have fun.
  • But every long-term player is fully aware that the mode looks like it is because the overwhelming masses of fresh players are looking for the current setup of Air RB.
  • Things like “fun” are highly individual topics.

I am fully aware of that most players are happy with mouse aim in the current setup.

My point is that you can’t ask for more realism just in certain aspects - so if your fun is connected to totally unrealistic accuracy & flight behavior / stabilization whilst using the instructor there is nothing wrong with that.

But then asking for more “realism” or “immersion” in a mode which deals with flying an aircraft is simply not consistent if pure basics of flying or challenges whilst flying an aircraft are not considered - at least from my pov.

Have a good one!

We don’t need to add every last aspect of realism if it’s an unjustifiable detriment on gameplay, otherwise we’d just end up with Sim EC. Air RB has many issues, but controls are far from being one of them - IMO the excellent mouse aim mode is what sets this game apart from its competitors.

At most I’d say you could get rid of the extra G-load and nerf everyone to only pulling 9Gs, with more either blacking you out very fast or being prevented entirely by the Instructor, but that’s about it.

Nothing is stopping us from picking just the best aspects of real life while leaving out all the annoying, boring, but very real stuff like random mechanical breakdowns.

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In some aspects realism is nice, like with vehicle models, and other aspects are better for gameplay. This isn’t a simulator, but the balance of realism and enjoyable gameplay is what makes this game so good.

More realism/immersion makes sense to a point regardless of controls. Mouse joystick is under full control, but is by no means realistic because Gaijin doesn’t expect people to need a full flight sim set to fly in their game. Not a single mode other than sim mentions that you need to know anything about planes or the challenges of them. This game is meant for enjoyment of vehicle combat, not simulation of vehicle combat. This game doesn’t need full realism or a complete lack of realism, just a good enough mix to be enjoyable.

I would be fine with this, as long as some aircraft got a sort of “scout” ability- maybe dive and attack aircraft? It gives them a very distinct role from mainline bombers, and aircraft like the dauntless were historically used as scout aircraft.

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