@themadseventeen
I greatly appreciate your post, man. My ten cents on this topic are as follows.
The Elephant In The Room - Objective Structure of Air RB:
The Problem:
Spoiler
Nearly every problem pertaining to attackers, bombers, and multirole fighters traces back to the objectives of the game mode, or more precisely the win conditions. Currently, any of the three objectives can end the round on its own, and since Air PvP is the easiest/fastest to achieve, the fighters doing their job means that purebred CAS, purebred bombers, and multirole fighters equipped with ordinance become unable to do theirs, turning all into dead weight “taking up fighter team slots.”
Arguments on “which plane class should matter most” have gone on for years, yes even longer than debates on CAS in Combined Arms game modes have. If the game were to defer to reality, CAS and bombers would matter first and foremost with fighters as an enabler. But as a large portion of the playerbase mains fighters, going this route in Air RB is not realistic to implement(pun intended).
The Solution:
Spoiler
Therefore, to put down such arguments now and forever, and because factions of the playerbase cannot agree which objective should “reign supreme,” my answer is that none of them should.
Instead, each objective should bleed at most 50% of the ticket bar. Thus, complete any 2 of 3 to win each match, which will be in 99.99% of cases PvP + CAS & Bombing.
This has an added bonus of solving most issues regarding airbase camping. Now, there is no need to chase someone to their runway to end the round, and someone trying to abuse base AAA to win the round for them will no longer be able to, as PvP alone will no longer auto-end the round.
Matchmaking/Team Composition:
The Problem:
Spoiler
Currently, the matchmaker operates under an “anything goes” mentality when putting teams together, other than the 4-bomber limit that became redundant upon removing the airfield destruction win condition from all but the lowest tier matches. This leads to a lot of headaches between factions of the community, usually fighter mains complaining their team is overstuffed with bombers (Ju-288C) or attackers (many examples) which means the match is lost before anyone takes off.
The Solution:
Spoiler
The solution I always thought of long ago for this, ever since the 4-bomber limit was introduced, was to separate fighter and non-fighter matchmaking. Instead of up to 16 “anything goes” slots, a team would have 10 fighter-exclusive slots and 6 non-fighter exclusive slots.
It goes without saying that numbers would scale down proportionately for smaller team sizes, or up for 64-player RB EC (if we ever see that again).
Planes Used Outside Their Intended Role And Multiroles:
The Problem:
Spoiler
Fighters cutting grass. Bombers roleplaying AC-130s. Attackers headoning fighters. Helldivers, B7A2s, Stukas, Dauntlesses, PV-2Ds, B-25s, and others abusing airspawns to hunt other bombers or dunk on climbing fighters low on energy. There have been too many topics on this matter. Especially about jet bombers with cannon armaments, particularly the R2Y2s whose stats are still too high from previously having bomber airspawns years ago.
People will behave how they want, but they can be coerced via changing reward payouts. Recently, TheEuropeanCanadian suggested this very concept. My version of it would be as follows:
Spoiler
Any plane killing targets within its intended role gets bonus (x10) rewards. Any plane killing targets outside its chosen role gets severely reduced rewards (x0.1). Thus, you are free to do what you please if the need arises, but do not expect to make bank.
Red Enemy Markers, Shared Spotting, Sounds, and Dots:
The Problem:
Spoiler
Red markers on enemies have been around since the dawn of the game, as Air RB is the oldest mode in the game bar none. Their intended point is to make spotting opponents easier, however in practice this greatly distorts how planes are used, leading to nonsensical BR placements such as the F4U-1A at 2.7 and the A6M5 Ko at 5.3. A plane reliant on high-speed diving passes can be spotted via red markers well before it gets within firing range, and thus its better-maneuvering target can preemptively dodge endlessly due to always knowing where the opponent is coming from. As the average player is impatient, this leads to the speed-reliant plane getting lower K/D and lower WR than a better-turning one.
The same disparity occurs regarding fast-climbing fighters (Bf-109s, I-185s, J2Ms, or Spitfires) vs slow-climbing ones (F4U-1s, F6Fs, P-47s). A couple fast-climbers get seen by the enemy team below them very easily, and each individual then thinks “I don’t want to be his first target, so I’ll dive away.” Then there are less people up at altitude to contest the guys already up there, leading to herd mentality of everyone diving.
Another disparity comes from weapon damage output. Due to spotting, surprise is more difficult to achieve, meaning you get less opportunity to set up proper passes on opponents. This places much greater emphasis on one-second burst mass. Planes which do not have large amounts of potent cannons (early .50cals, early Spitfires/Typhoons, many early Japanese props) or weak cannons (anything with Type 99 Model 1, Ho-3, or Ho-5 cannons) see their stats depressed by guns letting the pilots down when they need them not to.
Compounding this problem is shared spotting. When one opponent or even AI attacker comes within 5-7km of you, the whole enemy team sees, and then someone will make it their business to chase you to the ends of the earth regardless of how relevant your vehicle is to winning the match, b/c “muh easy kill.” The game engine will render someone up to 36km away via shared spotting. And if that’s a poor British bomber with only 7.7mm defensive guns…
Sounds further complicate things, where you can sometimes hear an opponent’s plane considerably before they get into guaranteed kill range. This is a problem moreso for specific planes than others, but in all cases it makes absolutely no sense, as real pilots would be near-deafened by their own engines until the advent of the jet age.
The ability to maneuver the plane while also looking behind you via camera controls complicates things even more. This again makes surprise more difficult still to achieve, favoring maneuverability that much more, especially roll rate.
Hence, all this is why planes with high climb rate, great maneuverability, decent to good roll, and powerful guns like the G.56, Re-2005 s0, or Ki-84 Hei sit so high in BR.
Skill floor is a common reason why markers are seemingly “essential,” but if that were true, then tanks and ships would also have them, at least at the lowest BRs in Realistic too.
Dot-spotting is often brought up as the main reason why markers cannot be changed much despite their known drawbacks. Aircraft dots render quite easily from long range, particularly on ULQ graphic settings. Yet higher graphics make dots harder to see, giving serious advantages to people with larger monitors. Plane dots seem to render with a certain minimum number of pixels regardless of graphic settings.
AI Ground Unit models being overly-simplistic is another reason in defense of markers. Some of them date back to Wings of Prey, and look the same whether they are destroyed or not. Without markers, it can be hard to tell if that Light Pillbox is alive or already dead.
The Solution:
Spoiler
Remove red markers from all enemy units, as well as the flashing arrows at the screen edge and enemy markers on the minimap. The general location of ground units should be marked on the full-size map, but nothing specific. They cause more problems than they are worth.
Regarding sounds, make sounds drop off far more over distance, so that you can only hear a plane coming if they’re already within kill range (300m or so).
To solve the dot spotting dilemmas, implement what DCS did to solve the same problem - Universal Dot Scaling. If ULQ uses say 4 pixels to render a dot, then higher graphic settings should use more pixels to fill the same corresponding screen area.
AI Ground Units, especially the oldschool Air AI, need updated models. It should be obvious from considerable distance away if a ground unit is dead or alive, like it already is with player tank/ship unit models.
Airbase AAA and Midmap AAA:
The Problem:
Spoiler
AAA is coded as a “sphere of denial” that gradually damages your plane when you are in range, without visual notification whether you are being shot at until its too late. This is a very outdated system, and is abused by many people to pad K/D ratios, especially on runways.
Similarly strong AAA was added to small bombing targets to try and dissuade attackers or fighter-bombers from hitting bomb targets in high BR Air RB. It was also added to Sim EC to attempt dealing with the zomber plague there.
In both cases, it will routinely snipe people up to 3.5km away, well beyond aircraft weapon range until missiles become a thing.
On some maps, particularly Air RB Naval maps, ground units nowhere near bomb points or airfields (especially Cargo Ships) have absurdly strong AAA which makes attacking them suicide.
The Solution:
Spoiler
Remove the old system of AAA altogether, and replace it with something based more on how it works in higher ranks. It has to physically hit you to hurt you, not simply you existing in its detection range. This should also apply to how AI ground/naval units shoot at you.
Aircraft Weapon Damage Output:
This partly crosses over into the realms of Combined Ground and Combined Naval, moreso the former since the number of maps featuring player tank unit models for AI ground units is increasing steadily.
The Problems:
Spoiler
Certain weapons are seemingly arbitrarily able to destroy the old AI tanks and pillboxes easily, while others either require absurd amounts of ammo or can’t scratch them altogether:
The “winners” in this system are 20mm M2/M3, Hispano, and Vya-23 cannons. These melt AI tanks and Light Pillboxes with total ease. One IL-2 can kill sometimes half a map’s worth by itself on one ammo load.
12.7mm M2/M3 Brownings easily shred Light Pillboxes, but do not scratch Medium or Heavy tanks. Long ago they were able to kill the former from the rear only. 12.7mm Breda-SAFAT MGs, 20mm Ho-5s, 20mm Type 99s (both) and ShVAKs can kill Light Pillboxes with considerable difficulty, and do nothing to tanks other than sometimes Light Tanks. 15mm MG151/15s cannot reliably kill either despite having HVAP rounds specifically designed for that purpose. Other cannons can’t scratch any hardened ground unit whatsoever.
It gets weirder still with larger-caliber guns:
30mm MK103 AP-I rounds cannot touch AI Medium Tanks reliably at all. HVAP requires usually quite a few shots to kill. Meanwhile, 37mm rounds from the Yak-9T and 37mm HVAP from the Duck or Stuka one-tap said AI tanks. Then the AP-I rounds for the US 37mm M4/M10 cannons can’t scratch either tanks or Light Pillboxes reliably. Then Japanese and Italian 37mm armor-piercing rounds kill Light Tanks, but can barely hurt Medium Tanks. Light Pillboxes are almost indestructible. 45mm, 50mm, 75mm, and 102mm cannons require the same number of hits to kill Light Pillboxes reliably as do the working 37mm guns which usually have more ammo or better platforms.
Then, most air-to-air weapons work reliably, and the few that do not are either very low in BR or not a mainstay of their respective tech tree. Hispano SAP rounds are getting their explosive power quadrupled next update (2.37). This leaves just Type 99 Model 1 and Ho-5 cannons as the sole outliers.
The Solution:
Spoiler
These old units either need total retirement for updated models, or across-the-board standardization of what can and cannot kill them. In some cases, long-since-redundant nerfs to certain weapons need to be lifted (MK103 HVAP, MG151/15 HVAP), while in others, missing ammunition types need to be added (for example, MG151/20 had HVAP rounds developed for use on the Hs-129B-2).
30-37mm weapons should reliably kill hardened units in no more than 3 penetrating shots, 1 shot per Light/Medium Tank, 2 per Heavy Tank, and 3 per Light Pillbox.
45mm and larger weapons should one-tap any hardened ground unit, since other than the Yak-9K, most platforms with such weapons are bricks totally incapable of defending themselves. If they can’t even reliably do their intended job, they’re utterly worthless in all modes. These should also be able to kill Heavy Pillboxes in 3-5 shots, and sink AI ships in a handful of direct hits near the water line.
The overtiered A6M3 and A6M3 Mod.22 need serious BR decreases to where weak guns are more appropriate. The J2M3, J2M4, and J2M5 (tree) need modifications to switch the outer Model 1 cannons for Model 2s, as was done late-war.
Ho-5s are missing scaled-up versions of the fuseless explosive rounds seen on 12.7mm Ho-103s. They are also missing copied versions of German 20mm mine-shot (yes I am serious, there is a post on the old forum about it).
Map Design:
The Problem:
Spoiler
To be brief, maps are either 1) too small or 2) too large, and in both cases generally cram all ground units into a single postal code. Thus everyone clusters together in one chaotic mess, making attackers and tactical bombers trying to do their jobs only that much more suicidal one-way trips back to hangar.
The Solution:
Spoiler
The solution here is to spread the units out into 3-6 groups spaced well apart from one another, so that hairballs are smaller when they form at all. A good model to build upon is the layout of the [Air Battle] France 1944, [Air Battle] Hurtgen - Second Battle, and [Air Battle] Moscow 1941, which all feature three groups of static targets per side plus three moving tank columns. Spacing should increase with BR to account for longer and longer weapon ranges.
I believe that covers everything with the mode that comes to mind from nearly a decade playing.