Airfield AAA Discussion Thread - Air Realistic Battles

The AAA does not work in [Alternate History] Spain.

Why are you landing before him even though the J35XS + drop tank has considerably less fuel from your J-7D?

Who cares? It isn’t relevant

That Tigur Tonk guy is bombing using a fighter. He’s not exactly a tactical genius, don’t expect too much.

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Is it just me or did they add AA to the forward airfields on some maps?

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That was a bug that was resolved today, apparently.

wild to see how many cling to their little safety bubble in this thread. If you want the game to play itself for you, you can just play clicker games on your browser.

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2 days ago I’ve met a guy in like top 30 KPB in Air RB, 2 games in a row. He flew Yak-9U. In both games he headed straight to AF and baited people to fight him around/over the AF and each time situation got bad, he just flew inside AAA bubble.
He lost both games, died in 2nd because my heavily damaged Wyvern (I know, I know) was too good of a bait, so he dove to the deck after me ( I crashed, giving the kill to the guy who made my engine red earlier) where SB2C dunked on him from the clouds above.
This guy is the pinnacle of Air RB gameplay according to Gaijin.

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Incredible. Absolutely riveting gameplay.

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I mean we can have actual WW2 AA for prop fields ya know. Like the Flakbus guns and the 15mm on truck things. And the Russians will only have the GAZ AAA 4M since they’re so biased (joke).

UH, another Yak-9 no-brainer. Good job killing him, they need a lesson anyways.

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It was a peak Air RB experience.
Still more fun than Ground RB :D

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ground RB is actual hell and id have to be paid to touch it lol, the gamemode where player agency does not exist.

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My friend, you are so damn right. I try playing Ground RB every 1,5 years, and each time I discover it:s frustrating as hell, and most of the “learning” is either literally driving to the same spots Spookston uses, switching to ULQ, bushing up, getting ace crew (yesterday died because my low lvl gunner couldn’t rotate and adjust the cannon vertically, lol, so fun) and of course adjusting to pure cheese tactics like “sound scouting” which removes any chance of sneaking up upon anybody, unless he’s super bad and listening to music. And even if you position right and start blasting, there comes the bomb…

…oh and SPAA is THE MOST frustrating gameplay I’ve ever seen. You can’t pen most of the enemies and you get clapped almost every time if more than 1 plane shows up. Damn when I’m flying, I very often rack up a few SPAA kills, as they can’t hit anything past 1000m unless it’s soviet 14,5mm MG than for whatever reason one-shots planes more often than 37mm flak.

yeah, I think the thing that would go a long way to fixing it is actual modeled shells coming from actual and not the weird generic hitscan thing from low-poly howizers
they can clearly do it judging by how high tier gun AA is modeled

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Yeah, CAS is basically a text book example of shitty Game Design, you litterally remove player agency by forcing them to deal with something they have zero control over, which is why I always state that GRB is purely luck based, anyone can sit in a corner and wait for one guy to cross their LoS for 10 minutes, ending their match even though theyre the one actively playing, this is impossible in ARB, even Airfield Camping has a counter through tickets.

and thats just one problem with the gamemode lol.

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Once again, AF AA should only be active when there is someone currently landed on it.

It’s hilarious how you are able to get free protection when you are not vulnerable, and it makes for terrible game design.

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Hmm…

There is a really really fine line that needs to be tread here.

I dont think you should be unprotected when landing, so it needs to be active prior to someone actually being on the ground and I do think being given at least time retract your landing gear and gain a little speed is also essential.

Remaining landed isnt an issue because the game doesnt treat you as an active player in that situation, so that is already dealt with.

That just leaves oribiting an AF in the protection indefinetly. So its setting it up in such a way that the AF protection cant be exploiited but does actually work.

Perhaps if you spend more than a minute in proximity of AF the guns disable (with a cooldown so you cant just keep popping in and out) which resets when you land (again, though, only once, maybe twice, within a certain window)

Id also have the long ranged AAA become more accurate the longer the enemy is within the zone and so starts out fairly inaccurate, would allow you to dive bomb in and out on someone camping a little easier, but the close range stuff to be accurate except for above

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I think I’ve said my full thoughts somewhere earlier in this thread, but the best idea is that it enables once your gear/aircraft touches down, and remains enabled until 1 minute after takeoff. To prevent repeated landings/takeoffs, it will not enable again for another 3-5 minutes after it shuts off.

That’s not a bad idea.

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