What SPAA can counter 2km guided rockets at 5.0-8.3???..
What SPAA has 2KM effective range 5.0-8.0?
Shhh, telling people that they are just bad in the game (and showing their stats) is rude and against rules!
That’s the same as what I wrote…
Yet others and yourself still do it. Shameful way to avoid debate.
What guided rockets are there at the BR you specified?
Debate requires something to back up the claims.
If one is only saying things without providing anything and his own stats contradict his statment, then there is no point in debate.
Actually a very interesting post - dealing with most of the topics very smart.
Imho you scratched the real problem just on the surface:
The average player and gaijins way to steer the game.
So in other words it doesn’t matter how smart your proposals are - the average player will always go the way which brings the most ROI whilst using the least amount of brainpower.
You see this in Air RB - you can offer all the tools you want - there are still the guys performing borderline useless tasks as they play their own game and follow their own goals. There are some limitations to participate (obvious 4 bombers, more hidden number of interceptor & air superiority spawns per team/nation)
Within Ground RB in prop BRs this steering is absent. You see that the overwhelming majority either spawns with their most powerful tank first or use a fast light vehicle to earn the right to use a power-up called CAS.
To break this cycle you might to think about forcing players to do the right thing. I mean seriously - there is no connection of the current game play with reality. Attacking a strategic point without SPAA cover? Even the rather loss resilient Red Army added AA for their offensives mid to late war. Same with CAP within an offensive - that was an integral part of any offensive.
So you might consider a forced mix of vehicles as first spawn like recon, MBTs, LT, IFVs and CAP whilst keeping the power-up nature of CAS intact. But as long as gaijin does not adequately reward team work which is the key to survive in ground warfare, players won’t change their behavior - in every mode.
For the fellow players @ULQ_LOVER and @CoffeeBean100 - i saw enough replays of both of you that i can claim that you know what you are doing (and what you are talking about).
But seriously, some of your attack profiles were totally unrealistic as hovering around 1.500 - 2.000 meters above the battlefield would have been a death sentence irl - light aaa would have killed you easily - but in wt it works as effective combat ranges of 20-40 mm aaa are artificially lowered.
That’s part of the point of all those changes - buff the counters so much so that anyone currently complaining about CAS no longer has an excuse not to complain. Makes the “carrot” so enticing for most people that the stubborn “TO” people fade into obscurity, since at that point they’re choosing to gimp themselves.
I will always think CAS being a “powerup” renders it unbalanceable. No matter what you change, one team gets it up first, other then whines how “OP” it is. I’m tired of the knock-on effects of all that whining bleeding into other game modes. Such as every single bomb nerf meant for whiny tankers making Light Pillboxes unkillable for considerable amounts of time until the devs go and fix them yet again.
My ideas are intended to uproot the base of the problem - where winning the game by one objective renders all efforts put towards the other objectives effectively irrelevant, since the PvP ticket bleed would take things to zero regardless - thereby making even those currently “borderline useless” tasks add up into a single common win goal of ticket depletion. Same with a hopelessly uptiered fighter opting to cut grass.
It’s not meant to be a magic fix-all. But by putting in a new foundation for objective setup, now there would be actual reason to bother adding new objectives for nonfighters that aren’t so “useless.” Or adding more nonfighters in prop ranks, since some nations are still shockingly barren here.
Right now, nonfighters being mostly irrelevant to match outcome causes devs to rightfully question if its worth adding new mechanics for them. Which keeps them useless, and causes less people to use them, making them progressively more useless, worsening the original uselessness.
I know right the feature is really helpful. This is apparently offensive to some people.
I’m just repeating your prior responses in regards to “all planes removed 5.0-8.0 because you can’t hit at 2km with SPAA”; ignoring CAP exists and that unguided munitions at 2km for the most part is not achievable for most pilots.
It is not complicated.
I am not sure if i was unclear with my previous posts - therefore a short summary:
- Gaijin is interested in earning money with a vehicle based shooter with a very easy to follow game principle - kill other players without as less skill as possible in order to be attractive for masses.
- Almost every shooter has power-ups like here CAS. Some people are able use them to leverage kills or game impact, others not. Some people are able to fight these power-ups, others not.
- Buffing or nerfing certain aspects of the game play makes sense for experienced players, but the rookie is either unable to use these buffs or nerfs or overwhelmed by the decision making process - to do the right thing at the right time.
- Every attempt to make the game play more demanding is not in gaijins interest as the target audience looking for a plain shooter is way more interesting than experienced players.
- So in order to keep gaijin’s business model intact any improvements for long-term or just experienced players have to consider the interests of gaijin and their main customers. Anything else will be ignored.
- Therefore any discussions regarding TO/nerf CAS/buff this, nerf that are pointless as they would have an impact on the very smart created need for CAS aircraft in ground modes.
- Imho the only realistic way to improve the game play for all is to add options to participate in the combined arms modes whilst keeping the basic mechanics intact.
Currently we see an option of a delayed usage of CAS based on the game set up - and the average pilot will always choose a CAS plane as a ground kill is based on the current mechanics way easier to achieve than an air kill - and the reward schemes (eye for an eye) and “features” (kill cam) are set up in a way to support this behaviour.
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Therefore the idea to add options like aircraft without A2G loadout (and ability to interfere with the battle on the ground) to add CAP to the first spawn options. This might be suited to encourage players to use an SPAA as first spawn in order to protect own air and ground units.
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Imho the main advantage of Ground RB vs Air RB is the mix of air and ground battles at the same time - this creates a “special” atmosphere to this mode, whilst Air RB lacks this completely.
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So if gaijin excludes designated pilots to participate in this “Combined Arms” mode due to the need to use a detour via a tank there are simply not consistent in their view on things - there is no need to own a tank to fly in Air RB.
So again, i like your idea with starting with a certain amount of spawn points. Imho your additional comments regarding Air RB are valuable, but imho off-topic.
Bomber sight gives you more than enough accuracy for large bombs at 2KM, the issue being against moving targets.
Well if specifically talking about the large bombs then there will be a chance, but previously you highlighted unguided rockets.
Most air vehicles have neither bomb sights nor the large bombs (depending on what you mean exactly, though of course we start to see 2000lb bombs which I presume are more a menace after the 1000lb and 500kg “norm”), and most targets will be moving if aware of an aircraft dropping/firing at 2km .
If someone suspects a revenge attack, or just aware you are at direct risk, then chances are the ground vehicle will not be caught by a 1-2km lob. If you are just a random target an enemy has chosen then this is obviously limiting the chances of moving from such an attack, the same kind of situation when being shot by another ground vehicle you are totally unaware of; a typical scenario in my experience and until guided munitions take hold later on it is not such an egregious disadvantage. Keeping in mind the idea of around a 2km launch position.
Gaijin could also set itself apart from other shooters by removing the kill camera and forcing airfield spawns on planes in the Realistic and Simulator modes - even Sim has the atrocious kill camera. Or at least delaying when the kill cam footage plays into a “highlight reel” at the end of a match. It’s totally okay if AB keeps the current kill cam with the mobility buffs everything gets there.
The endless back-&-forth over CAS is mainly fueled by revenge kills, which do nothing to make the gameplay experience more enjoyable and if anything just leave everybody snarling at one another. Then the occasional CAS weapon nerf caused by this snarling which then bleeds into and sometimes ruins significant portions of other game modes with no player-controlled tanks at all.
As long as CAS is a “power-up,” it cannot be ever truly “balanced,” since one team will always get it up before the other, and the other team will then always complain how “OP” it supposedly is. Raising SP costs will either 1) do nothing or 2) suddenly cut down the number of aircraft so dramatically that the few that do show up are uncounterable due to nobody spawning AA/SAMs.
That is why I so strongly suggest to ditch the mechanics encouraging revenge bombing and to (re)buff the counters to CAS.
CAS still has a need due to the map design and objective setup, and it can be fun to use. But rage-inducing mechanics that make people believe its stronger than it is have needed to go for years now.