You can, but you have no incentive to do it if there’s no requirement to have them. Any other light or medium would be better unless there’s a specific requirement to be able to deal with planes. Again, you’re not looking at this from perspective of gaijin where they want to figure out how to encourage as much players as possible to use those vehicles.
I just explained how they can, but yeah, keep disagreeing…
… and being ignorant…
…again and again…
Again - it’s just the current state and I was separating the game mode and mechanics from the balance. The current balance is indeed BS and making artillery the RNG. But I was talking about the mechanics where you choose where the bomber or strike aircraft drop bombs/fire rockets, and wait for it to happen hoping it’d have an effect. Again - this is something that would make more sense in context of balance because we wouldn’t worry about planes behaving completely differently than when you can play them in air modes, so they could be nerfed, but still it would feel like RNG or it would feel useless like artillery. But it could be done if you would want a symmetry against air modes and have aircraft in the game while not being playable by players. It was just a thought exercise to show that it could be done like that if you’d want to have actual symmetry against air mode.
Again, two separate things. One is the presented problem of having to have something to deal with aircraft, another is that doesn’t mean this exact problem should be the only thing this vehicle is supposed to be useful for dealing with.
Prevent you? nothing. But if you don’t need to use them in AB, you’re most likely not going to grind them, unless there are some of them that are good tank killers. And once you’re for some reason deciding to go to RB, now you probably should have them and that’s a friction point. There will be people that will of course deal with it and do what you said, but then there will be a lot more that will not have them, keep complaining about CAS and leave the game or get back to AB, and gaijin most likely doesn’t want that.
Again - it can be done, for example with rewarding CAS points only when they attack scouted/marked targets. This would encourage them not to waste bombs if they’d have to return to airfield to reload for example. If they get killed by sticking all together, but it’s not rewarding the CAS - their fault for not spreading out - they could’ve been killed by artillery strikes or sturmtiger in such situation. Also if there was a warning system + awareness reduction when you’re diving into the stream of bullets + pilot reaction, then if you have multiple tanks that have turret-top guns attacking the planes, we get the same effect as in naval if players want to survive in the plane, as long as the plane is not freebie like in air mission.
Again you cannot separate current situation from what I’m talking about that can done and decide to ignore it.
yeah, right:
Yes, we cherry pick those mechanics that let us be in control of the situation in the gameplay. We cannot assume that we have to implement every realistic behavior, but we can pick them one by one and implement those that are added value for being able to balance things better.
No, it is the same as when you are designing a product and you are choosing what audience you are targeting it for, so you are discarding problems that you cannot deal with when implementing this specific product, while tackling problems that are advantageous to be tackled for marketing this product.
Yes, because hitting a huge object that has a wooden deck that can be put on fire with all your fuel makes sense to kill yourself for and neutralise two thousand of soldiers of the enemy team, while killing yourself by crashing into the ground and missing a 3-5 crew vehicle makes less sense.
I don’t complain about historical accuracy. I explain that because we have balance based just on historical accuracy of vehicle performance stats, there is no proper balance if the human factor of fear and perception under fire is not involved where it really mattered. Read about or watch video about the point of SPAAs in WW2 - they weren’t supposed to take down every plane, they were supposed to scare off the pilots and take down planes from time to time if lucky. That is why if you use flat vehicle performance data and put the planes against SPAA, the planes will always go YOLO and win.
I’m playing mostly WW2 tiers, so that’s one thing, but once this (balance through human behavior) happens for non-radar guided SPAAs, it will probably be able to look at the high tiers having similar problem and then maybe they’ll let SPAAs be more effective there. The missile range is a problem of vehicle types, so as you mentioned before - long range missiles shouldn’t be there in the combined arms mode, I think, unless at this tier there are those S300 long range SPAAs etc.
If you have BR 1.0 event vehicle, you can do the 40K points with 1.0 vehicles and funnily it works for the event. The same works with battle tasks that you can do them if just the first played vehicle/aircraft is rank II and then rank III corresponding to first and second task, so you can have just one low BR rank III vehicle and you can roughly play BR 3.3 in AB to complete season tasks.
Go read again or keep being ignorant. Remove the bomb sights, make it spawn like in naval, don’t let them get kills when you crash into the ground etc. All possible.
Right now that is correct, because you can YOLO and there’s RNG deciding whether you successfully do a bombing run or not because of air mission mechanic being stupid.
It’s not that trash players use it - the players that are optimising their grind - those are called min-maxers and it’s a thing in game design. Sadly the optimal way to grind events is to use bombers in GF AB ;/
Go back to school kiddo, if you don’t want to be constructive in the discussion…