Arcade Battle should be changed to pure tank battles

they could. Just use a bot^^

This is an obvious thing that goes for all questions. Therefore you have in scientific polls multiple times the same question just slightly differently formulated.
Sothey should do an actuall good poll, using scientific methods, to gather good data, and not the barely acceptable data-quality there are with the polls now.
That would represent the community way better, even though the devs always have the last word.


Yea… right.

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I do… Check my stats like you proclaim define everything…

If that doesn’t show it, then your precious stats don’t mean squat, so you can’t produce them in any form anymore.

Sorry, but I’m not gonna jump into another rabbit hole because You are unable to understand some things.

I have pointed out something and proved it. Have fun ;)

Edit: flagged for no reason.

You haven’t proven anything as your bad faith example only covers up till the last update… And you actually know that…

Not entirely. Air battles are not combined arms. Also interestingly air RB is another oddity along other modes where you can only use single plane. Not arguing whether it’s good or bad here, just that the argument that War Thunder is a coherent combined arms games is a weak one. Every mode has a different setup and it’s quirks.

I don’t think it that a different damage system is “basically WoT … but” thing. It’s a significant change. Simple HP system with modules for weakpoints in WoT is something that makes the game just about hitting multiple times and winning if you can hit more times more precisely.

In comparison WT arcade is shield and sword combat for most of the mid tier vehicles. You can position yourself to bounce, you can try to tackle multiple enemies without being completely immobilized or gun-crippled. It’s kind of like fencing or medieval knight fights when you get skilled in arcade. RB is more about flanking and tactical taking enemy by surprise so the fencing and positioning there seems to be less useful if you don’t see where all enemies are placed around you - you can’t have optimal position for bounce all the times.

Also the aiming system is significantly more quirky and annoying in WoT and WT simply nailed the controls and mechanics for this.

Anyway, the request to play matches where we don’t have CAS would still be a valid one and allowing people to play tank only modes should be acceptable request. From the CAS-playing players perspective it would mean they don’t have enough ground targets to play with, and this would expose the problem that combined arms in current form is not that fun on the receiving end. Which means people are forcefully limited to sub-optimal game mode for them.

I’d rather fix the balance between planes and tanks, and let people actually play their own planes in arcade with some balancing limitations on top of that, but still I’d like to play tank-only modes as well. Maybe missions where planes are not allowed would make sense. Or maybe making a competitive mode queues based on the tournament matches would make sense as well where you play 4v4 with competitive players at your BR and rating rather than huge pool of random people.

Your stats show that you play ground arcade like 10-15 times less than the ground realistic, so you’re only jumping from time to time back to arcade with your 5.7 lineup after you’ve spent a lot of time in arcade initially on some low tier vehicles. So well, I wouldn’t say you’re at the place to have a well backed opinion about the arcade yet, but I don’t know - people learn at different pace, so who knows. But anyway - you main RB…

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Play smarter, not harder…

It’s not my fault you want to keep punishing yourself trying to get the dailies done on only the modes you play regularly… lol.

Well, I don’t punish myself. I just don’t like RB. I prefer seeing the target markers because straining my eyes looking for targets after day of work at the screen is not my thing. And yeah, I’m also jumping around arcade modes and different nations to finish the tasks quickly.

So anyway - that means you’re just jumping into arcade to complete tasks from time to time because they are easier? Good background for someone arguing with people discussing arcade here :P

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Yes, and what of it?

Doesn’t mean I don’t play it or understand it… Lame strawman arguments are abundant in this realm.

Being good in AB requires much more than being good in RB/SB.

That is why I have full respect to people playing AB as their main mode and being good in it. That is why also I don’t feel confident enough to talk about AB matters, but it makes me laugh that some try to do it, especially when they aren’t even good in mode they ‘main’.

Edit: Some RB/SB player got mad about it

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I would like a tank only mode as ouch as the next guy but the snail has pretty much rejected that notion at every turn. The best fix for AB would be to impliment the naval plane mechanics with some changes.

Planes should cost spawn points. Points are earned through actions in battle just like RB and Naval AB. With this mechanic in place; players would be allowed to bring their own planes.

The change I’d like to see for planes in this mode is the removal of in-air reload. Planes should be forced to land in order to rearm.

A short term fix would be to just remove markers for attack aircraft like they did for fighters.

Anyway I have a deep-rooted hatred of planes but they’re here to stay unless Gaijin have a change of heart.

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I’ll drop my two cents and say this is one of few reasons why I prefer AB over RB tanks
Others are quicker pace and CAS not being that much of an issue (it can be bad but not nearly as bad as in RB)

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Agreed!

Not entirely - define a starting altitude near the ground and force them to fly over the airfield to reload - this brings heavy bombers down so they need to climb up. And makes heavy bombers stupid if they need to start at further away airfield for example and climb higher to not be that vulnerable.

Don’t force people to land, but force them to climb down and reset their speed. And make sure airfield doesn’t allow enemy to chase down there and going towards the enemy airfield is penalised by sure death.

I think all planes should have markers only for vehicles that are scouted/marked/called in for CAS strike rather than allowing freely attacking easy targets. Roaming around the battlefield trying to find an easy target should be penalised by SPAA surprise, and so it should be that if you have ordnance for the ground targets, you go at the ones marked by players needing your help from the ground, and you score significantly less for non-marked targets and the daily tasks for planes are counted only for marked targets.

Apart from this - if we give players their own planes - bomb reticle on the ground should go. Players should learn how to drop bombs when they are in their own planes. Rocket sight is like that - it doesn’t give you exact position and you need to know how to shoot rockets from specific plane. You’re given a plane on your own that you chose, learn to drop bombs. What remains is figure out whether bomb fuse should be forced or not and whether your own bomb blast should damage you so much as in RB or not.

I still cant understand players that want to bring RB aircraft mechanics to AB…knowing that those mechanics make aircraft STRONGER in RB and make it much harder to balance CAS.

Arcade is supposed to be faster…and i for one prefer the current system…less impact on ground battle and more fun to me…i spend a few (fun) moments on planes and most time on tanks.
CAN BE IMPROVED for sure…but using a spawn for planes on AB would create far more problems that it would solve…IMHO.

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I think this is a valid point
If I understand correctly, it would lead to CAS being even more powerful than in RB, with all the assists from AB and point system similar to RB one (while also giving players impact fuse and armament of their choice)
I too prefer the current system. It isn’t perfect but it works.

My biggest issues with planes in AB is two-fold.

Planes spawn at a constant rate. Some matches can have 3-4 planes in the air for the duration of a match with only a few seconds between waves. In short: plane spam.

The second issue I have is the fact that planes in AB currently act as a chance at free kills with zero risk to oneself. Sure AA can shoot down the plane. But that plane ultimately means very little to the enemy team. Once it’s gone, it’ll just come back in 20 seconds.

Conversely, if the plane kills the AA; that player is now down a spawn. That’s something which is basically free to spawn and spam which can eliminate one of a player’s 3 spawns. The plane is rewarded more than the AA in this situation. You can’t spam 8 different AA’s in one match the way you can spam planes. I would argue planes have the advantage here. Even a situation where the plane and AA trade, the plane wins.

AA also has finite ammunition and crew while planes spawn with a full load and a fresh pilot every time. You can see where the war of attrition favors the planes here.

Now let’s look at an imaginate world where some of the earlier suggestions are complimented.

Players have to at least do something in battle to get enough points for a plane. That plane now has value to the player who spawned it. Once that plane is gone it’s gone. Players may think a little bit harder about diving the nearest open-top lest their shiny new attacker get riddled with bullets and not make it to the airfield.

Right now you get a plane and try to find the first cheesey kill you can. I’ve seen players sit in spawn for a whole match and attempt to spam planes only. Quite disgruntling to see.

Tl;Dr. Planes are under-priced and overspammed.

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Despite the all discussions we had and you looking over them, you still choose to ignore the fact that CAS in RB is stronger because there are no lead indicators for pre-radar SPAAs. That’s where the difference comes from. In AB it’s from not being penalised for crashing into the ground lawnmowing etc.

The fact that the plane is free in AB is a systematic problem of air mission apart from air mission having a systematic problem of being constructed in a way it cannot be fairly balanced between its participants, before we mention issues of planes vs ground balance.

When talking about putting naval AB system being put into ground AB - note that we’re strictly talking about the spawn system wich is a mechanic and additional balancing can happen on top of that - either with just numbers like specific BRs for planes in ground AB, or BR offset as it’s in naval AB, but also it can be balanced with mechanic changes like removing bomb reticle and reload in the air and markers for non-scouted units etc.

But the core problem is the air mission system having those two fatal flaws.

Changing the system doesn’t mean the current balancing features wouldn’t change as well as I said above. You want to apply whole thing 1:1 from RB without thinking what needs to happen for the balance as well.

It works, but it doesn’t mean it’s good. It’s a simple system based on things like Call of Duty airstrikes, but it’s unfair in multiple contexts and it should be replaced with something better.

That’s a good point, and I did want to suggest a solution based on this issue back in the old forums - if the plane attack would be treated by actual support for the sake of playing the objective, and since you’re not penalised when you get killed in a plane - you don’t lose a life - why not create a mechanic that when you get killed by the plane, it also doesn’t fully count as a kill. Fully meaning that for example if you’re 100% of your health and get killed by a bomb or rocket, you can respawn in this vehicle right away, but your penalty is that you’re driving again from the start. But if you were damaged before you were killed by the plane, or the plane did damage you that effectively make it easy to kill you - you can respawn, but there is a cooldown on this vehicle based on how much damage you did take from ground vehicles vs how much from the plane.

But as all interesting ideas come to an end - it cannot be accepted by moderation as this could be a precedence to suggesting vehicle having different treatment in context of kill scoring, which would flood the gates of suggestion section with stupid ideas, so moderation doesn’t want to allow that. That’s the reason that we can’t have 1:1 situation when it comes to air mission spawns not being penalised vs air mission plane kills being penalised.

236b60b48a685ecf7d522f80daa65be1

istg if you remove reloading I will-

[Insert very angry Air AB noises]

A short term fix would be to just remove markers for attack aircraft like they did for fighters.

This one is… a wierd one, because of varying aircraft BRs. The main issue at the moment is open-top strafing… and tiny tims.

Imo LT’s and SPAA should not have markers for CAS, possibly as part of a rework for their overall role in AB. However, mediums, heavies, TD’s, should still have their markers.

Apart from this - if we give players their own planes - bomb reticle on the ground should go.
Aight lemme just chalk that one under 'completely removing AB mechanics…

What remains is figure out whether bomb fuse should be forced or not and whether your own bomb blast should damage you so much as in RB or not.

Aight so this is the one major advantage of our current system, and why I think its overall pretty fine-

There is a very limited pool of planes that cant be modifed by the player, are restricted to default ammo, and gaijn can change loadouts.

The current system is fine imo, just needs a few minor tweaks (as I dictated above), but those should come in an overall GAB rework. For now the major thing should be getting tiny tims tf out of ground, because they are a massive issue.

This is even MORE making it like RB… :)

Some of us prefer it as it is…i like as air works in AB…and a funny thing…players HAVE TO spend a lot more time in tanks…air attacks are short by design…

BTW…AB player base would not like to have to go “somewhere far” to reload…wasted time flying around…and games are already short…
Same thing for bombsight…

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