I take screenshots of players using CAS against me for a while now. At this point, i have sorted out 651 such screenshots (from the others that are not made of such player stats.
I made a Java program, that gets the tank kill and death counts from each screenshot, and then averages them.
At this point, that 651 player has this stats combined:
Yes, they have an average K/D, that is barely over 0.5!
Whenever i get to 1000, i will collect stats from players that kill me using a tank, and we will then compare…
That tells a lot about the players that use this mechanic.
The sad trutsh is, that these players, instead of learning to play with tanks in tank mode, just choose to go the easy way and use an unfair mechanic.
It is a tool used by Gaijin to keep these players in the game by giving them an unfair advantage, so they don’t have to learn to play with tanks to get kills.
Air does add an element of almost unfairness, you effectively get another or several other vehicle(s) for free. It doesn’t matter if you die while in an aircraft as you magically return to your tank and wait for the next time you can blag a plane.
I would love to see the destruction of a plane result in the simultaneous destruction of that players ground vehicle, surviving and ending your flight with a kimikaze kill has a consequence. This isn’t an unreasonable idea ;)
Also there should be random ground to air support, just magic a few into existance is good enough. This should also push those keen on racking up cheap kills into flying rather than hovering a few kms out.
Literally just had two AA tracks killed as soon as they spawned and lost the magic invincibility by helis at 3 & 3.5 km, then I’d already killed another 3 with my first track.
“Players provide it, developers choose to take it or not.”
More often it seems that Players provide it , game developers ignore it. But that’s pretty common in any game, the times devs listen is when it’s going down the pan and their salary is at stake.
Planes in AB arent a problem, beyond planes with tiny tims and kinda the 7.0 bracket, but that can easily be fixed by lowering aircraft spawns. Ninety percent of the time you can just move away from the bomb, and if they targeted you while you were disabled then good on them lol
Destroying your ground vehicle as a penalty for crashing your plane - counter productive for the devs, this would make less people use the planes, especially when figuring out who’s at fault for crashing the plane is tricky. What makes sense is that you only score the kill and points if you survive in the plane, but still it’s penalising if you have interceptors on the back. It’s an unsolvable problem with current setup with limited time. If you had your own plane for unlimited time, then evading risks is part of the skill, with predetermined close distance spawn layouts it’s just random.
Also I tried suggesting that if you get killed by CAS, you don’t lose the vehicle you lost, but you have time penalty based on how much of the damage was not from the CAS, so if the CAS just finished you off, then you have to wait for a long time to reuse this vehicle, but mods were against it because it would open up the flood doors for different conditions of how death is counted… despite plane deaths not counting as a death…
Good point on the AI/NPC SPAAs on the ground - if you make it so that each team has it’s own AI SPAA on each side of the front that’s going to shoot down planes crossing specific line, then there’s no strafing from behind, which is really annoying because ground units don’t have full map so the direction marker is skewed at the edges.
no, they are a problem. Yes, tiny tims are explicitly bad, but the game “RNG” decides the outcome of the match this way often - if you have interceptors spawned too far away to chase you, then you can drop the bombs from high altitude. If the map has buildings/urban environment, those will make bomb whistle working only after the bomb passes height of the building so like a fraction of a second before it lands, and if you are at an alititude over like 1200 meters or something, the forced fuse is not there, so instant bomb explosion is still there. If you spawn in bomber and have interceptors right in front of you, you cannot do anything in a bomber that will loose significant portion of the speed if he turns away. And most of the time it’s like that if you’re doing some task that the bombing would help, and you’re unobstructed if you’ve finished your tasks - just making sure by average that people stay longer in the game.
Arcade Ground Bombers are too flimsy my tail/wings/etc. all go flying off in the first spray. Also it’s complete RNG where the fighters spawn so often time your friendly fighters are 1km behind so they have a 0% chance of catching up.
My games are being ruined to the point id rather do my own custom games.
Every bloody night game after game the noob air battle players log in to GFs just to fly and bomb with little or no idea what the hell to do sometimes with two vehicles they die then leave the game ,how is that allowed to happen ?.
Aircraft in GFs should be limited to 3 planes like the ground vehicles when they’re lost you lose both the tank you started with and the plane used,
None of this unlimited plane BS ,or if that’s the case give us unlimited tanks like in RB but an arcade version
I for one am sick and tired of playing this game night after night knowing the same types of players are going to be flying instead of helping the team ,
If that’s the case then war thunder will be losing players and the income they bring due to their stubborn realisation that the planes in GFs have now become the primary vehicle and the tank is just a tool to get one .
When will they finally nerf the plane spam to stop games being ruined ?.
Its bad enough having a BS match maker this is making the game worse
Plane spam is a complete non-issue to be honest. As long as you are semi-aware of the sky you are fine, and if they bother you, spawning fighters works 90 percent of the time- its a good way to pick up kills, too.
You can still do this, although I don’t know what it will look like on the top ranks.1-put simple and fortified artillery installations on the respawn points, 2-bombs and missiles stop causing damage to tanks, 3-tanks cannot kill artillery installations, 4-artillery can only be destroyed by aircraft, 5 - with each destroyed artillery installation, the percentage of artillery strike power is lost, if the team has lost all artillery installations. it will not be able to trigger an artillery strike on the enemy.
We actually had this part way back, and it was removed because people couldn’t understand it and kept complaining when the artillery was taken out that they couldn’t put out artillery.
Oh don’t get me wrong, I’d love for it to return… It was one of the things that made making the effort to get there and find them faster, all the better.
They weren’t actually marked on the map, they were awesome.
You’d see someone hitting them on the killfeed, and then your artillery was just greyed out the entire time. It made spawning an SPAA to catch someone taking the shortest route over the field a benefit.
When/IF I get a bomber, there’s an enemy fighter spawning right behind me.
2/3 of the time I don’t get a chance to drop my ordinance. It’s a dumb setup and a waste of my time.
But when I get a fighter, I’m usually 1.5km away from enemy bomber and there’s not enough map to play catch-up. Just terrible luck in this aspect.
But yeah, the bombers probably need to go. Fighters and attack aircraft should suffice.
I’m also for limiting air attacks to one-per-person. Earn the points, and decide when best to use it. Tired of seeing players bomb the crap out of our team, only to come back 3 min later with another one…
This has been asked for numerous times, even in the old forums.
while some minor changes have been made with the CAS fly-out;
removal of ground marker for fighters;
no fighters escort if no enemy fighters are present;
“better” survival rewards;
Ways to improve:
Add at the very LEAST ticket bleed for plane destruction, now it is ZERO tickets, i’ve check it many times while playing SPAAG;
Do something about plane fly-in direction, to many times from the rear, where cover is then a problem, particularly with helicopters;
Look at plane load-outs, some have a single drop (USSR bomber, KIKA), while others have 28 500 lbs drops (Buckaneer, iirc), it should be a reward not a WoMD ;);
look at AIR BR compared to GF BR, all toptier helicopters are 10.3 in GFAB, which results in 9.3 and up facing Tiger with PARS 3, and other laser guided ordnance, al while SPAAG are 9.7 with mostly a canon and SAM combo, but easily outranged or defeated with counter measures ( which als needs to be looked at the amount)
look at SPAAG SAM availability, most USSR,JPN, (Mistral) have a good, free SAM, while other nations have a pathetic starter SAM, or a very minor upgrade to the Stock one.
Fist stinger is contact, K variant has prox fuse, first Chaparal missile has no IRCCM, second still goes after missile fired from choppers. IDF Chaparal has the most expensive at nearly 1k SL per shot.
From all top tier SPAAG only the FLAKRADRAD needs to unlock VT-1 and therefor is the only SPAAG with ammo cost.
add more SPAAG’s to tree that have HUGE gaping holes!!!
-USA has no tier IV SPAAG, to fill the HUGE gap between M42(5.0) and M163 (7.7);
-GER has no real gaps, just that the Wiesel 1A4 isn’t a SPAAG!;
-USSR has no real gaps, maybe extra vehicle between BTR-152D (4.0) and BTR-ZD (5.7);
-GBR has HUGE gap between the Skink (6.0) and the Falcon (8.0);
-JPN kas HUGE gap between SUB I-II (5.3) and the Type 87 (8.3);
-CHN has no real gaps, could do with more SPAAG;
-ITA has a gap from Leo 40/70 (5.3) to ZSU 57-2 (7.0) and a significant gap between SIDAM (8.3) to SIDAM Mistral (10.0);
-FRA has a HUGE gap between AMX-10P (5.7) to AMX-30 DCA (8.7);
-SWE has a gap between LVKV42 (5.0) to ZSU 57-2 (7.0);
-ISR has a gap between TCM-20 (4.4) to ZSU 57-2 (7.0) and after Imp Chaparal (10.3) no top tier SPAAG;
YUP, only in the very beginning of GF they had contact fuses, now it starts counting from the moment of release, so drop high enough and target has very little to no reaction time.
And the bigger the bomb the more room you have for accuracy.
A GER 1000kg bomb has a 17m armor destruction and 203m fragmentation rang, for the massive 1800kg bomb it 30m and 229m respectively. Thank god that thing is not on GFAB ;P
No, mainly due to sheer Heli vulnerability atm + the fact that ticket bleed is too fast already imo.
Agreed.
laughs in A-10
Agreed here, it would be nice to make these consistent. Interestingly, I find the USSR bombers actually very good given the explosive power of their bomb- their defense armament usually nets me an air kill, too.
This is moreso a gap from the USH 204 GK to the Bkan 1C- both the ZSU and Lvkv arent good at AA work.
two choices
Either less planes or more available tanks or 3 for 3
3 Tanks ,or 2 tanks 1 plane , or 3 planes .
alternately for every tank lost ,one plane is lost and vice versa .
if you join in a tank and then fly and one or the other is killed you lose both ,at least players wouldn’t be able to join from air battles get in tanks drive around till a plane is spawned ,bomb someone ,tanks dies and they leave game ,which is what’s happening now and leads to unbalanced players on teams