CAS problem

but IRIS-T SLM is capable intercepting those missiles IRL

I’m sure it is, and does so with great effectiveness in real life.

The problem are two fold - 1) saturation. Sure, it may get some or all of the missiles but then you’re reloading and get hit by another guy doing the same thing. 2) only one nation will have that missile.

The Swedish one might be able to do it, but it only has 4 missiles (8 with an ammo box) so the saturation is even easier and its range is much reduced. One su-30sm is capable of depleting its missiles and still having two of its own left over.

Fundamentally, these things are not able to be balanced in game. There’s no shame in admitting they were a mistake and removing them.

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will see how they gonna implement buk systems those gonna have all stats they have IRL and better

Maybe so, but that will be a Russian system so won’t help everyone else unless gaijin do something disgusting like giving the Indian buk to Britain.

The new Sam systems are a sticking plaster in a gaping chest wound. Systematic changes are required.

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I switch to ir lock and fire when they are in range
Works alot of the time and u still have time to intercept anything that isnt kh38 but even then its not extreamly hard just need to be aware

Why is having TO only mode considered stealing another mode.

Players want to play combined arms? They pick that mode.
Players want TO mode - they pick that one.

No stealing. Both modes available. Give the people what they want.

(Oh wow - I responded to a really old post. oh well)

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What was actually said in the context of the quoted post is taking RB GFs wholesale and converting it into TO.

In the post I was responding to, there wasn’t going to be any choice between modes.


Edit: False flaggers got mad about that history being brought back up. Maybe they don’t want people to know about it…hmm.

Even a certain other game nerfed the mechanic that could kill you with no counterplay because surprise surprise: It isn’t fun
Seems we need to continue “enjoying” it though

From my experience, playing actual CAS I.e rocket pods and dumb bombs, is next to impossible in top top tier due to how developed AA is. If you get 1 kill with let’s say MIG-29, then you’ll be lucky. Maybe it’s a skill issue. But, this is from my experience.

In my opinion, guided bombs and TV guided missiles should cost a ridiculous amount of points. While, dumb bombs and rocket pods should be cheap. But, if this gets introduced, the AA should get a nerf.

When it comes to helicopters, them speed diving to the side and doing a flip is ridiculous and likely unrealistic.

So… I wasn’t involved in that back and forth, but in back-reading it appears most of that was tongue-in-cheek. But I could be wrong.

All that aside I think there’s room for combined arms mode and TO mode.

CAS would be a smaller problem if Gaijin could be arsed to give all nations thoughout the BRs some good anti air capability, instead of spoonfeeding the same nation AA upon AA while others gets a shrug and a “we are aware of the problem and we will fix it soon™”

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They have simultaneously given USSR the best SPAA while also nerfing NATO agm munitions into unrealism

when the Strella got a a BR raise, they have a new one ready for its spot, wich means they worked on a AA to a BR there were one, while other nations lack AAs.

They even spend time making a 7.3 AA for USSR while they have good AA at 6.3 and 7.7, while nations like japan got one at 5.3, and then the next is 8.3. (USSR have 5 good against air and one insane tank-killer AA between 6,0 and 8,0)

god forbid “some” nations shouldn’t be defended against air while other gets absolutely nothing but a shrug.

It’s because realistic is so not realistic. You would never deploy tanks without a good umbrella. It’s just random spawn and people will just adapt to the best possible outcome.

The only thing that can fix this is quotas of anti air or AI air defense over deployment area. Then spawned Anti would have to advance with tanks.

This would require much larger maps for ground.

Trouble is every game company has Fornite envy now and continue to turn their games into death funnels.

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even with russia having both the best SPAA and AGMs, the pantsir isnt enough.
when i play russia i literally pray that the enemy SPAA manages to kill the su-30 because of how free the kills are for CAS.
and on the other hand when i face a rafale or eurofighter on a map where they can easily fly near the ground without me seeing them, i simply accept death and rotate around like a schizo trying to find where the aircraft is

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In the context it was given, it appeared to be serious. As a vehicle for TO…it wasn’t a good idea.

I’d be inclined to agree, at least in theory if nothing else.

I suspect the trigger-queue idea is the best avenue to realize TO in practice: my idea about it is that the matchmaker for a given +/- 1.0 BR range assembles enough (~16-32) people ‘open’ (opt-in via settings) to TO queuing in a given range of RB GFs MM, it tosses them into a TO battle and voila…

Good spaa controlled by AI is making CAS players crying again and again flooding the forum about spaa bias.

Where did i say it was

In our defence (ASB):

In what world is it realistic for an ostwind or their ilk to be driving at ~35-45 km/h on rocky, hilly lumpy terrain…

See a plane flying past at 2.5-3 km altitude at 450-600 km/h.

And shoot it out of the sky (defined as oil leak, severe engine damage) the moment the convoy finally renders?

In ASB, unless you have guided munitions convoy SPAA is impossible to engage - making the objective impossible to complete at WW2 brackets where you’d be using dive bombing and IL-2 and rocket strafing to engage such objectives.

This makes the objective impossible to complete, causing it to become a ticket RNG and limiting gameplay space to only engaging with A.I bomber objectives, air superiority objectives and battlefield tank battles.

Ideally, the ASB convoy SPAA would be coded to require proper real life tactical bombing methods.

This would be:

  1. Fly at ~400-500 km/h at 1.5 to 2 km altitude depending on aircraft.
  2. Line up the convoy with inner 1/3 of your wing
  3. Turn onto the convoy once lined up.
  4. Initiate 70 to 90 degree dive, accelerate to 550-600 km/h (faster - the more accurate, but harder to pull out in time).
  5. Release bomb at ~500-900 meter altitude depending on your aircraft
  6. Pull out into a flat extension to get out of the flak/AAA cone asap
  7. Begin climbing.

This is the prescribed, proven and true WW2 dive bombing method for dumb bombs. See Spitfire manual by the air ministry that I’m sure I had had linked earlier. For rocket strafes, the angle of dive can be reduced to 60 degrees (as discussed for P-47 and P-51 at least).

Of course this should still carry risk - but the convoy should either stop to be able to hit you or only have a window for doing under 800 meters to the SPAA in question to encourage optimal angles, speeds and extension methods, and definitely not what we have right now where it snipes you mid air at 2-3 km away at 2-3 km altitude without warning the moment it renders in.

It also requires convoys to finally render at a proper distance and not randomly disappear. While trying to practice proper dive bombing procedure in customs, mission editor and test flight, I’d regularly witnessed my target tanks and SPAA to literally phase out of reality as I circled at 2 km altitude and I was using Tunisia to ensure maximum visibility against the desert sand.

In that vein,

@Pangolin_Fan At WW2 brackets, you should heed the above dive-bombing strategy if you think SPAA are overpowered. Gun SPAA is not gonna be able to hit a small fighter-bomber at 1.5-2km altitude and will have a terrible time catching you during that short dive bombing section.

The British and germans and americans did this kind of tactical bombing for a reason. Especially the germans, they hyper-optimized it with their stuka.

Of course, graphical settings must be optimized for spotting from such high up, which is a lament I can concede towards because I really hate how rendering in this game often forces you to use really ugly post-fx settings just to be able to spot enemies in SB.

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was what