No you can’t, because if you spawn “10 OP AA” at once, you lose ground battle IMMEDIATELY.
You guys write all the time about “cheap AA”, but AA weaken team more than a plane.
If one AA can’t handle one plane (look at low BR - how many SPAA needed to cover your team?), then you must exchange tanks for AA until their number will be sufficient. This lead to thinning armored forces on field and defeat.
I think we need role-based matchmaking for solving this.
With balanced for each “era” amounts of tanks, planes and SPAA.
Well,people that dont have SP to spawn another tank spawns SPAA or people who see enemy have air and your team have no SPAA spawns one instead of another MBT. Besides just single SPAA is enough to deter a plane. Now let alone lets say two IRIS-Ts,thats 32 missiles ready to shoot without reloading,more than you’d need for any CAS.
How do you know someone 10-15km away is going after you ?
How do you know another tank isn’t already watching you and getting ready to kill you ?
How do you know another tank won’t push you in the next 5-10 seconds to kill you ?
There’s no sugar-coating, every J-out is a kill denial.
Enemy team lost the chance to get SP, RP and SL from killing you, so they are negatively affected by your action meaning you should be punished.
The purpose behind it makes no difference to them, so using that to get away for free pretty much works only in games with bottom of the barrel moderation so you might be in luck, as it’s WT after all.
Why don’t you remain stuck as a way to teach yourself to not cosplay as a Spiderman in a tank game ?
His reports are perfectly justifiable as pretty much nowhere do the rules say that J-ing out is perfectly legal in any case, so it’s up to personal choice.
Just imagine the better use of time and resources by making that process automatic where everything is already determined.
Ok then. Again we have different views on the J out because how vague the guidelines are. You stick to yours, ill stick to mine until Gaijin decides to update a more specified details of every scenario like ya want them to. There is no debate or discussion for this topic to continue since none of us are going to change our minds or thoughts about it.
That’s fine, I was just surprised you told him that spamming reports for something that isn’t explicitly stated to be legal might get him in trouble.
Also, they could update the rules to fit all scenarios or just apply the same rules for every action of J-out.
I’m actually surprised you are holding your ground as I gave you a really good reason not to.
In every J-out action the enemy loses the chance to get a reward which isn’t really fair for them, regardless of the reasoning the guy who performed that action had.
That’s like you cause a car crash and you want to get out of it for free because you didn’t mean to. That doesn’t mean anything to the guy you hit, as his car is damaged either way. Sometimes your intentions don’t really mean much, if anything at all.
Holding my ground because it doesn’t make sense to me that every J out is a kill denial. Spam reporting/complaints can lead to a potential false report of innocent players as well. It’s fine to report, but not spam report like crazy.
It is forbidden to use the in-game complaint system to send irrelevant or groundless complaints (including “spam” complaints) or insult the Administration, Gaijin support agents, managers of Gaijin’s Websites, Game developers, or any other persons and entities. The Users in breach of this rule will be restricted from accessing the Game for up to 1 day. In case of repeated violation of this rule, the Administration may impose the Game Access Restriction for the period from 7 days and up to permanent Game Access Restriction.
Title: Encouraging good sportsmanship in air simulator battles without increasing score and rewards: plane lockout for ejecting!
Hello!
Preamble
As we have observed under event periods and even outside of events, bad sportsmanship has started creeping into air simulator battles that have been souring player enjoyment.
A classic solution proposed is introduction of proximity kills for crashes and ejecting, but they’re liable to be abused and I am not very confused in them getting implemented.
As such, how can we prevent people from engaging in bad sportsmanship without altering the economy of air sim and introducing potential new vectors of abuse?
Crew Lock: Sim Edition
The answer could potentially be very simple: If you crash for seemingly no reason or eject without sustaining damage, you should not be able to respawn for a variable, scaling period of time with that aircraft/crew within that sim match.
Why would this work?
The reason a lot of people eject and intentionally crash is two-fold:
Bad sportsmanship to prevent people from killing them, often to discourage PvP players from participating in a lobby they want to fix and rig
At least doubling the score they can earn under unit time by skipping the return-to-base component and landing components of a sortie, cutting their fly-out times in more than half.
caveat third: It’s a new player who means well (“Pilot must survive”) but is unfamiliar with the lack of proximity credit in sim unlike RB.
For case two, being forced to wait and stare at a countdown between respawns removes this abuse vector entirely.
For case one, it punishes abusive gameplay similarly to teamkill induced kicks and hopefully discourage it (or if failing to discourage - removes the offending party).
For the “let’s assume best of people” caveat third, well - it’s collateral damage but nothing a pop-up or loading screen tip explaining that “wasting a perfectly viable aircraft is punishable by court martial” or similar warning to only eject damaged aircraft.
The nitty gritty:
Obviously, we cannot just punish EVERYONE who crashes nor can we punish everyone who ejects from a structurally sound aircraft. After all, anyone who has taken out a spitfire is intimately familiar with what it feels like to be inside a washing machine for their first few practice flights and many aspiring messerschmit pilots find inspiration amongst turtles when it comes to taking off - flipping onto their backs.
As such, this is how I would implement it to spare genuine rookies and offer grace to those who mean well:
WHAT INCREMENTS/DECREMENTS THE PENALTY COUNTER?
If your aircraft has suffered ANY damage from a PLAYER UNTIL you have landed and repaired - ejecting and crashing will NEVER penalize you - you’re giving kill credit!
If your aircraft has suffered damage from mid-field AAA at “Arrows”, “Convoys” or bomber/attacker/spyplane formations, ejecting and crashing will not penalize you until the end of the current useful action cycle for you (not landing!). The difference is because there’s room for abuse by intentionally fishing a low-damage hit from A.I for “Case 1” players.
If your aircraft has suffered damage from enemy airfield AAA and crash/eject while at least critically damaged , you suffer no penalty until the end of your current UA cycle.
If your aircraft has suffered damage from enemy airfield AAA and crash/eject WITHOUT having suffered critical damage (critical is defined as hits that if dealt by a player would lead to a message indicating such), you receive a “+1” to your penalty counter to that air crew.
If your aircraft has NOT suffered any damage, but you are WITHIN 1.0 km of your airfield, ejecting and crashing suffers no penalty. This is grace for rookies turtling their BF109s and doing backflips over their main gear or stalling as they turn onto final.
If your aircraft has NOT suffered any damage, but you are WITHIN 0.25 km of your aircraft carrier, ejecting and crashing suffers no penalty. As case 5, this is to give grace to rookies failing their carrier landings and for everyone experiencing glitchy aircraft carriers on take off.
In all other cases not covered above - ejecting or crashing your aircraft incurs a “+1” to your penalty counter.
If 30 minutes pass since your last “+1” to your penalty counter was incurred, you gain “-1 penalty.” In other words - genuine mistakes are forgiven by showing it was a one-off. This timer starts from 0 whenever you gain penalty (so penalty at 0:22:00 and penalty at 0:40:00 only loses one point at 1:10:00)
PENALTY TIERS:
At 0 penalty, nothing changes
At 1 penalty, the player receives a warning that continuing wasting aircraft will result in punishment and loss of flight permission.
At 2 penalty, the player receives a sterner repeat of the earlier warning and is locked out for 90 seconds (1 minute 30 seconds).
At 3 penalty, the player receives a warning and is locked out for 5 minutes before they can respawn.
At 4 penalty, the player is locked out for 15 minutes before they can respawn.
Potential options:
The penalty can be limited to crew slot
The penalty can be limited to aircraft type all (fighter, bomber, strike) are locked out
The penalty can be match-wide.
These options may require live testing, starting from most lenient to increasingly harsh depending on its effects on curbing unsportsmanlike and abusive behaviours.
[poll type=regular results=always chartType=bar]
# [Would you like to see this in-game?]
* Yes
* No
[/poll]
Nota bene: this suggestion got deleted without any feedback from gaijin.
Can you argue against the “every J-out makes enemies lose the chance to get rewards” ?
That on itself is unfair for the enemies as you’re denying rewards.
Confirming that player did a J-out is extremely easy, so false reporting someone is extremely difficult.
Reporting someone for J-out isn’t neither irrelevant nor groundless.
Unfortunate yeah, even if those issues are legit game breaking.
Whenever there’s an air grind event, certain BRs become almost entirely unplayable and chat becomes incredible. Fortunately, Schindlbee did punish those involved when I posted the chatlog buuuut… I cant exactly post it now so no hilarity to enjoy.