CAS second spawn multiplier reduction

Lol, lmao even.

They didn’t go far enough. There is no snowballing rant thread in Naval about CAS partially because whether people bring their own CAS or not, everyone is given the same tools with the option to bring more.

If a person can only become a “pure tanker” by their own choice, it now also becomes their own choice if they die to something they could’ve avoided by not pidgeonholing themselves as a “pure tanker.”

Why not both? At the end of the day, any would-be CAS Complainers get boxed in by their own warped preferences, which is what they deserve after coming to a game not built to their preferences and then trying to scream it into oblivion until it suits their preferences.

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Or maybe because most of ships have AI AA to deal with planes ;)

Small yet very important detail.

As long as gaijin introduces TO we will only see nerfs/buffs that no one asks for and really wants.

This “change” only proves it

Fine-tuning is necessary for all aircraft and ammunition and they are too lasy to ddo it (they can’t make separate fuse timing for different aircraft). When you make changes to all aircraft at all BR levels, it ruins the balance.

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This is why CAS haters only advocate for nerfs to the whole system rather than to specific problem child planes. They don’t want balance, they just want the game to be easy.

Imo, the best way that Gajin could apply specific buffs/nerfs to different planes without having an overly complicated system, is just dividing planes into difference flight performance tiers.

Light fighter 650sp (Yak-9, Spitfire, Zero)

Heavy fighter 550sp (Fw-190, P-47, Il-2)

Light attacker 500sp (AD-2, Do 335, Mosquito)

Heavy attacker 450sp (Me 410, P-61, Tu-2)

Bomber 400sp (Pe-8, B-29, P.108)

Gajin could then freely move a plane up or down in tier, and adjust SP costs for specific plane ordinances.

It’s simple, and would solve many CAS balance issues.

It’s because we know gaijin is too lazy to implement an actually sensical system so we ask for the thing that is easiest for them to implement. I am not against a more nuanced system but we all know that with the snail running the game that is just not happening.

1 Like

Blockquote
Someone??? Literally everyone has been complaining about this.

yeah im agreeing with you, the maps fucking suck i just wish gaijin would fucking listen to us but ive noticed that anything said here on the forums normally doesnt get noticed its just an endless void of shit mods that remove stuff they dont like or deaf ears

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Blockquote Of course it’s frustrating - but the solution is to completely reform how CAS works, and in a broader sense also the objectives & maps tanks use alongside that, not removing or “removing” planes to throw a rug over the stain.

i agree but the problem is you are using your brain, something gaijin doesnt do i would love to have cas actually take some fucking skill and not just be oh look 6 free kills cuz i capped a point or got an assist. gaijin hasnt “reworked” a gameplay mechanic pretty much ever unless its naval or hull break as far as i know. but yes i agree it would be nice but the devs do not play this game

That sure does help, indeed ;)

I fail to see the “need” for it, but believe what you will. Simulator Mode already has the framework of a better solution anyways. Idk why snail decided that aircraft need to be “powerups” in RB mode.

All of that paired with Simulator’s style of Spawn Points, where every player has 1000SP at start and cannot earn more through any action (caps, kills, hits, assists, etc) would be excellent.

That being said though, you should probably specify “Light Fighter with effective anti-tank capability” and “Heavy Fighter with effective anti-tank capability.” with SP costs like that.

Light Fighters with only air-to-air weaponry should cost less than all of the CAS options intentionally. Heavy Fighters with only air-to-air weaponry less still. I would propose 300SP for the former & 200SP for the latter.

You cannot truly “balance” CAS so long as it remains a “powerup.”