There’s been a lot of discussion in previous threads about CAS in arcade ground battles and it seems as though the devs are either not reading or don’t care about it. Issues include, but are not limited to:
The attacking aircraft starts with an enemy interceptor in its after arc and cannot escape getting gunned down in the first few seconds of the CAS sortie. I really, really enjoyed plunging an AR-234 into a steep dive to pick up speed and escape the guy who started on my tail (and in gun range). It saved me for about five seconds…not anywhere near where I could hit a ground target.
So, thanks for wasting my time (again), Gaijin.
Why am I seeing A-10s (as an example), a BR10.3 aircraft in a ground 6.3-7.3 match?
That’s just for starters.
Look, Gaijin, how about having CAS start behind the friendly front line. I’ve called in real world CAS on a conventional battlefield before, the planes typically didn’t show up coming from enemy territory. The way to potentially fix #1 above is to have the opposing aircraft start on the friendly side of the map and they can hit the merge…
Another potential fix is having a random “roll” to see which side has local air superiority and prioritizing CAS to that team…perhaps that changes dynamically throughout a match. Currently you’re following old Soviet and quasi-current Russian doctrine: send the fire support where there’s success, even if they don’t need it. That’s not how the NATO nations typically do it, nor was it how the Western allies (at least) allocated CAS in the Second World War.
Yeah, I also get frustrated with earning an attacker/bomber only to be shot down 4 seconds after spawning.
Agree on planes starting on their own side. It’s fair because 1) fighters are faster and still have a chance to intercept and 2) there’s still spaa to contend with (in most cases) so bombers are not really getting a free pass.
I would like 1 “nerf” added though. Players in arcade should not be able to earn back-to-back (and sometimes a 3rd “back”) air strikes.
I suggest players can earn only 1 of each (fighter) and (attacker or bomber) per battle. Use it wisely.
Cas is OP at every single BR other than around 8.3 and just below the KH38MT it really needs some serious reworking or a ground only mode.
mix of BR compression and america players sucking at the game dragging winrates through the mud
the A10 is undertiered for what it is. for ground battles cas you get six agm 65Bs (admittedly the B sucks ass but it gets six of them with 9L sidewinders and a god tier gun, 90% sure it can run two GBU8s as well at the time time.
seeing as theres ground strike trainers that are higher in BR but objectivley worse for the role it really ought to be moved higher.
im speaking from realistic battles experience here not arcade but i doubt its a very different situation on the other side.
We also get a maus fighting 1970s light tanks mate this game goes for realistic modelling of vehicles but throwing them into very unrealistic situations as far as what you face and how you face it.
Good point regarding the Maus. However, there’s a difference between tossing dissimilar era vehicles together and starting you off in a position that virtually ensures quick death. Consider this, Gaijin’s devs have been pretty aggressive about eliminating decisive terrain in the game in order, I guess, to “even out” the game. But then we have the CAS set-ups as I’ve described. They’re contradictory.
There are a lot of issues with the game ranging from maps that remain small as weapons systems become much more capable at long range, to the creation of map boundaries (that you don’t know until you’ve crossed it) that seem designed to reward the head-to-head heavy engagement and dump maneuver.