Bombers are not the selling feature of this game yet they announced a rework of them. Why? Why not continue to add 100500 clones then, that they did for years now?
Nuclear Thunder mode, also why? Players already been playing ARB and were eating this… thing. Why would they work on something then, how will it sell something?
The game is about profit, I agree, but features are not exclusively made for profit, lol. Or else why do we have a regenerative steering rework, aphe rework or… digging. How the digging feature made profits??
I look at it as a little developer myself, there is a room for doing things “not for profit” but “interesting to you” even in very strict working environments. Like, someone was interested in making this weird digging feature alongside with craters from bombs. That did not made profits, thats just a weird little feature that required some interesting code, for sure.
Idk, I like reading devblogs and watching devstreams where bvvd describes what they did and why, what they are working on next, etc, I am naive, for sure, but behind these little weird optional features (regenerative steering, more interesting aphe shatter, digging, pneumatic suspension, interesting little visual details of nets/crew/rubber skirts, etc) I see devs who may find them interesting to implement.
Tanking 50 mms with half a kg tnt directly in the tail is absolutely ridiculous… I dont mind bombers getting some buff. They were bad before BUT not like this…
I just hate how they said that interceptors and large calibers will matter more now. But its just complete opposide. 12 mm with AP rounds are the meta aggainst bombers. Thats just wrong. It should have made those small caliber guns do barely anything while actually having need for the big HE guns like 30 mm, 40 mm and bigger to hunt the bombers. But as for now it made all the slow firing or inaccurate large caliber HE guns that uptier planes to insane BRs not usuable aggainst things they were made to destroy…
So “bombers” are just a synonym for a low skill grinding tool which developed over the years into a high skill requiring option for a few enthusiasts within the prop-BR ranges (in which most of “bombers” are placed) as they became hard to use for average players whilst the “grinding by base bombing” still works fine at jet-BRs - that’s why almost everybody is base bombing with Mach 2 jets.
The selling feature is neither immersion, historical accuracy or anything else gaijin is advertising. Its an easy to use and little to low skill requiring vehicle based shooter optimized for the demands of their main income group - and looking at the game for more than a decade all indicators prove this for the popular modes.
Based on dozens of studies within the gaming industry the player retention is the ability to keep players as long as possible in the flow channel whilst your challenge as game designer in charge of profit is to determine the economic value of players over time, the correct identification of your main income group and your ability to focus on the most profitable periods.
In other words:
A company active over a decade with millions of users and billions of user data is able to determine with which customers with which average retention spawn they earn earn the most at which levels (wt = ranks) and where are obstacles which prevent them to get there.
That’s why this whole thread looks interesting but works from my pov mainly with the wrong assumption that gaijin would make decisions out of the blue without any clue.
From my pov it is the opposite: Gaijin has a solid track record to match the demands of their customers with minimal expenses whilst maximising profits. What you miss is that most of their main income group is neither active or interested in this forum.
Except there was a choice? According to soviet p39 pilot (Mariinskii Evgenii), they had a choice and could prepare their plane for mission. For example, they could remove all he shells for ap on 37mm cannon for ground strike mission.
Lend lease aircraft with lend lease munitions and they still had a choice.
That’s because mine shells detonate on impact, so in low AOAs (25º or less) the damage is not as good.
*note: the wrinkles on the rear part of the fuselage were there prior to the shooting
Another take that has nothing to do with reality. Someones seems to be forgetting that by the time fighter players get to aim at the bombers, you are already shooting with multiple guns and multiple gunners allowing room for mistake.
On the other hand, fighter players do not enjoy this kind of easy gaming, since we suffer from realistic fire damage, realistic engine damage and realistic AIR DRAG, which the bombers seem to convenietly lack.
But of course we already know that you bomber players, seem to be playing completely different game.
Single hit to the wing. Trailing edge. Or hit at an very high angle. 600 meters out.
It should be top priority to fix this. A general increase in bomber durability has been done. It is time to increase fighter durability ASAP.