The thing that makes the R4M rip the tail off as shown in that image is likely the VC 70 delay blasting cap (as mentioned in the blueprint its used against aircraft).
The VC 70 delays the main explosion of the rocket by about 0.75 meters of distance after the fuse is triggered, allowing the rocket to enter the plane and then explode.
Mineshells fired towards the end of WW2 also have this mechanism, using the exact same blasting cap.
We dont have a proper PvE mode, even the Heli one is very weird… Heli one dosnt limit the helis, making basically pointless to use anything else then the very top tier, and with that u can grind there insanely effective. But also pretty boring as u sit in the middle and aim for stuff to spawn and yeet your 16km range FF missles at it… at least thats how me, a no heli player, spaded the chinese one for testing purposes in grb.
Does my opinion matter? Am i one of the cool kids?
Can i say that i think the current damage models seem to me like they are too strong?
Is it okay for me to say that even though I don’t personally have issues taking bombers down, i think they are too strong to be considered balanced when looking at it from the POV of the average player?
Can i also add that i think the current damage models seem to me like they are too strong and unbalanced when comparing effort/rewards ratio for fighters and bombers?
Again, I haven’t played air RB in forever because of how the game mode plays.
(Because markers are annoying, especially in the jet tiers, hence why I walked away from it).
If you compare your main mode to mine (sim) you’d get a much closer comparison.
(Even this is a little wonky because at least 1/3 of my sim play time is bombing with music blasting enjoying myself)
Wait, now u say two thing that dosnt line up.
Do you have just an opinion and try to push it really hard against “us” more expert or do we misunderstand you? I am confused now.
As far as i can tell, everyone semi-pro/proper veteran is on the same side here.
It’s comparable, as about the same amount (1/3) or my ARB time is playing recklessly/goofing around.
Also my stats are skewed because it’s a take from a period of 11 years, and most Air RB matches i have played are from the first 3-4 years.
Also when i started playing, Air RB was a whole different environment. Fights took mostly place at higher altitudes, and a single dogfight could take minutes to complete as people used their planes more carefully.
Not how it is now where people go after the first enemy or engage in the low altitude furballs for quick rewards with little to no regard to if they survive or not.
@UniqueScorpions-live
Also it seems a bit contradicting that you have stated earlier that you would like to see AI gunner ranges buffed, one reason being that aiming them isn’t that easy for console players using controllers.
But at the same time you claim that taking down bombers isn’t all that difficult, just requires good aim. So are you saying that console players using a controller, are expected to have same kind of precision when aiming like shown with M&K in examples here or here to reliably take down bombers?
While the requirement to avoid being downed so easily for each bomber pilot shown in the examples, was to simply not fly straight and do atleast some kind of evasive maneuvering, or start engaging with gunners from a further distance.
Maybe i need to remind you what thread we are in lol:
Btw, what exakly is your reason to belive Bombers are more balanced now then they where before?
That they burn longer now? That they still die on fire eventually and can be pilot sniped?
Maybe you told your hopefully other arguments already but may i ask you to say them again? Topic has wandered around quite a bit so its though to find stuff
Not sure where u going with this, but let me answer… big plane = easier to hit, if all other conditions are the same. (but atm not easier to kill)
Nice spelling. The fact their wings aren’t broken from 2 7.62mm hits now.
Or fire doesn’t instantly burn down bombers.
I said, reduce the overall health by 10-15% for all components. (Again this is to just see how everything feels after the fact, and if need be reduce it another 10-15%, but you start gradually)
and buff bomber’s gunners in rb / sb so they aren’t useless with an ace crew.
0.13 mile range to (just as an example)
0.20 for expert
0.30 for ace.
Arcade is 0.50 for an ace crew btw.
Lastly… bombers exist in grb quite often.
And these TIS Ma, TU-1, and SU-8 everyone is complaining about are more common in grb