So you agree that the current bomber damage models make the game unbalanced?
Always
Try to fly an Axis bomber next time. They should remove the pen damage block of the bomber DM one way or another.
Yep, I agree that this is the current problem. You can clearly see in armor analysis that a few mm of protection can block 3 or 4 times that amount of pen. It’s just wrong.
No ammo? The battle will end soon? The latest enemy is already landing on his field?!
Bad quality video because my computer is dying
Bombers buff aren’t working really well against naval, unfortunately. Especially top-tier naval.
In first day it worked really well, idk, maybe they changed something.
They will evaporate as soon as they spawn.
Whaat, I was able to fly perfectly with my er-2 and tu-2, bombed many ships.
I’ll try today, maybe they really nerfed them again, welp.
You’re going to have to fly really high to survive, but if the players got some really good AA on their battleships, you’re going to get evaporated.
2000 meters was enough before.
It was, but I normally flew to 8000 meters before dropping bombs, especially in the map, where battleships will decide clump together forming a impenetrable fortress.
Sonderkommando Elbe be like
The biggest issue with the changes to bomber survivability is that, while bombers can now take a lot more punishment (which needs some tweaking), fighters are incredibly fragile; a single stray bullet from a bomber can snap a wing and destroy the engine, creating a massive imbalance.
The overhaul should have covered all aircraft, aiming to better distinguish between damage zones and then adjusting the damage values for every type of round—factoring in HE payload, fragmentation, penetration, and fire damage.
The stat about Fragmentation pen is new, as seen on some of my comparison of shell performance between the previous update (live server) and the last dev server:
Honestly, what would really fix issues like this, would be the separation of aircraft skin from the airframe as damage models. Damage to the skin, especially on the wings would increase drag and decrease lift, while damage to the airframe could cause it to break apart at the end.
Then something like machine gun fire would do a small amount of damage to the skin, however they would only deal damage to the airframe if it hits it.
While larger cannon fire using HE would deal a lot of fire to the skin, and maybe a small amount of damage to the airframe if it is close the explosion, while AP on the cannon would deal similar damage to the skin as machinegun fire (of cause more since it is a larger shell), but lots of damage if it hits the airframe.
However for this to also work better, they would also need to break up the damage model into smaller pieces that we currently have, since the something like the wings being only 3 different “hit boxes” no matter the size of the aircraft, is too inadequate.
i wasnt crazy then
it’s extremely easy
I really think now we should force bombers to land to reload their gunners in Air RB as it is in Air SB, lol.
This B-17 is flying at 7km altitude for the whole battle.

And he still has ammo :P
Only for certain guns tho. I think on some bombers the crew would probably have extra ammo. Like the guns that point sideways on most bombers. Surely those would be reloadable.
They already have extra ammo in game modelled. For example, one german attacker, I do not remember its name, it has mg-15 at the back, with drum magazines modelled. But the turret itself has 900 rounds. So these 900 rounds are all extra rounds for said turret combined. Cuz obviously there is no drum magazine with 450 rounds :P