Changes to Bomber Survivability

New features and game mechanics help with player retention and attracting new players too, i would assume.

I wonder how many players wanted to dig… Or were attracted by digging.

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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…

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I wrote here:

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.

Try to look as a customer aware of this picture:

Taken from here - discussion about MM / SBMM.

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.

500 kg tnt on B 17 did nothing lmao
https://www.youtube.com/live/lL51eAjk1ss?si=xBP4qzbe3uAypkRX&t=3682

Thanks for killing your argument