Crew Lock is an archaic mechanic that should no longer exist

While i’ll can understand and support some of your statements, i’m not on your side of “CL is good in ARB”.

Played 3 Matches couple weeks ago wich were great fun…

First Match was a good one, shot down 3 baddies, assisted in one kill and won.

In the 2nd Match i was teamkilled on the runway and therefore got a Crew lock.

In the 3rd Match I just climbed to ~3k height, locked and shot an AIM-7 wich exploded right on my rail while flying straight - caused by Hamster-Server hiccup, but CL again.

~30min uptime of this game, 20min wasted due to bugs or nice teammates.

Based on this personal experience, CL is one of the worst things in ARB.

I tried to compare my statement:

But for Air RB (single spawn) the crew lock makes sense - as at least in theory it enforces a cool down if rookies crash during take-off or due to overspeeding - both a clear sign of lack of experience.

with your response as a whole and i was not able to connect both.

You describe that you have been teamkilled and get crew locked?
And that a bug caused your AAM to kill your own plane?

Both crew locks are imho sad regarding the root cause, but they are just another prove that this game is bugged like hell as in both cases a bug caused your crew lock and not your lack of experience.

Sorry for your locks, but the overall message of my post is actually not affected by your experience…

It was caused due to a bug, and that’s exactly the point.

This game is sometimes riddled whit bugs, even game breaking ones, Server & Netcode issues aso.

Additionally, some gameplay decisions are just plain dumb, like “Oh, you were teamkilled at the start? Get a additional Crew Lock!”

… And here we go, defending a crew lock (in ARB at least ) where you only have 1 spawn for the whole match?

You guys are really wondering why people 1DL or just quitting a match before the match even starts?

Because this game didn’t respect the players time at all, additionally it didn’t care what you like or dislike, or why the map ban overview is just a nice UI, and you’re forced to play the banned map anyway.

I’m playing after work for fun, but if i’ve got the next f’ed up server with high ping and choke, i maybe give it a try if i like the map.
(possibly not, because dying servers are just sh*t to play a pvp game on)

If it’s a personal disliked one, i dgaf and leave.
Up to the next one.

This game got no consistency except it beeing inconsistent in many many ways, be it Server Performance, Delay, Damage to a target a.s.o.

As far as this isn’t sorted out - and probably never will be (11th birthday) - adding additionally frustrating layers will definitely not help.

(the fact, that I’m playing most of the time with ~30ms, but there’s a 2 second delay on some of Gaijin’s server speaks for itself. “PvP” Game.)

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Although you covered almost all flaws and weaknesses of wt (i think we have a common understanding there) in your response i am not sure if you got my core message regarding maps:

Same with maps: If players dislike certain maps as they are either not well designed or suited for their playstyle / vehicle preferences they should be able to choose - so if they dislike a map they might have a longer queue time whilst waiting for a “liked” map, but their commitment and willingness to respawn will be much higher. So the proposal in post#42 to create clusters and to offer maps players like to fight on it might be suited to satisfy the majority.

Have a good one!

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