Actually not possible as you needed 10-12 SC 1800s - for an airfield kill above BR 5.0. 4 Ju 288s = 8 SC 1800. Minus 3 for the previous 3 bases…
The 264s killed airfields like hell as for their initial BR 3.7 the af health was much lower and they where almost impossible to intercept at this low BR…
When getting research for my F-86F-30 for Japan, I used my A6M5 Ko to ground pound, which gets me 10 - 20 ground kills, presents me as a good target for enemies, where they get overconfident, and I blast them out of the sky (Or if they’re too fast, it sets them up for the rest of my team to kill them). This option let me get on average, 7k RP per match without premium
Oh yeah, these players annoy me, or the ones who just buy a premium F-4S to skip the “boring” props and get “Oh mah beautiful F-14”, yet they get to the F-14 without knowing how to use AAMs cause all they did was suicide bomb
Despite i share most of your other views in general - from my perspective your strategy to ground pound in order to equalize ticket disadvantages is at least in props around BRs 4.0 to 5.0 in Air RB extremely counterproductive and a recipe for disaster.
Outside a handful of maps with high auto ticket bleed all you have to do is to kill the 6-12 ai planes to stop the ticket drain from them - and focus on the next wave of incoming enemies. It is far more effective than ground pounding as killing ai planes kill enemy tickets and protect your tickets.
Using precious ammo and going low to kill ground stuff puts you in such a severe disadvantage vs enemies that an experienced pilot can win even playing 1 vs 4 with ticket disadvantage if he ignores the ground pounding guys as they have either to rearm later - and focus on the next wave of guys climbing.
So choosing the right targets at the right time is way more effective than trying to get a ticket lead.
That’s true.
The brain of an old dude is not the best. :-)
Maybe I forget about it because today with the 16v16 battles the chance is high that you have stock planes in the team killing the AIs early game. I also saw it often the players attacking the first bomber and diving with him kill the AIs. So most the time i start ground pounding there are no AIs anymore.
Air RB is rough these days especially thanks to top tier jets. The most common advice to get to top tier “quickly” without premium is ground pounding. So if you’re trying to enjoy props tough luck when half your team ground pounds.
I’m still super salty at the JU288 for obliterating mid to high tier props.
As for the current state of the ARB, there is no compulsion to bind each player’s style of play.
However, it is understandable in the sense that one spawn is all it takes to win.
In the grand scheme of things, it is an old system to play in ARB with one spawn in the first place.
It is systemically fatal to the ARB to have a backup attached to an aircraft that is worthless because of the 1-spawn.
Currently, it becomes a team death match where you have to annihilate each other and the strength gauge is only worth a flavor.
As a way to improve the above, I propose to allow multiple spawns in the ARB.
Being able to spawn multiple times has the disadvantage of prolonging the battle, but it will increase the opportunity to work with allies who will spawn once near the airfield or again when they are in air inferiority. Although there will naturally be those who specialize in ground attacks even after multiple spawning, the value of prolonging the battle and ground attacks will be greater in reducing the opponent’s strength gauge.
Enemies who want to kill enemy aircraft or win must eliminate CAS.
That is a great kill opportunity from the fighter’s point of view.
Based on the above, I propose multiple ARB spawns.
(If this proposal passes, it will be important to balance Gaijin.)
While made with good intentions, there is a high likelyhood that this will negatively affect aircraft earnings by reducing RP and SL gains due to respawns. I find it wiser from an earlier proposal that backups can be used as a “Free Repair” for vehicles.
I am very unfamiliar with the revenue relationship and have not kept it in mind.
However, I can’t deny that the current 1-spawn team deathmatch is very high threshold with a fixed strategy of destroying the enemy.
I made the above suggestion because I would like to see the threshold for participation in ARB lowered, even from AAB.
I also do not think that the 1-spawn team deathmatch should be removed.
I believe that ARB should have two options: 1-spawn air combat team deathmatch and multiple-spawn strategic gauge grinding.
Therefore, I would like Gaijin to conduct a test match with a multi-spawn ARB system.
Despite your proposal is off topic you might want to check this thead:
Seeing this post:
…i am more or less speechless.
I mean Air RB is flooded with (and to a certain degree ruined due to) players which have zero interest in playing Air RB as intended - they play PvE in a TDM mode without any interest in air-to-air combat and you want to lower imho non-existent entry barriers?
I kindly ask you to put your posts into the above mentioned thread.
Oh, sorry about that. It was indeed far from the subject of the topic.
I’m sorry I put the ARB in a larger context when I was talking about fighters that don’t do combat.
I just thought that there should be a place for other attack planes and bombers to play an active role in addition to fighters that do not engage in combat.
I will start a separate topic on that when I get a chance.
Hmh… It would actually make more sense to work with the already existing thread - the forum rules states that no new thread shall be created if similar threads exist.
The fact that there is everyday a new thread about CAS implies that gaijin cancelled any moderation attempts in order to enforce those rules is a little bit irritating.