Free SPAAs are too powerful

Yes, some of that is intentional. Modern tech has simply stretched existing problems well beyond their breaking points, in addition to introducing more problems specific to that tech.

Unfortunately, neither you nor I know what are Gaijin’s thresholds for changing the BR of a given AA vehicle. I would advocate for raising those thresholds considerably, if I knew what they are.

Yes I do understand, but only increasing map sizes is something that can hope to address that. Artificially neutering SPAAGs to make it less obvious that map sizes and objective designs are trash is literally punishing the shark for the stupidity of the seal.

All but a few of them from 3.0 onwards have a lot of latent AT potential. German AAs from the Whirbelwind onwards. American and other nations AAs from the M19A1 onwards.

To a significant extent, the proposed short range arcade lead marker would help alleviate this by quite a lot. For a bone-stock crew, you get a lead marker on planes you visually see from 0-1000m away. If you fully upgrade Rangefinding and Commander Leadership for that crew, out to 1250m. If you Expert that crew, out to 1400m. If you Ace that crew, 1500m is the absolute limit. Even the ZSU-57/2 would now have at least a shit’s chance in hell of hitting planes now that it sees where to aim when they are close enough to bother trying.

But first and foremost I would need to know what the threshold values on vehicular performance statistics are for moving them up or down in BR, and then suggest they be changed to give AAs more room.

The same can be said for any flanking party. Even if you can see or hear them coming you may not be able to get behind something in time or turn your tank so their shot bounces (if it has any armor to bounce with).

Every vehicle cannot counter every other vehicle, is that not expected from a game with various vehicle classes that specialize in different jobs?

Yes, and there is a lot more this game has not tried to actually balance things beyond “flipping the table” by adding a totally separate game mode.

They haven’t given non-radar AAs a lead indicator at short ranges to teach average joes where and WHEN to shoot. They haven’t given us Naval-style default planes in our decks. They haven’t expanded the default AA feature to all BRs, itself inspired by the Naval default plane concept. They haven’t lowered the SP costs of fighters without air-to-ground weaponry. There is so much they have not tried in the slightest.

Most of the chatter is done by the same handful of people if you pay attention long enough. The same arguments cycle over and over and over, apparently a suggestion was written and passed to devs years ago on the old forum, and because of that no new suggestions have been accepted for debate since. With a case like that, what I cannot quite grasp is how long will you and other TO supporters take to recognize its a lost cause and instead push for what IS practical to change?

For example, we both have our own ideas on the direction the mode should go, but we both completely agree the kill camera is stupid and enables rage-inducing revenge bombing. Imagine if all the people who support TO instead piled their support behind the things that “CAS Reformers” (for lack of a better moniker) like myself also call for.

So then what is your recourse if continuing to call for TO looks like a lost cause?

And the majority of players are unbelievable idiots who barely know how to drive their tanks. If you put something well-armored in a tough spot with room to go hull down, people will shout how “OP” it is first long before they will stop to think what they themselves did wrong and could possibly change about their own behavior or tank choice.

It is indeed a frame shift in how balancing would be performed. But I have no other ideas on how to permanently resolve a lot of the complaining without endless cycles of screaming and appeasement. That is why I arrived at the conclusions I did.

Recent observations of how that screaming about CAS “mysteriously vanishes” when people get their hands on working counters fit for what WT gameplay demands in sufficient quantities to be effective appear to be evidence in favor of what I propose. Including the free AA inspiring this topic.

TO could help some things, I will admit. But adding a new game mode does not directly address the problems with the existing one - it only serves as a means to ignore the problems of the existing one.

I don’t see why we can’t pursue both routes, but will always feel that we gotta address the CAS implementation problems first. None of us actually know how many people would still support TO mode if all of the things making people angry at CAS were properly dealt with.

I already proposed that in prior CAS argument threads as what snail would likely do if they ever added TO mode. I would not mind seeing Artillery Support be vastly increased in lethality, nevermind also diversified between nations.

Increase the gun caliber so the shells have much more significant splash radii, increase the number of shells per bombardment (with bigger gun sizes the number of rounds would go down proportionally), and having gun caliber increase with BR so they remain effective no matter how heavily armored your tanks are.

Things could get as massive as the 800mm Schwerer Gustav Railway Gun Germany used against the Soviets, which fired 7-ton shells. Or perhaps a Soviet-specific option could be a multi-minute Katyusha barrage on a specific location.

This could also help alleviate part of the CAS problems too if it were added to the Combined Arms mode we already have as well. These artillery targets would be physically present on the tank map, and every AI unit eating a piece of ordinance means one less angry player who ate that piece of ordinance.

It serves as taking out players who just want to play tanks meaning the real outcome of how things are in combined gamemode with only people wanting combined aspect of the game.

Gaijin is consistently shrinking down our maps, so making them flip their script would be a big challenge to say the least.

So plenty of them would skyrocket in BR, making them way less useful against CAS.
I don’t think that’s the way to fix AAs and their problems.

Gaijin is balancing vehicles by their efficiency, so whatever buffs you give to AA it might result in a significant BR increase, which might prove to be too much for that arcade lead marker to handle.

ZSU-57-2 has like 3.0 BR worthy AA performance, but is at 7.0 due to it’s really good AT potential.
Some AAs would just get stomped by CAS at their new BRs, just because they got better at destroying tanks, which defeats the purpose of making them more viable at doing their job.

Tank of a specific BR will have much better chances of destroying another tank at the same BR, than it would have if he was engaging CAS of the same BR.

And RB EC is discussed by thousands of different people ?
I don’t think so.

TO is the only way to truly fix issues people have with CAS. They aren’t interested in playing with or against planes, it’s a simple concept.

It’s also funny from you to say that TO isn’t practical while pretty much changing the whole GRB from the ground up is.

Kill camera is stupid for more than one reason.
It’s basically a reward for getting outplayed, which in turn might hurt your legitimate flanking efforts, as now enemies have your exact location given to the basically for free.

It’s pretty much of the most degenerate and arcade-y mechanics I’ve seen in this game.

I’ll keep asking for it.
Gaijin also said no to high power missiles, but here we are.

Yes, let them improve and learn the maps.
Giving them an easy way out with that flying crutch just deepens the problem.

So CAS issue can’t really be solved without basically turning WT into a completely different game than it is right now. Goes to show how deep the problem lies and how easily it can be solved by giving people an alternative game mode.

No reason why should we firstly push for a complete overhaul of the game instead of an easy-to-implement mode to give people a chance to play without the broken assets.

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This is correct - it was badly implemented in the first place as a revenge killstreak powerup ripped out of CoD or Battlefield. It’s ability to do anything in matches was severely limited to direct antitank duty, when there is so much more that real CAS did to affect battle outcomes.

TO’s sole purpose is to enable people with no interest in aircraft to be able to ignore the problems. That is all. It doesn’t fix anything.

TO does not make revenge killing any less annoying in the Combined Arms mode. TO does not make SPAAG any more useful at either defending themselves nor shooting down planes effectively in the Combined Mode prior to the introduction of Radar AAs. TO does not give CAS any of its missing objectives.

Well at least we are in total agreement here, if nothing else.

It was back when EC was being tested regularly in the 2016-2020 era of WT. Then it went quiet once the dev whose pet project EC was left the WT dev team. People were generally ecstatic about the mode, myself included.

Tell me - how does TO existing do anything at all to make revenge bombing less common or annoying in the Combined Arms mode?

How does TO existing do anything at all to make SPAAG any more effective at their intended jobs in the Combined Arms mode prior to introduction of radar SPAAG?

How does TO existing do anything at all to give CAS their plethora of totally missing objectives in the Combined Arms mode which would finally give CAS several healthy objectives to do instead of bomb player tanks?

I do not see how adding that game mode brings us any closer to any of those, unless you’re thinking that it existing would trigger some form of mass exodus to try and force the devs’ hand? That would likely result in things being broken even further with a rushed sledgehammered-in change or few, because the CAS mess is annoyingly complex.

Most of the essential parts of my CAS Reforms already exist in the game in some form, in addition to adding them not going against the direction the devs have stated they’ve been going in for many years:

  • The option to turn the kill cam off already exists - I propose merely making that the automatically set option for RB and Simulator, and making it impossible to change in those modes. Makes revenge killing with any vehicle type less common.
  • The option to runway spawn already exists in RB - I propose making that the only option. Makes revenge bombing take considerably more time and thus occur less often.
  • The sort of lead indicators I am proposing already exist in Arcade - I am merely proposing copying that over and reducing the max range.
  • Naval mode already has default aircraft at every BR range - I am proposing copying that whole system over and changing the exact planes spawned where applicable (to not be stuck in a torpedo-carrying plane over a land battle for obvious reasons, as it isn’t that one April Fools event where torpedoes were acting like FAB-5000s anymore)

Those are all the easy things to fix which would help in turning down the heat for everyone regardless of their particular opinion on CAS involvement.

TO is not able to help with any of those issues. It certainly could have a place in the game after the truly needlessly frustrating stuff about CAS is dealt with, because then we’ll more clearly see if its even a popular idea at all with the main annoying things about CAS removed.

The main thing making TO not practical is the devs refusing to budge. Maps are currently built with the assumption CAS exists, and would need to either be changed more to fit TO (likely shrunk further) or see a replacement anti-camping function added (totally new uphill battle with devs to code that in). The matchmaker population splits between Combined Arms and Tank Only are unavoidable, and will cause significant headaches on the devs’ end whether you like/believe it or not.

CAS is not overpowered. CAS is not broken. It’s just badly implemented as a CoD-style killstreak powerup. Always has been ever since the Spawn Point system we have in RB today debuted more than ten years ago in an event called “Sky is for Heroes.”

CAS shouldn’t be a problem to begin with to people that don’t enjoy aircraft.
They should be able to play without air interference.

TO gives people something to play if they feel like current GRB isn’t balanced in aspects that are affected by CAS.

Please read my comment again.

TO is the only way to truly fix issues people have with CAS. They aren’t interested in playing with or against planes, it’s a simple concept.

No, they are seemingly easy to implement because they are in the game.
What’s hard there is balancing the impact those things will have to the game.

I doubt they are.

Nothing wrong with splits, otherwise this whole game would be a single game mode.

It is indeed broken and will remain that way until the game changes from it’s core.
People not wanting aircraft in their games also cannot be changed.

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Overpowered no, broken yes - but not for the reasons you think.

As I stated previously; a person can rush forward, do two negligible damage hits and then die and get the ability to spawn a plane or helicopter. Because broken point reward mechanics.

Then there’s the issue of ordinance just straight up not doing anything; I had a Pe-8 drop a FAB-5000 on my HMS York the other day and it detonated not even two meters away from the dead center of my ship in the water for no effect (read: no damage, no crew loss, nothing) mid-match. The Snail straight up robbed him of what should have been a kill.

So yes; CAS is broken like basically everything else in warthunder because of an aging codebase and engine that Gaijin seemingly refuses to fix.

And yet the devs remain steadfastly against the idea despite it being so “simple.”

I can only wonder how long it will be until you and other supporters of the idea give up, or at least shelve it to instead focus on what is more realistic to achieve (like calling for removing the kill camera as one example even the two of us agree on).

If CAS saw all the necessary fixes to its implementation, I genuinely would not care whether TO gets added later or not, because the actual problems are properly dealt with and because now we’d see if TO is even popular at all when CAS is not a rage-inducing CoD killstreak mechanic.

I will always think adding TO before fixing CAS’s actual problems is a bad idea.

I have experienced this even vs AI ships in Air RB - there’s apparently a serious problem with how ordinance interacts with player bluewater ship models. I had an 800kg bomb “non-penetration” against an American DD, with an instant fuse so it would blow up on contact. With a delayed fuse the bomb bounces off the ship and explodes harmlessly away.

What makes them more powerful than the tech tree spaa? They’re stock

Now feeding mode is getting worse bro 0-3 used to be the only common thing, now that you will find 0-4 even 0-5 every matches, a new norm lol

feedingmode2

  1. Russia benefits far more than any other nation (very unhappy considering Russia’s already the strongest toptier nation)

  2. Stock SAMs are scarecly worse than spaded SAMs.

  3. Spammable SPAA is just very unfun to fight.

Me at 10.7 yesterday killing multiple spaa and tanks in my a7 while doing yo-yos at 2-3k alt.

Very op spaa…

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Lol funny how “ground peasants” somehow keep spawning the only objectives CAS can farm. Strange ecosystem. How about go farm some AI ground targets?

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but you can fight them, unlike tanks that can’t fight aircraft

imagine how unfun that is

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They are unarmed food for reserve tanks at top BR too. No defenses and no armour to speak of.

I don’t needa fight planes. I just don’t sit out in the open.

And just like that you have also explained how CAS can deal with the free AAs.

Just don’t fly in the open. Easy, problem solved.

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I have no problem avoiding SPAA using RWR and terrain masking. I use CCRP if using bombs but quick in-and-out rocket attacks work too. Munitions outside of guided ones were never that accurate against a single moving tank anyway.

Wont matter to him. If spaa can engage his plane before he can drop his bombs, the spaa is op.