They introduced useful action to fight against twink account farmers, not to solve bombers “problem”.
There is no difference.
I can take a Tornado Gr4, bomb a base and then survive for 15 minutes to get a reward or I can play the Tornado F3, get a kill or 2 and survive for 15 minutes and get the exact same reward.
The key is the survival part. In both instances, if I did the same thing but immediately died. I would get no reward. Fighters are not “punished”. Whilst fighters tend to be in “the thick of it” so to speak. They are generally balanced for the BR and so can defend themselves. “bombers” rarely can fight back adequately and are dependent on stealth more than anything else.
If you are getting 5 kills in a short time period, then clearly you know what you are doing, but just dont over extend. It isnt ARB where death has no consequences. SB is all about survival. Get a few kills, then rather than pushing your luck for a few more. RTB, reset and go again. Returning to base, landing, rearming and taking off and then traveling back into the fight is more than enough time get the full payout in anything but the fastest top tier jets.
Than, the best solution might be rewarding with landing.
You bomb, and than to get a reward you have to land on the base. Players have to do something, survive and that 15mins of waiting for reward is solved.
The landing rewards could be increased further, but again, got to be careful with how they are increased further. Wouldnt want the exploit of take off, kill someone land get the full reward repeat. and the thing you are killing in a botter that is circling near an AF (it would 100% be done) (probably with VTOLs)
“bombers” and “fighters” should be rewarded in the exact same way though. It would be unfair to expect relatively speaking, unarmed bombers to have to traverse from one side of the map to the other and back again to get any reward at all, but a fighter just has to stay alive for the same reward
Yes, but punishing death in a PVP game mode (fighter gameplay) so hard, cannot work.
To get two kills, two players have to die. Then you have to rtb, denying others their kill.
This whole system doesn’t sum up overall.
Getting killed is a part of the (pvp) gameplay and calculating rewards on the time alive only works for the upper class (best 10-20%) and also limits their income.
I absolutely see the point of exploitation and some players are very creative here.
But it can´t be the case that not so skilled players cannot even afford to play the game.
Which is why I Want a hybrid system,. A best of both worlds
Here’s a trick.
I’ve had a pretty good Mustang Mk Ia game a few days ago.
I’ve also had an A point spawn such a way that when I arrived there, and finally “killed” the enemy capping it (he crashed from pulling too hard and I got no credit as I was trying to get in gun range, no big deal - low level, was trying their best). I proceeded to spend the next few minutes painstakingly flipping the point from red to blue again.
A few seconds remained. Maybe just one. The whole ball was blue.“Air superiority point failed.”
Not long after with the amount of time I travelled, my previous UA cycle lining up just perfectly and the long time to solo capture the A point while everyone else was brawling over an arrow some 40 kilometers south…
zero reward.
Empty useful action cycle.
Nothing for a full 15 minutes of effortful gameplay because my opponent crashed before I opened fire and the objective expired by the time I landed to rearm, repair, take off and fly across the whole map to reach it - arriving in time to flip it from red to blue, but apparently that was too late and I should’ve just went to the tank battle as well.
I’ve had the same happen quite a few times when joining battles afresh - I fly over to a contested A point for a good 8 minutes and my team kills the enemy there and starts flipping it. I start flipping it as well and get zero reward as it expires promptly.
And for the thick of it -
Only way to really guarantee never dying is to be far better than the enemy (shop until you find a good lobby), fly only top-BR aircraft, kill 1 guy and immediately run away and afk above your airfield until the UA timer cycles.
Speaking of UA timer.
That mustang game I’ve also had a case where I landed like… 1 second before the the UA timer ticked over.
So I got an empty landing bonus, my full UA reward minus 20%.
My choice: Take off and land again for my 20% reward and ignore my team and objectives AND risk an empty UA cycle since my only source is enemy aircraft and air superiority points and it’s a big map…
Or take off and fly into the thick of it and risk losing 20% of my 92% of 2000 sl/min from the premium plane.
Tricky, as you punish also players who do nothing wrong except to be bested by the adversary. So if you decrease the proportion of the rewards you get when you fulfill a battle action to instead increase the portion you get when you also manage to land, you punish the players - and where that line is can well decide if players want to bother with Sim or not…
I think other mechanics should be devised to address zombers and j-outers, e.g. via determining if a crash is self inflicted or from enemy actions. But even then , every system can be abused, but maybe it can be made more difficult.
Yeah, that entire objective needs an overhaul, how it gives rewards/activity time sucks and its not the only one. Attacking a carrier is much the same. High risk, low reward. But Id say that is a gamemode problem/how activity time is given out rather than an inherrent flaw with UA.
If that objective gave you your full activity time whilst within that zone, so all that time flying gave you max reward. it would be great. (the amount could vary depending on whether its contested or not as well) Even better if its in addition to your standard activity time.
And even then. It would be impossible for an automated system to determine if a crash was intentional or accidental.
From lag spikes, to just mistakes. crashes happen. Heck, no one would ever risk trying to land on a carrier ever again.
Only system I can think of to deal with most zombers is to have the score (and only score, not activitiy time) from attacking an AF to be handed out after 3 minutes. If you die within that 3 minutes, no reward. Its just enough to deal with most Zombers but not enough to actively punish anyone.
When creating a lobby, it’ll tell you on the left what weather it’ll be. Just cycle until you get the weather you want.
Ah that, yes. So you can’t actually choose weather, just choose whether you want to go with the weather that got randomly selected, sadly.
…and if you don’t want it, you leave - the lobby gets deleted and you create a new one with weather you want.
Basically the same thing
If we would say that for one point is about 45 SL than for bombing an airfield with the hole load you can maby score about 1200 points? That would mean that after landing you rould get about 54000 SL, bombers of corse, every plane would have its points to SL. For fighter it can be 10 SL for a point, for attacker it would be 15 SL for point and so on. This would have to be decided by the snail. Its true that bomber spent a lot of time by flying for the bases, but its just the way bomber are, in real live thay could spent about 5 hours in one flight.
Forget something like: for 600point you get 80% of the reward.
This system I present would work better than the current one, at least I think.
This is actually strange. I’ve never had any problems earning SL on a fighter plane. Recently, for the first time in my life, I was able to go into negative balance flying a MIG-29, but when the battle ended in defeat, I still received compensation for expenses. The game did not let me go into negative balance.
But I have questions about scoring points for fighters. Imagine the situation: I am on an F-4S, in the middle of a battle, there is only one pilot left in the enemy, enemy bomber bots are flying. I shoot them down and get… 45 points. 45 Karl! For 6 bots! The MIG-21 gets 1000, the J35XS gets 1200, and the F-4S only 45, the F1C-200 gets 120. What the hell is this?
The fight in which I received compensation for expenses, so as not to go into negative balance:
Common results for a fighter jet:
You’re on a premium account, that’s why.
Without premium:
Look at the F80C and…
Maximum reward: 19 734 (1430 * 15 * 0.92)
Cost to spawn: 18094.
After spawning in for the first time, getting 2 kills (450 points each) and at least 1 critical hit (150 points) for the 1050 92% reward maximum… you can earn a whooping 1640 silver lions.
For 15 minutes of time alive, 2 kills against players and 1 critical hit and making it back to base and landing after 15 minutes pass.
If you fail to land (get killed after 15 minutes pass, but before you land - or you landed before 15 minutes passed and took off and went for your second UA cycle 2 kills+1crit), you’re now making 15787 SL - rather notably - this is 2304 silver lions LESS than it cost you to spawn - therefore… you are PAYING 2304 silver lions!
And again, this is a full 15 minute survival. If you did NOT survive for 15 minutes, or you only got 450 score ( 1 kill for 75% max reward rather than the 92% (Community Bug Reporting System)) but landed…
16087 - again, 2000 silver lions less than it cost you to spawn.
With a single kill, no critical hit, surviving 15 minutes and landing… you paid 2000 silver lions to fly.
Do you understand how you can lose tons of silver lions if your fighters of choice are early jets and some korean war aircraft? Rank 4 prop fighters also have some egregious examples.
I think the solution suggests itself - just need to reduce the cost of respawn for fighters, which is logical, they risk the most and cost less than attack aircraft or bombers.
There is an urgent need of 2 additional br brackets each for 12.3 and 13.3 aircrafts that currently don’t have their own bracket rotation, so vehicles like the Base su27/J11, Su33, Jf17, tornado F3 2003, JH7A and F4EJ kai are always forced to fight constantly against much better and capable opponents due to to not having their own bracket rotation…
This issue should have been solved with the addition of 14.0 br and yet gaijin hasn’t done anything to fix this.
Yup, I submitted a suggestion for it both last BR change and last major update.
At this point, I don’t think they care
Did anybody see Devs answering in these topics? I mean, not closing, but actually participating in discussion. Have somebody seen any changes in game after the suggestion appeared in the forum?