If all targets are in center like we have now the maps are still to small, The maps we have now are big enough, its just that the objectives (which is basically the active map size) is still the same as the small maps… We just have to fly a minute longer to get there.
So adding 1 min longer of flight will resolve 0% besides being more bored. (people already complain enough about it)
Bit off topic, but this has been a major discussion with regards to ARH’s coming: 16 v 16 isn’t particularly an issue, the issue is the maps and gameplay.
What I mean: it always devolves into a furball. Even on the EC maps most people, outside of the bomb trucks, just run to the middle and fight as a giant clump and the match is usually decided there. This has been a major complaint for air RB and will reach it’s breaking point with ARH’s.
Proposal: this is something I plan to do a write-up on for the Suggestions section; but the baseline is to make the gameplay spread out and more a kin to Ace Combat missions. This would entail adding modern ground targets NOT HAPHAZARDLY placed around the map in frankly stupid positions. There should be engagement from the ground targets, such as SAM sites zoning off areas that would need ground attackers to clear out. AWACs should be providing interception information and should be a high value target/high value defence target. Imagine +20% rp for keeping your AWAC’s alive by the end or killing the enemy AWAC’s. Player markers honestly should probably go at top tier, along with missile markers. Basically what we need is more complex and engaging gameplay. None of this is particularly hard to implement from a game dev perspective, but would require actually hiring a couple competent gameplay and map designer devs instead of outsourcing it…
As for the ARH test, I found them to be very lackluster. You can easily defeat one that goes pitbull by doing a 360 and breaking the lock. Unless it is still being fed data by a hard lock or TWS, it does not re-acquire the lock and will miss. I’m not sure if this is correct behavior, it doesn’t sound correct, but it makes for the missiles to be a glorified SARH.
Because the f16 can technically carry the aim120 on all of its missile pylons." On the F-16, AIM-120 AMRAAMs can be loaded on stations 1 and 9 (1 missile each, wingtip), 2 & 8 (1 missile each) and 3 & 7 (1 missile each).F16 aim120 loadout
That’s not what he asked about I think. He probably meant that with x4 AIM-120A + x2 AIM-9M loadout Sidewinders are the ones being wingtip mounted unlike IRL where AMRAAMs are almost always on the tips.
I think a very nice side effect of ARH missiles will be that, with players carrying these and firing some early in the game, people are gonna be bringing less high-performance IR missiles like the R-73 and Aim 9M to the furball. Hopefully the meta doesn’t devolve into skimming the ground to dodge missiles constantly, my missiles have performed pretty well at low altitude, and terrain hugging is why you carry a few IR missiles anyway.
Yep, player count needs to be scaled according to rank.
Rank I-III => 32v32
Rank IV => 24v24
Rank V => 16v16
Rank VI => 12v12
Rank VII => 10v10
Rank VIII => 8v8
Future rank IX => 4v4
Yeah the real issue isn’t really small maps (though it is a part, I will admit), it’s the fact that the objectives are useless because why go for bombing targets (other than rp) when you can just kill other players to win
so people will immediately go to the front/middle of the map to get kills and then die and leave
also, I’ve seen people complain about low altitude fighters, but I think people should be easy targets when at high alt, because the amount of damage you can do with your missiles far surpasses being low to the ground. maybe we should encourage players to go low as well to support the climbers by defending them from other low alt roamers, like actual air combat?
it’s placeholder for now, the perfomance isn’t final, but i do hope the MLU also receive AIM-120 together with PL-12 on J-8F since only the J-8 would be underwhelming to say at least since keeping it on 11.7 with PL-12 would be unbalanced, the best route i could see if gaijin still wants to keep only the J-8F with ARH for now is giving it also the PL-8B that would have irccm before moving it up on BR
How to fix Air RB 10.0+ for dummies:
Reduce player count to 8 v 8
Use EC maps, and spread bases, targets, etc across the horizontal axis (Do not bunch them up in one area or you just make one giant furball - bad!)
Create a new kind of base which when destroyed, impacts the other teams ticket count drastically. These can only be seen by bombers, not fighters, strike aircraft etc and can only be destroyed by bombers. (Suddenly strategic bombers are usable :v)
Normal bases remain for strike planes to farm with
The biggest part: Create 3 spawn locations to choose from. Left, middle or right (like in EC) to avoid giant Team v Team furballs.
I feel like we need another dev server with not only Fox-3, but also with the ground returns disabled.
There are key problems with testing Fox 3s at the moment, in that due to ground returns they remain extremely easy to defeat, and most players stick to tree level to be immune to these missiles.
Another problem are the maps, they are relatively small and don’t allow for an initial engagement at high altitude with high speed. This is also overlooked.
The high player count is a really good thing, if only player spawns would be spread out instead of a single airfield, with objectives only in the middle of the map.
The notion of placeholders is outdated. In the past, there used to be second or even third tests on the testing server, so some people thought that the first test didn’t need to pay attention to whether the data was correct or not. But now Gaijin has been consistently cutting corners, or one could say they lack manpower. Anyway, the test server will be shut down after the first test, and immature content is directly implemented into the live server. Therefore, we must take the data on the test server seriously. Additionally, I agree with your perspective on the F-16 MLU and J-8F.