More than a year ago now, as a direct response to the extensive requests for the Tornado IDSs to share a battle rating and not be errenously split between 2 BRs we got this response regarding ground attacker “Effeciencies” and the relationship between BR and Rewards for these aircraft.
You can read the full segment here:
Spoiler
Continuing the discussion from Responding To Your Feedback On Separate Battle Ratings:
and the important part is this:
We never got this thread and this issue has not changed in anyway in the past year. If anything… Its gotten worse. So it is time for this thread. To have a proper place to provide official feedback to this side of ARB and hopefully, improve the game for the better for a notable chunk of aircraft which currently have a terrible time.
Do you want an official thread for this promised discussion?
- Yes
- No
But I want to lay down some personal thoughts on the matter within this thread alongside that request:
The biggest issue imo, is that aircraft have a battle rating dictated or at least certainly influenced by maximum bomb loads however there is a built in system that I dont think many people know about. The more bombs you take, the less reward you will get per bomb. Take for example the Buc S1. I can run 8x 1000lb (of 2 different types) and with that bomb load I can in theory destroy 1.8 bases. However, I will earn vasatly more reward if I run only 4x bombs and destroy only one base, than if I run 8x bombs and destroy one base and damage second or kill some Ai units. This entirely negates any advantage I may have over something with a slightly smaller bomb load
So first things first. Either BR needs to be dictated by bomb load or this deminishing returns mechanic needs to be removed. It is rather unfair to be “balance” the ability to take more bombs than someone else using two different methods. One is more than suffecient.
Would you like to see this deminishing returns mechanic removed?
- Yes
- No
- No, but it needs to be changed/improved
The next issue is one of offensive/defensive performance. If battle rating is dictated by the aircrafts ability to perform in A2A combat, then once again, the current system fails. Many ground attackers are notably weaker than those at the same BR or in a few instances weaker than those at a lower BR. For this im exlcuding those that are a hard BR minimum due to advanced loadouts (such as all-aspect or IRCCM) but notable examples of this would be aircraft like the Jaguar GR1A and the Tornado IDS and its equivalens. You have 3x Tornado IDS at 11.7 all of which are much weaker than the Mig-23MLD at the saame BR in both A2A combat and base killing. So it is time that BRs better reflect any aircrafts ability to actually operate within the gamemode and nots its theoretical rewards if it manages to sneak past the enemy team (which is not easy in the maps we have in ARB and the ever present markers)
Would you like to see ground attack aircraft have a BR that better represents their A2A performance (Where no other factors apply)?
- Yes
- No
Following that you have the available targets themselves. Its one thing to have a large bomb load and another if you can actually make it to something to drop your weapons load on, but it becomes entirely irreelvant if there is nothing on the other side to actually drop your weapons on. I would propose turning the forward AFs into modular airfield such as found in Air Sim, so that there is always something to attack and destroy. I would also add additional ground objectives that have a direct impact on the match outcome (such as SAM or Radar installations). Finally I would increase the rewards for killing the AI ground vehicles. Unless you are killing a lot, they are generally not worth the risk to engage.
Would you like to see the quality & Quantity of ground targets improved in ARB?
- Yes
- No
Another core part that really needs to improved is the impact that ground attackers can actually have on a match. Quite often they are dead weight to a team, unable to really have any measureable impact on the match outcome, which in turn, deminishes the overall value of ever really bringing a ground attacker to the gamemode. Increase the ticket bleed for ground targets would be one step in the right direction, but I would also enjoy far more dynamic aspects such as objectives that apply buffs to your team or debuffs to the opposing team (Such as destroying radar stations that reveal your position?)
Im not sure what else could be done, but at the moment ARB is a deathmatch, and the first team to be killed, loses.
Would you like to see Ground Attackers have a greater impact to a typical match?
- Yes
- No
Finally, is the problem of “fighters” that are able to be highly effective in the base bomber role, usually thanks to their ability to run Napalm. Now I have no good solution for this. I’ve heard many ideas, but they all have negatives. But I do think the first is probably a bit of a rebalance of Napalm itself But beyond switching its damage to more of a damage over time effect, I dont have much of a solution in this regard. But it absolutely must be a part of the overall discussion for the requested thread above.
I think thats about it. I would love to hear peoples views on a mud mover overhaul for ARB and I really hope we can get the forum to actually discuss this problem properly and for the devs to actually listen to the community feedback. This is a MAJOR issue, and it really needs to be addressed sooner rather than later.