GroundRB SPAA problem

Wild that it gives less SP than a scout, lol.

I wouldn’t. I argued that if another player spawned in SPAA, that’s fair, but the same player spawning again and again is too OP.

So anyways, I asked for the opinions what should be added to my suggestion? And whether is it fair for following spawns (after death) for SPAA to increase to x2.5 or x3? (I think 2.5 is well enough).

The purpose of CAS is killing campers and heavy tanks. Making the entirety of CAS gameplay simply a never ending loop of bombing the same braindead SPAA mains over and over again is kinda lame in my opinion.

You ignored my response from 5hr earlier as to why CAS costs a lot more to respawn than spaa so I’ll repost it again.

CAS has a much greater impact on the battle than spaa do.

The ONLY aspect that some spaa could go up in cost is if they possess guns and apds ammo. These particular spaa can affect the battle more than spaa armed just with Air-to-Air missiles or weaker guns that can’t pen much armor. Not sure how Gaijin would scale this - perhaps by ground kills per battle stats.

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I argue that tit does just the same. SPAA being able to take down CAS which is so deadly as yo say, should absolutely not be able to respawn over and over for free.

You have 2 options: Either you kill the camper or the heavy tank, but you get shot down. Or you kill the spaa first doing more than 1 pass and then go for ground targets.

You cant have it all.

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Or, how about this. You spend munitions on SPAA, you have fewer to spend on campers, but in turn you can actually help out your team and kill campers.

This way CAS goes from a tractor just farming SPAA, to an actually helpful team player.

The cost of a vehicle isn’t just what it can do versus it’s primary target - like spaa vs air.

If the vehicle is mostly one dimensional, the cost will be low.
If the vehicle is multidimensional (CAS) then the cost will be much higher.

Which is why I added the part about spaa with apds that are not confined to spawn areas should have the cost go up.

So what about players that have spaa in their garage and backups. After dying they can respawn that same spaa one more time, immediately. No difference from getting revenge bombed by CAS after they destroyed your tank.

Its not about munitions or smth like that, but priorities.

In low to mid tier where you do not have FnF munitions, you have to decide to priority kill a camper that is deleting your team, but risk being shot down, or prioritize to kill the spaa first and risk a second pass. Usually in this lower BRs you do not have enough time to do both in a single pass.

Now at high tier its way easier bc you can launch 2 ARM at the spaa and 4 KH-38 to the enemy tanks, and you can do this currently.

They can shoot munitions down (which is impossible for most SPAA in game but lets ignore that) and even if you do destroy em, they can respawn for free.

You can re-arm for free too. Also spaas does not have infinite ammo.

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Your previous point disagrees.

It takes >5 minutes to rearm, and that’s 50% of a match where you spent the prior 50% getting a plane.

12 shots you don’t need to reload is better than 6 shots you do need to reload.

But you do not bring only 1 ordinance in your plane tho (except if you playing Kfir C.10). If your plane has 4 bombs, you can make 2-4 passes, with at least 2 minimum kills. Now with planes with more ordinance its even better.

Most of the time you would need 2 G2A missiles to intercept 1 A2G supersonic missile, and you can also add the missile launched at the plane. And bc of the great range, you will not go very far from your airfield, probably 2 min to re-arm at max.

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Top tier cas is now over 1000 avg sp to use except helis which are more map depended and overall less effective. In lower tiers its a problem especially 9.3 range with fnfs and bullpups

12 shots you don’t need to reload is better than 6 shots you do need to reload.

Just flat out not true. Actually, it’s not uncommon for 1 missile to take out multiple munitions.

Great, so in best case scenario you can maybe re-arm twice. If ammo crates weren’t a thing, then you might actually be able to get a kill or two (a pretty ridiculous amount of effort for something you could easily do in a tank), but ofc ammo are a thing, so you’re screwed anyways.

Again, this is all ignoring the fact that even if you DO destroy him, he can respawn for free.

Im talking about supersonic missiles like KH-38 or HARMS.

Even if you decide to spawn 4 HARMS and 2 cruise/supersonic missiles its enough to fool the spaa. Tho the most common loadout that works very well (if I not call it meta) its 2 HARMS. Launching them just couple of meters away from takeoff.

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