You can call it that. Sure…
It would greatly limit the amount of weapons they will be spawning in with.
It would also fit nicely into the game. At least more than Nabbu force fields.
Hell, the AF doesnt even get that. Should they get force fields too?
The kind of SPAA these ppl want:

Surely a much better name than “force field”.
Okay, limiting to amount greater than zero doesn’t mean preventing.
AFs did get the ItO IIRC and it’s extremely good.
You dont understand.
I fully trust the gaijin to make this work without major issues. Just like how well they coded armor, HESH, over pressure, hull break, DIRCM, heat signitures, TWS, etc.
2 Likes
They dont block missiles and what not.
I can throw aim9s and r27s at players landing.
Of course you cant gun them unless the land around the af allows for it.
It would be nice to see Ground Battle spawn points be modelled after FOBs. Protected areas that offered at least minimal protection against spawn camping with like some sort of artillery mortars (one or two guns/tubes) and one CWIS for missile based weapons. That or dynamic spawn points that shift around your side of the map either periodically or once the spawn point identifies two or more enemies.
2 Likes
Having the edge of a map be the spawn area would be pretty nice.
Though the maps would need some reworks.
how about training games, ik there is custom battle, but a game where you only practise spaa on ai, i am bad at ww2 spaa so this would be great and everyone get the skill so it become hard to cas in 4.0 to 7.0
Im personally a big fan of dynamic spawn zones. Ideally, once the spawn protection system detects enemies as they already do, the spawn points would shift to a different location and that location would be unknown to the opposite team for 60 seconds (the old spawn locations stays on the map until the 60 seconds are up, then it moves to reveal where the new spawn is). This gives teams a fair chance (in my personal opinion) to come back from a lopsided start without completly punishing the enemy team.
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Not a bad idea.
I like having a large area where you can select where to spawn. I think it would help prevent the spawn from getting locked down in the first place.
Would mean that the enemy would be nudged into trying to cut off re-enforcements on their route rather than at the source.
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i’m not sure of that:
76.2mm QF 17Pdr, found on Sherman Firefly (4.7BR):
Spoiler

can destroy Tiger I from 3000m range (still i said unreliably, as angling tanks will reduce the ability)
88mm Kwk36 with APCR Pzgr40 - found on Tiger I (5.3BR)
Spoiler

can easily penetrate many tanks at 5.3BR, way over 2000m (yet still unreliably, as before)
88mm Kwk43 found on Tiger II variants (6.3BR)
Spoiler


can easily penetrate many tanks of same BR at 3000m (angled or not) and up to 5000m unreliably
L7A1 from Vickers Mk1 at 8.0 BR:
Spoiler

effective range (effective range would be around 80%+ efficiency) =/= max range
as current in-game APDS holds 287mm penetration ability at 2000m (which is far than enough to kill similar 8.0 tanks like Leopard I or AMX-30’s, or even the russian T-10M
T-72M found at 9.3BR:
Spoiler

and the more we go up, the more they can destroy themselves from farther away reliably as both Ammo rounds and armor increases, aswell as technical devices (Laser Range Finders, thermal and else) allows them to increase their awareness, and gun riffling become so good that accuracy is increased.
All of this never happened irl to any real degree (some of it never happened at all, depending on which specific thing I’m referencing in your post) and relies highly on luck. Average engagement range in Europe was like, 600 meters or so last I remember reading.
yeah i agree on that, about IRL,…and as i said:
and doctrines were made depending on those
but the technical feasibility in-game is as good as demonstrated earlier, and is one of the reason why Spawnkilling is so easy to do in-game today.
the whole post is about protection,… but you can’t protect anything that spawn within efficiency ranges, and that is true from 5.3/5.7 BR to top tier,…
Last time I saw this topic people were talking about planes being chased by fnf that glides all the way to the runway yet ground units survive everything by spawn protection.
The whistle lasts, at most, 9 secs. You could have stayed and laughed at whatever’s flying. Maybe pay some attention to the sky the same way you check the terrain, if not more easily for the sound.
Heavy bombers or The heavy bombers with the specific payload?
Useless or Instant death sentence?
I would say a sub bunker -ish celling can be added to ground spawn. Maybe also a one way exit, maybe trimmings on how wide it is. At least planes won’t be shot by immortal stuff while ground won’t be bombed when staying in spawn. Win-Win.
Half the SPAAs are ineffective, high risk and low reward. Try and hit a 800kph me262 repeatedly with the Skink or M42.
SPAAs are always gimped, give them a fast rate of fire but a tiny ammo amount or a powerful gun but a slow rate of fire and turret. Mid tier British and US stuff is woeful. Any good trait they have usually comes at a big cost.
Well IMO CAS should not be dropping 5 ton bombs that can waste half the team.
GP 500 : 500kg bombs, not 5000kg bombs
If you remain in the same spot, it’s only natural you’ll become a target for bombs.
The fact we couldn’t shoot down the heavy bombers is down to your lack of skill and poor judgement.