That’s why missiles are a thing.
AAs can easily be made useful in ARB.
I wonder how some people always come up with worse solutions.
Have it crossed your mind that some people enjoy the combined aspect and want to play it without a dice roll applied to every queue you start ?
Same goes for people that enjoy playing without aircraft.
Look, weather doesn’t let me fly, better for me to leave and try my luck again. Look, weather is good for flying, better for me to leave and try my luck again to get into a lobby without planes.
Those are just a few excuses for people to leave early and are directly linked to your suggestion.
TO is simply a better option that’ll give both sides what they want, all the time. That thing comes with little to no downsides as well.
He claims it takes more skill to shoot down a plane with a plane (dogfighting) than shooting down a plane with SPAA.
I point out that in a plane you have a myriad tools to reduce the difficulty of landing hits and stack odds in your favour.
SPAA have no such options. All SPAA can do is hide somewhere and wait to catch a plane that comes under an effective range of ~0.3 to 0.5 km and must fire at a high aspect with very high angular velocity.
A plane that loiters at 1 km to 2 km altitude (WW2 handbooks recommend initiating dive bombing at 1.5 to 2km in fact), flying at 400-500 km/h is immune to SPAA and the SPAA cannot take any pre-emptive measures to do anything about the plane.
A fellow plane can MEC+WEP to hardclimb above said enemy (109 style), try to bait said enemy out or just maintain such absurd speed that the guy above you can’t really do anything (american style). Fellow plane can bleed the target of enemy through energy fighting to remove the challenge of landing a shot or dive onto that enemy and fire from point blank hartmann style.
SPAA cannot do any of that. It just sits there with slow turret traverse reliant on crew skill (and said crew skill can make it over a third faster! Bosvark spaded alone gains 18 degrees of rotation aced vs the crew you’d expect to have at WW2 brackets), there’s no dials to adjust for aspect or closure or altitude. There’s no gunsight to simplify shooting at an angle. Nothing.
(granted, crew skills are dumb for planes too. One crew is able to turn at corner speed as long as I got altitude to kill camping 6G turn without any vignetting much less G-LOC. Same plane, same modifications but without expert or ace and I pass out at just ~18 seconds at 5.5G significantly reducing my situational awareness and high energy dogfight capability)
Post #1240 was on CAS gameplay itself, with both A2A (with usually worst performance against a CAP) and A2G (Anti SPAA)
I don’t think he is thinking about CAP itself or A2A shooting: the fight is pretty much done for A2A when one gets a shooting position, no discussion needed. But for Anti SPAA there would be a long way to go after starting the attack. The worst part is plane vs gepard aka the best cannon SPAAs below VT/AHEAD, which is the part I would emphasize.
About shooting planes who keeps a distance at ww2 BR… Too bad if SPAA can have a chance to shoot them down lol
Eh…what constitutes ‘better for all’ would probably depend on populations. It is certainly plausible that TO could function in parallel with RB GFs, but “flat spots” of population distribution favoring either RB GFs (as-is) or a TO submode would complicate this. (The population itself probably isn’t an issue, but distribution of it could be…especially if you’re trying to sustain a +/- 1.0 BR seeking range all around at once.)
That’s why the best way proposed thus far to execute TO is the ‘trigger queue’ idea. Once the MM has gathered up enough people to create a TO match (a la night fights), there it goes…until then, matchmaking would operate as-is. That way the pool is shared until it has the ability to execute its TO offering.
TO (and other new submodes (a la Domination, Conquest, etc.)) could be an interesting change of pace…but all of it is up to Gaijin pursuing it and their record is…not reassuring.
While I am not a big fan of the Attack UAVs, striking from outside the range of radar SPAAs is what they were built for.
Considering their altitude and distance, those ATGMs have a substantial flight time, so trying to hit moving targets is very difficult/unreliable. When you only have two shots, and they take a while (~30s) to get to the target, you’re encouraged to aim for targets that are not moving and unlikely to be killed by someone else first. An SPAA sitting at the back of the map is exactly that.
As for the two planes scenario, target priority is a thing. If you have a scout drone and a strike aircraft, shoot the strike aircraft first.
helicopters are easy enough targets even when they can play standoff with ATGMs. Tanks with LRFs can main gun them. The only way to get a first spawn helicopter is to not take ATGMs, using either unguided rockets or bombs instead, both of these weapons require the helicopter to get much much closer to any tank it wants to kill, making them even easier fodder for roof MGs, coax, and main guns without LRF.