How player skill with SPAA effects the CAS problem

I agree that map design is a major contributor, however most maps do have space to move, and CAS haters aren’t complaining that those few which don’t are bad, they’re complaining that all CAS is OP and needs blankets nerfs.

The map already is annoying enough for spaa players in rank 7-8 battles. I can only calculate the op team is already left and remains are stuck on spaa with no defence against any ground verhicles. Your explaination don’t make any sense.

its already been completely nerfed. SP cost is 2x more than it was, you dont have a second spawn attacker anymore. SPAA is completely broken and still 12.0 for some reason, what else can be nerfed on CAS?

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I saw some guys a while back saying Ocelot should be 6.7, so I guess we could do that lol.

Are they in room with us?

I wonder where is the

How player skill with CAS downplays the CAS problem

thread.

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Because skill doesn’t downplay the CAS problem, it makes it seem bigger than it is.

CAS pilots being awful at the job definitely downplays the CAS problem, as in reality CAS’ capabilities are much better than shown.

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The capabilities of everything is better than shown. We shouldn’t balance based on the best players, we should balance based on the average player.

Even then, CAS is typically played by above average players by the nature of costing extra SP.

By all means, ULQ is definitely a good player.

However, can you call what he did in this video to spawn a fully armed and dangerous F4U-4B “above average” gameplay?

He spawned a reserve tank, rushed capture point and hopped into a plane. A plane with 4 rockets and 2 bombs and 4 20mm cannon rounds (probably the best cannons at prop tier hands down with the combination of ballistics, damage and rounds per gun). The plane itself is amongst the best fighters at 5.7, too to boot.

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3 simple things to end all that bs,remove that fake ahh 1.5x overal G pull,remove the fake ahh multipath that shouldnt exist for the top end missiles and bigger and better maps for the new SAMs batteries…i know two of those this community wont give up because yall want to be handheld…

I witnessed something similar. Guy spawned M18 had some scouts/assists, died and than spawned fully loaded plane.

Image

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Spoiler

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1 minutes 55 seconds.

Just amazing.

CAS spawn costs should at least be doubled imo, someone should make a suggestion for that, if it isn’t already done.

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Thats why that AAS game mode test was excellent. SP to spawn a plane was in range of half what it needs to spawn a nuke. There were very few planes (2 or 3 through the whole match) but those were quite deadly as players which spawned them knew how to use them.

Games were quite immersive.

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We don’t balance based on the best players, we balance based on the average players.

I once nuked in a Tiger H1. Does that make the Tiger H1 OP?

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It’s great flying.

But the damage model and how it impacts that aircraft is terrible.
Black tail section Black in Gaijins workd means completely destroyed no longer able to fulfill it’s purpose.
Then why is the tail still providing lift and control?

Damaged tail and no flaps and still able to pull a good amount of G to get that 190D. If War Thunder was realistic that Corsair spins out of control and crashes.

You know most maps are open fields, everytime I leave spawn I either get killed by a rat sneaking by or from the enemy spawn, or because by the time I get to a good position my team already died and the game is over.

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All of you are kinda missing the point - by insisting that people “earn” planes as “powerups,” you render them completely unbalanceable no matter what you set their SP cost to.

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There are other problems with even attempting to argue in favor of balancing around a given player…namely their own unique conditions.

Putting aside experience (which inherently varies between players), there are other unique qualities like graphics settings, squad play (done/not done) and such things as bushes that introduce variables.

Trying to cite one player’s experience as gospel simply doesn’t work…at the very least you have to look at vehicles’ theoretical capabilities, not players’.

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