Well that’s like me saying lose the artillery from the game as artillery is for indirect fire not to be used as a tank.Somebody will give the example of the one time it did happen.
As for CAS it can misleading. Heavy bombers did attack formations of tanks ,the famous picture of the Tiger on it’s roof is a result of Lancasters bombing a forest where an Armoured formation were hiding.
Spawn points are already protected by the vehicle having spawn protection for a while and I have wasted my only bomb on an invulnerable unit a few times and that be game over for a player if that happens.I don’t think that needs to be any more than it is.
Kamikaze dives were part of history and if the player wants or needs to sacrifice their plane to get a kill its their loss and their choice.That was always going to be part of having CAS in the game.
I totally agree but its never going to happen many players on here don’t even know what era separation even means ,I think half of them think the A10 was WW2 and the other half have zero concept of immersion.Some cultures just have a bizarre concept of reality and fantasy. I actually loved this game because it felt European and not Japanese,now that seems to be changing with every update.
Incidentally that is why I ditched the PlayStation for the X Box as the cultural gap was getting to wide for me as I got older.
Well that can work both ways .How many times does the team that’s ahead lose its lead by them all jumping into planes to finish off a team that is far from dead and buried? Celebrating too early,Putting on the flying display while the other team takes back all the Cap Zones? Some times the other guy going air is the only lifeline and I have given away the top spot or even top 3 by getting in a plane when I should have stayed with tanks.
I think all said and done the game is as good as it will ever get yet we still keep chipping away at it to the point that all we are doing is ruining it now.
same situation with the maps,we reached the peak a couple o years ago ,now its all down hill with every change.
I would make it so that any damage they take would disable all of their systems so they couldnt fire, couldnt lock onto anything, wouldnt be able to do anything except fly back to base kind of like they did now to every helicopter that didnt receive the new modules. I would make the great decision to go ahead and combine all the module into one unit and have the entire vehicle’s hitbox affect all modules at once for the 90% of vehichles I didnt have the time to do yet. Sounds crazy? Apparently not to Gaijin because thats exactly what their low IQ selfs did.
Some helpful suggestion: If you ever get this side of the map on Carpathians and decide to play around 9.0+ Br SPAA like the M247 or any dedicated SPAA with missiles or HE-VT rounds, use this spot. Can easily take down helicopters and incoming CAS. Don’t shoot early though or else they will spot you quicker and have enough time to dodge and incoming missile.
ONLY FOR GROUND REALISTIC AND SIMULATOR BATTLES
I would limit the number of attempts to use an air plane of two times per battle. Some close to mid of battle time, but still in first half and second air-wave at 5 mins before the battle ends.
In this type of airwaves players who is ready for take a plane should not use ground vehicles up to time when wave starts. Or another way, G.B. players will not be allowed to use aircrafts and all the waves will be forming from A.R.B./A.S.B. waiting rooms.
When wave begins all the ready planes starts together on both sides of the entire battle map.
At 1 minute before the air-wave sirens starts beeping on a battlefield.
These changes will provide more stable gameplay in G.B. And it’s even more realistic because in reality strike planes works only together in rows and squads. Also tank’s crews can’t use another type of vehicle just because there are another crews for planes that starts on their airfield. So crew mechanic is not yet realistic in game.
Planes is still be in G.B.
All the planes will fight together as it happens in ordinary A.R.B. In excluding at low altitude and very close.
Fortunately players will be bombing on player’s vehicles, not the AI. Which is a big plus.
All the wave will be more concentrated of PVP with same type of vehicles and then after the air superiority matched they’ll bomb on battlefield.
After the air superiority is captured all the last planes can safely destruct ground vehicles.
Air strikes from aircraft become expected, but if the player knows how forces change during an air strike, he can gain a great tactical advantage in the moment.
In my time ground AAA was not yet presented in game so it were useless. Now AAA is still not in balance with ordinary tanks. These light cars can be killed by MACHINE GUN, but also are quite dangerous to medium tanks because can penetrate their armour! Even ordinary tanks is in need to shoot properly to penetrate and make damage, but not this fleapits! AAA can kill any medium tank just by some shots just in body! 😡️
Here some UNsolved problems that you can discuss about:
In this case, why do we using ground AAA?
Will be ground crews allowed for waves when they are still alive in a tank?
What could be better? Take players from air battles waiting rooms/ or /allow ground players get their vengeance?
Most of the CAS problem is due his stupid SP low cost. Just go with a light or reserve tank, cap a zone and then die, now you have enough points for obtain a plane with bombs. I simple just give a small increase of SP for planes in GF and the CAS spam will be reduced for sure.
This doesn’t fix anything, if you slinged a bomb 2 houses behind you and it was a 1000 kg bomb->500 pound bomb. It’s gonna kill you. Houses aren’t made of steel, they are made of bricks, stone, very thin sheets of aluminum, or just straw. Not one of these materials would be capable of absorbing the explosion nor the concussive force which often or not was what did the most damage.
I agree with this, as some of the zoom options are a bit too small. At the same time, most don’t know how to use Anti Air or even lead their shots.
Kill cams were already nerfed to the point that they don’t help.
Gaijin just needs to fix the point system, cause sometimes 1 kill->plane, other times it requires 1 kill 1 assist, or sometimes 2 kills. it’s very spurattic and inconsistent.
Currently, CAS being balanced rests on multiple faulty assumptions:
That there is a rock paper scissors scenario between CAS, tanks, and SPAA. There is not. CAS can kill tanks, SPAA, and other CAS. Tanks can kill other tanks and SPAA. SPAA can only really kill planes and sometimes limited effectiveness against tanks.
That spawning SPAA is a full stop deterrent against CAS. It is not. You can still perform well as CAS even with multiple enemy anti airs up by using terrain cover or flying high in a super sonic jet.
That SPAA and CAS are balanced against each other. You cannot use ground cover as an SPAA most of the time, CAS pretty much always knows where you are and can easily avoid you, and they also know where you are making you easy to kill. Many nations have holes in their TTs for SPAA, meaning that even if someone wants to play anti-air they might not be able to depending on the lineup.
That if your team doesn’t spawn SPAA, that is the teams fault skill issue gg ez should have sideclimbed. Anyone who has played top tier ground knows relying on your team is like waiting for hell to freeze over.
That playing SPAA is as fun or rewarding as CAS. If you play SPAA, you know 90% of the match is waiting for nothing to happen, and 10% is having the opportunity to shoot down a plane. You’re SOL if the CAS player knows what they’re doing, though. This goes into the “relying on your team” element, I can’t blame people for not wanting to play or grind out SPAA when they simply aren’t fun.
EDIT: Also a perfect example of why CAS is sometimes needed. Can skip to where I used to R2Y2 to provide air support for my team and allow them to get to B. I tried. Enemy team were starting to spawn camp and i stopped them. https://warthunder.com/en/tournament/replay/252770215623008266
I think balancing air in ground RB is matter of better integrating aircraft into the game mode. The primary “problem areas” of CAS in ground seem to be revenge-killing and giant-bomb abuse, as well as planes that just endlessly fly tight loops over the battlefield, strafing again and again because no enemy fighters are there to punish them for such irresponsible flying. To that end, I would:
Remove all airspawns
Remove the close-in helipads
Move airfields farther back
All aircraft (helis included) spawn at airfield and on the ground
Add AI AA behind ground spawns (in areas untargetable by ground vehicles)
Add additional AI AA around the larger “air” portion of the map, on each faction’s “side”
Reduce the spawn cost of fighters with air-to-air loadouts, possibly to the point of allowing them to first spawn
Tier player SPAA against the era of aircraft they’ll be facing
Give SPAA an RP/SL bonus the option of applying their RP towards Air research
As it is, ground RB honestly has the best RB aircraft experience, because it’s the only option that’s objective-focused, instead of just “deathmatch in planes.” This is a opportunity that can be capitalized on to the benefit of ground RB players: The game mode should try to lure fighter / interceptor players to ground RB matches to provide air cover for their teams by flying CAP and interceptions. The sky should be it’s own battlefield, and CAS runs should be a quick in-and-out affair. Complete air supremacy (and the irresponsible flying of abusive CAS that comes with it) should be akin to spawnpushing - something that really (should) only happen once the game is already won or lost.
An idea just hit me, you know how bombers and naval have an option to toggle Ai gunners to shoot automatically to air, why not allow it for tanks too that have a mg above them. Can allow them to toggle off and on as needed. Dunno, just an idea.