If you could, how would you re-balance CAS in Ground Battles?

It can’t face 6.3/7.3 ever, unless it is incredibly low in BR in arcade ground.

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Huh.

Weird, I didn’t think that Gajin would do that, but atleast it is limited to just regular bombs.

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limit aircraft numbers to 1 plane per team

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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.

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One of the few maps where shooting CAS down is so much simpler to do when in the correct spot.


Fulda as well if you can and on this side of the spawn.

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Point is don’t stay in Spawn as its the location where most CAS players/mains will look at for SPAA

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.




New record, right now for get a CAS plane the only you need is die LOL.


Right now CAS is a just wild card for most stupid and bad players can obtain easy revenge kills.

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And to stop CAS you either spawn on SPAA first or Die then spawn on SPAA, not much of a difference when dying first to get on CAS plane.

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Screenshot 2024-09-10 044542
Screenshot 2024-09-02 083015

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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.

Last game discussion was hidden.
https://forum.warthunder.com/t/cas-is-and-will-always-be-toxic-and-a-bad-mechanic/159480/194

Oops! That page doesn’t exist or is private.

Because it was a rant/flame thread.

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Currently, CAS being balanced rests on multiple faulty assumptions:

  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. 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.

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mmmm yes and no. You make it sound as if playing SPAAs are pointless. It really comes down to players knowledge and if they know how, when to engage.

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None of those jets that I killed here and the Heli got the chance to CAS or drop their payload. Still a lose, but at least it was a CAS free match lol

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And did it again lol RIP team still couldn’t hold a position let alone tank or SPAA properly.



Saved the tankers here, only 1 tanker died to CAS out of the 6 i shot down in the image below.

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

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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.

I’d just prevent helicopters equipped with ATGMs from spawning at the forward spawn. Adding several minutes of dead time to rocket helis is useless.
Only move the airfields farther back at prop Brs. You can very easily get hit by the AF AA on some maps. Atleast below 9.3, the AF distance is fine (until you are uptiered from 6.7).
Why should a helicopter spawn 20-30km away from the map? The helipad distances are only an issue when you can launch ATGMs from the close one.

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CAS should be one and done. Choosing to spawn in a plane should give you one life and prevent you from spawning back in a ground vehicle.

It’s not a bad idea, but just tuning it right is the tricky bit.

CAS in naval is almost never done because AI AA is too accurate and many actually want the strength of AI AA to be reduced a bit. It could be really easy to be overtuned.

There is also the issue of whether youd actually ever want it on passively. If you were being sneaky and then your gun just started firing randomly, would be kinda annoying. Even in naval I sometimes turn it off to be “sneaky”.

It has potential, but I can see it being a bit of a tuning nightmare to be fair and maybe more annoying for most.

Gaijin announced the implementation of a construction mechanic; perhaps we could build stationary AI SAM systems with certain vehicles? Like how you can plant friendly AI peashooters and stuff in Plants Vs Zombies Garden Warfare 2. Obviously this would need a lot of balancing and tweaking, for example a way to limit it, but I think the idea is good.