If you try to belly land without deploying your fully operational gear then you could receive X amount of seconds on your repair timer as a “penalty” for doing that.
Something similar can be done if player receives damage that’s very similar to the action of over-speeding your gear, in efforts to circumvent the system above so you can land “without” it.
Except this sorta already exists? You take damage from a harsh landing so you take more time repairing.
This just seems so hard to check. What if someone just sucks at landing, they get penalised? What if you’re too damaged to slow down as you might lose control? How long is this penalty? How would Gaijin, with their spaghetti code, figure out a way to make this consistent w/o wrongfully punishing other players? Belly-landing is definitely something I don’t like, but there is no real way to get rid of it honestly. And to be honest it feels more like a non-issue if anything.
Apparently it isn’t enough as people are still doing it because they still gain time.
I’m looking more at something like 20-30s of penalty time for trying to be a smartass.
I’m pretty sure they know what was the cause of the damage (enemy round, missile, environment, etc.) so if your gear suddenly evaporates out of thin air. Someone being bad at landings would produce destroyed gear at the time of landing, not seconds before.
Also, checking for destroyed components that are crucial to the normal flight before applying a penalty sounds pretty easy…
At the very least, they could implement a penalty for people landing a fully operational plane without gear deployed, as this scenario doesn’t have ifs and buts.
I think an 80 degree dive on a target is intent enough, plus…don’t forget the ‘drop bombs a millisecond before crashing into the target’ brigade; just to make sure of a kill. No battle points for that I suppose? Try RGB rank 3 as a tank and see if you change your mind after a few battles there.
In sim 20% of our reward is tied to landing and this happens way too often and I bloody hate it.
There was a time it ruined my ability to enjoy the mode because I was stressing over getting back to airfield before tickets bled out rather than having fun and helping my teammates secure the wind.
Pictured: J2m2 with its entire wing shot off belly-scraping at 450 km/h touchdown speed repaired in… 30 seconds as gain. (I legit scraped the whole length of run way after touchdown.)
this is not true, the replay system isnt actually coded. replays are saved and played manually by an indian tech support center. when you rewind, it sends a signal to a guy who plugs in the right file
I think they should just remove the kh38 and the hammers. Bc those things open up the gates for the missile arms race. One nation gets good missile-> other want it->they get it->other nation wants better missile. So as time goes on cas gets even more and more prominent. This game has props pulling 9gs. I don’t think it would be too unrealistic for 4th gen planes to go do cash with gbus and rockets
tank only gamemode will never happen. If it happened people wouldn’t have to grind cas trees to compete so gaijin would make less profit. Rn even if you just want to play tanks you MUST grind spaa and cas trees to compete
people wouldnt have to grind CAS, but its true that SPAA usually has to be grinded alongside actual tanks.
but clearly gaijin doesnt mind copy pasting slop tanks at all, so they could definitely fill the trees with more vehicles and force players to grind them, so that SPAA becomes optional
BTW I think SPAA damage is just fine right now and perfectly consistent.
14.5mm can 1-shot your wing.
Here’s firecrest after tanking 2 37mm M-geschoss at around 500m. 550g shell with 108g TNT equivalent and the plane was diving so the impact energy alone was insane.
Dunno if this has been mentioned before but some sort of cap on deployed aircraft would be nice. Tbh its not just for enemy cas but for friendly cas too. Every few games i seem to end up with most of my team in the air with nothing to do early in a match while the enemy ground team steam rolls us.
Probably wouldn’t work in reality i guess, peoplee would just wait to get a plane spawn or just leave the match .
It has, but wouldnt work. You may just end up with people quitting rather than spawning in CAS/CAP.
Especially problematic with the fine line between CAS and CAP. Would be frustrating at a BR where your only meaningful anti-air was to spawn in a fighter. You die, you go to respawn in a fighter but cant because your team has filled all slots with CAS.
Yep your completely right. Tbh CAS only gets to that point of frustration for me in maybe 20% of my games, and out of that a big chunk is probably down to my lack of experience. But i guess that changes beyond mid tier as modern bs starts to appear?
Ill enjoy my honeymoon period for now before i start complaing about cas maybe 😆
The sad thing is that has less to do with the idea itself than the way the rest of the game is structured and incentivized. I say that because Battlefield is a combined arms shooter that essentially uses that sort of mechanic and also has Conquest point mode as a focus: there’s maybe only 1 or 2 of each big vehicle(tank, plane, heli) up at a time with short respawn timers when they die; it’s first come first serve and people may want to play said vehicle and you might wait at the spawn for a little bit to get in but no one really leaves and usually you just do infantry work until you happen to die and get to spawn in.
The issue with it is how the spawn point system interacts with the Conquest style gameplay and how the grind tends to work.
Making SPAA even more braindead easy to play is a very bad solution. Shooting planes down is the easy part, we just need players that are smart enough to move after spawning.
As far as SP cost goes, plane base cost should be more expensive, but ordinance costs seems fine. If planes also costed extra SP based on how much their guns can pen, (for 1.0-6.7) then that would also help to balance things like Il-8.