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

I have the fix…you put a Modern Airfield on each side with a BUK M2 👹 and iTO to defend it!

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No, increasing rewards for something so braindead easy (shooting down planes) is not a good solution.

Instead, CAP should be encouraged as an actual counter to CAS, whilst SPAA should be a cheap and disposable deterrent.

No, they are right.

One of the first and foremost issues in the CAS balance issue is that the counter of either SPAA or CAP is reactive. If there is no CAS, then there is usually not a lot you can do (Its why I like SPAAs like the HVM that can go and scout if nothing else)

But when you do spawn in an SPAA, and if there is something to shoot down, and assuming you do, then the rewards should be at least on-par with a G2G kill. If not maybe more so, because between kills you might be literally AFK, doing an important job, but AFK nonetheless and the rewards should better reflect that.

So I think bringing G2A kills onto parity with G2G kills is the bare minimum but maybe also add some kind of small trickle of activity time when in an SPAA or CAP that acrues. So even if nothing does spawn in to engage, your time wasnt totally wasted (Im not suggesting much here, just better than nothing)

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That won’t fix it though.

Let’s be real, how many players pay attention to the exact amount of rewards they’re getting per kill? No1 will care about rewards if it’s boring. That’s why SPAA should be discouraged as a counter, and CAP and CAS should both be encouraged.

I think that is the wrong approach though.

Instead they should look at ways to make SPAA more rewarding/engaging, even as simple as adding scout to most (ive also thought that top tier SPAA could also get drones). Gives them something to do when there is nothing to shoot at.

Also, with multi-vehicle vehicles now a thing. Ive wondered if they could have an IFV or something as one of the multi-vehicles. So when there is nothing to shoot at, they can do something on the ground (I would strongly suggest though that it be weaker versions of existing stuff though, so its not crazy strong, but could also be IFVs and have a mechanic where they can recover a resupply box from a cap point, but then have to drive it back to the SPAA to resupply).

But there is simply no reason why the rewards should be lower. Just because people dont notice its lower, doesnt mean that its acceptable.

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I’m not ignoring it, I’m just not addressing it because it’s not the part of the larger issue I was discussing. I talked a bit about what you’re bringing up elsewhere, that specific comment wasn’t about what you’re talking about here.

Yeah because the rest of your team fed the enemy spawn points and they could afford to do that, that’s just how it is. It’s a team game and the opponent can earn a point and numbers advantage over you that you can’t overcome as a single player.

Do you feel that the enemy should not be able to spawn and drop a nuke if your team feeds the opponent but yourself have not died yet?

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You know that getting enough SP to spawn an air unit is not that high?

In many cases, capping a zone with reserve tank allows You to do it.

It’s ALL connected. You can’t just cherry-pick part of it and blame the players.

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I’m not blaming players, I’m identifying that people care more about having fun or playing on their own terms than they do playing optimally. IDK why you started replying to me, nothing you’re saying makes any sense in the context of the conversation I was having.

If you’re going to make an appeal to triviality, why not make the SP cost for planes the same? It either matters or it doesn’t.

That is not triviality, this is how things work in this game and no matter what nerfs/buffs are applied the core of the problem won’t change.

Air units are just a crutch/killstreak in GRB

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as opposed to the totally hard to get 3 kills per cas spawn?

I know this may sound like the most stupid idea to ever exist and that i should never speak again but…
What if instead of people spawning in planes, when you spawn a plane, it spawns an AI version of that plane that does something, similar to Ground Assault. Maybe CAS won’t be as OP and SPAA have something to shoot at. Maybe also reduce the costs of the CAS so it would be worth spawning the AI to hopefully do something…
I don’t know if this works, all I know is that AI planes in ground assault battles can do something. Maybe someone can improve this (if you get it).

I prefer participating in process instead of just watching so no thanks. Its like those games where you click “remove bush” and watch some little human do the job. Or upgrade bomb and watch guy hit bomb with hammer for 7 days straight.

I guess
It’s hard to make both sides happy, especially when they both hate each other. This is a tough scenario that doesn’t favor everybody

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I hate to said it but these spaa combination would not save you from low flying enemy’s jet evading AI spaa coming to kill you in airfield. Better combination are 2 Otomatic and 4 ITO90M. Any low and medium flying jet would be shot down near airfield.

Idk if these ideas are good, but here goes:

  1. Map, matchmaking and reward redesign

Currently, each team is just an equal number of players playing against each other and can be in whatever vehicle. I propose that, to encourage CAP and SPAA usage, there should be a number of seperate SPAA and CAP slots whose amount is proportional to players in the “standard” team slots. The proportionality would need to be figured out in a test server or April Fools mode, but 1 SAM per 4 to 6 tanks/IFVs etc. and 1 CAP aircraft per 5 to 8 ground units could be a starting point.

For example: If there are 15 players in ground vehicles in each team, there would be three SPAA and three CAP slots, but the exact number of SPAA/CAP slots per number of ground vehicles should be determined in a test or special gamemode.

In addition, there should be an option to enter the ground RB queue in aircraft when carrying air to air missiles so that CAP is encouraged and Air mode players in fighters/multirole aircraft can experience something different from the usual Air mode match. Rewards for shooting down an aircraft should also be increased, since each aircraft is a valuable asset in terms of control of the skies, and it encourages players to research counters to CAS.

For multi-vehicle SPAA and maybe even SPAA that only have SAMs, there should also be one or two spawns behind the frontline where they can operate without being restricted by the necessity of hiding from enemy tanks. Additionally, these points could have multiple resupplies of missiles for the SPAA, somewhat equalizing the unbalanced dynamic of planes having essentially endless resupply. These points could be 3 to 5 km behind the team spawns and could also facilitate the addition of strategic SAM systems such as the Patriot, HQ-9, S-300P/V and/or even older systems such as the 2K12/2K11, MIM-23 HAWK and many of its variants, or even stationary/semi-stationary systems such as Bloodhound, S-200 and MIM-14, although the distance from friendly spawns would have to be evaluated on a case by case basis.

I would place these spawn about as far away as the helipad near the battlefield, although i am open to other suggestions.

  1. Reworking Radar

Currently, helicopters can fool all missile radars by simply drifting to the side and deploying chaff, which allows helis with LDIRCM to be essentially immune to ARH and IR missiles, while being able to simply hide behind cover. This should not be the case. Modern radars and radar seekers should be able to reject chaff due to the immense doppler shift created by the rotor blades. Modern imaging infrared SAMs such as IRIS-T and FB-10A should recieve a home-on-jam (HOJ) mode that makes them able to home onto the LDIRCM laser emitter. To counter this, helis would need to use flares and maneuvering, since the guidance of an IRIS-T should not be easily fooled. This way, the more time a heli spends in range of the SAMs, the more its countermeasures are depleted, limiting how long it can affect the ground battle. ARH SPAA systems also suffer from multipathing, which makes “lawnmowering” planes essentially invulnerable to ARH missiles. Many modern ARH missiles can track targets below 60 m altitude, for example, the SAMP/T managed to intercept a drone flying 2 meters above the water. The BUK-M3 is claimed to be able to intercept targets flying 15 meters above ground, and the Type 03 uses an AESA seeker, which should be much more resistant to clutter than a standard parabolic or planar array antenna. If i am not mistaken, the Sky Sabre should also have a lower multipath altitude than 60 meters.

I don’t understand how you envision these “slots” are implemented.

As seperately marked places in the team. You take the 15 players in ground vehicles that you can see when using the tab key, and add 3 additional players for SPAA and CAP each.