A rework for the SP system could work well. Greatly increase the SP cost for aircraft with air-to-ground munitions and make it so ground vehicles don’t cost SP to spawn. This way, CAS can fullfill its task to delay enemy forces without being oppressive. The primary issue of CAS is when it spawns early and kills players who didn’t get kills yet, causing them to be locked into SPAAs and be useless on the ground after the aircraft are dealt with. CAS kills later in the match hurt much less because by that point you have much more SP to work with.
Also, remove the SACLOS nerf in RB and make SACLOS SAMs good again. SPAAs like the Roland were completly murdered because of it, even subsonic aircraft can dodge incoming SACLOS SAMs by performing small barrel rolls. Aircraft IRL could not move as accurately as mouse aim lets them in RB, so why should SACLOS SAMs be held to absolute realism while aircraft aren’t? In Simulator battles the SACLOS SAMs should remain the way they are now, with aircraft not being able to dodge them nearly as well, or at the very least losing contact of their target and a lot of energy while doing so.
A buff for Stingers and Mistrals would also be welcomed. I don’t want them to be undodgable death sticks like the Strella is, but they should at the very least be competitive. In their current state they are easily fooled by flares and can barely pull Gs.
Also, restrict any aircraft from spawning before 5 minutes have passed.
Have you considered that I’m not a sweat who wants to play the game super-competitively and ruin the experience for casual players? I want to play the game when it looks gorgeous; I didn’t buy an RTX 4090 for nothing.
No other game gives ULQ graphics such an oppressive advantage.
what if cas was balanced by having a cost per weapon, and you have to pay again at an airfield when reloading, but if you leave your plane intact at an airfield and bail out, it’s free later, or you can switch between tank and plane like a drone
CAS is already expensive, and re-arming takes a long time so that wouldn’t be necessary.
That would cause way more issues than it would fix. There’s a reason every single FPS game limits you to controlling one character or vehicle at a time, unless controlling multiple characters is specifically the game’s gimmick.
I dont necessarily have issue with free re-arming, but maybe AFs need to be moved further away, especially at higher BRs, to increase turn around time.
Though I would like the ability to both change loadouts (with appropriate SP cost) and the ability to switch between vehicles
What about an upfront cost for the plane and then a spawn point cost per munition that would be much lower, but you can switch your load while at an airfield. I would say something like 10-15 sp per agm weapon, and 5-10 for aams missiles and stuff like that. Dumb bombs would be between 1-5 each depending on size and whether plane has ccip or not
I would make bomb fuses not activate at all if the bomb is dropped from too low of altitude, regardless of bomb fuse. I think this would make low-mid tier CAS more skill-based, as you can’t just set a 2.0 second fuse and drop it at treetop level - you would have to drop it from higher and be more precise with it. This would make bomber-like aircraft more relevant, than just being able to take an F8F with 3 large bombs or something like that, because of the bomber sight, or the ability to divebomb properly, etc. While bombing with fighters/fighter-bombers/strike aircraft is still completely possible, just more ‘skill based’ than before. Like even a 50kg bomb with an assault fuse can kill a Jumbo Sherman with proper technique, (though yes an out-there scenario for the average), but you just now have to apply tactics and get lucky/get good at it rather than just drop bombs at tree-top level or kamikaze an enemy.
This wouldn’t fix ‘all CAS’ or anything, but I think making bomb fuses not activate too close to the ground would fix bomb-based CAS at low-mid-mediumhigh tier where the best CAS is just to take a fighter/strike aircraft with a big bombload and a 2 second fuse delay. It would both make more aircraft types relevant for CAS as well as realistically nerfing CAS and making pretty much anything 500kg-1000kg or bigger ‘guaranteed kills’ for any aircraft to something that you have to properly dive-bomb and know how the bomb will fall to get kills because you can’t just drop it right onto the hatch of the tank at near-propeller destroying altitude.
I think personally this would be one of the best changes they could do to CAS, at least to CAS outside of top tier or something.
Do you mean making planes more expensive, and munitions cheaper?
The issue with this is players would be able to just spawn in CAP, farm free kills, then re-arm as CAS basically for free.
Bombs would need to be buffed V.S armor (roughly 3-5x) for this change to be viable. There’s already issues with 1,000lb bombs exploding inside King Tigers and doing nothing. Lowering the skill ceiling would only make it worse.
Cas has nothing wrong with it as a killstreak other than spawn camping. AA is SP cheap compared to an aircraft. Implementation of the spawn lines suggestion would help planes not instantly lock onto you as you spawn. Also you might’ve noticed during the WW1 event planes sometimes focused on the AI targets, the troops, instead. So AI targets would be a good idea such as trucks, soldiers, AI AA at spawn, or even bomb targets like buildings. Revenge bombing will always exist, but this would reduce that frustration.
They already increased the SP requirements too, that has definitely reduced the amount of aircraft.
Yeah, from my understanding big bombs were overperforming? Maybe not completely revert the changes, but make it back to where the bombs within a certain radius are a guaranteed kill. I haven’t encountered this issue yet personally, but I seen clips of it so I don’t doubt it’s an issue. If the bomb is big enough, it should just kill the crew with the concussive blast at some point at some radius. My suggestion is dependent on assuming bombs are more reliable again. I think reliable bombs but harder to aim because of bomb fuses requiring a certain altitude is preferable fix to roll-of-the-dice bombs that decide whether they do anything on a direct hit.
People could use planes to do anti air job and return to their tanks. I judge by me when I was even thinking about buying top jet just to counter enemy CAS but then I just dropped this thought because I would had to leave my tank or plane to spawn in tank again. This is impractical BS.
Using tank and SPAA/plane at the same time would create more interactions between players.