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

I actually feel much more braindead when playing the Type 81, moving the circle in the rough direction of an air target, waiting for it to turn red and then without further aiming left-clicking for a nearly secure kill.

As I have pointed out many times, just because majority can’t even use braindead mechanics doesn’t mean they are balanced.

I just don’t see why having a new GRB variant with no planes is seen as a negative thing.The game is getting boring for many and needs a change.

Having no CAS planes means we could have towed static guns or static defences and different game play styles like attack and defence where you have to take an objective held by the opposition such as beach landings.
maybe you would need to reach a certain position before planes could be brought in.

There would be no need to spawn camp or rush forward as a player or team that just captured a Zone could stay and fight for it without fear of being wiped out by a Pe 8 etc.
it would enable the formation of a defensive line or any possibilities.
A much more chilled and focused game with different people with a different mind set using different vehicles being able to get a look in.

Those who are so violent opposed to a No CAS GRB are short sighted or just want to defend their one dimensional game play.

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I would welcome newly designed missions, also a proper ground EC with appropriate maps and goals, etc.

I am still sad about having missed the test for the assault game mode…

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It still had planes but they were not as eaisly available yet still could change the whole outcome of the game.

It really proved that tank vs tank combat can take place in WT and doesn’t need any new rules/maps.

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They should have a no fly GRB for two weeks a year every January to commemorate the battle of the Bulge where the Germans also took advantage of heavily overcast weather conditions that grounded the Allies air forces for an extended period of time.

It would be interesting to see if it is popular or hated.

I am happy with how available panes are in a combined vehicle map to be honest.If planes are part of the game then they are.

I we see CAS as a good thing then it doesn’t need nerfing and if I an doing a SPAA battle pass task I need to see planes.

TO works fine with no planes ,you don’t planes to make the ground game work as you know,they are useful not vital and they change the game dramatically.

I am surprised they dont have PVP games based on the Dynamic missions.
They were fun to play up to a point but I am sure we could base PVP on defending or attacking AI bombers or attacking ground targets with human SPAA vs CAS.

Trouble is to go and have fun like this we would have to stop being slaves to the grind as everyone would demand certain amounts of RP and SL.

Gaijin are too happy to kick back and take the money and the player base are too devoid of imagination and are happy chasing stats and getting high scores with what they know.

Not too long ago I was playing the British TT at 6.3 Br in Japan map…omg i failed so badly with both SPAA…missed everything and they were flying so low lol then again I was out of practice with them British SPAA as I haven’t touched them in months. Needed a warm up. Got like bombed 4 times 😎Good to say though that it was just that 1 match for me where CAS was a threat, every other match I did better and didn’t get bomb. Wish I recorded that. Big Fail and Embarrassing moment for me, NGL. Got 4 nukes that day to though. @Noveos_Republic my witness XD

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Ye, but I’m not using SPAA when I die to bombs.

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I’m not as into Warthunder as many and don’t know all of the ins-and-outs of how the game works. That’s not a knock on anyone, it’s just where I’m at. However, I do have a lot of real-world historian experience and modern-era combat ops. With that:

First–drop the heavy bombers as CAS. They weren’t used as CAS, they weren’t meant for CAS. If the maps were big enough I might say that they’d work for a BAI type mission. If the heavies (and mediums) are kept, then I’d have’em start at a realistic flight level–where the risk of fratricide is a real concern (wiki the bombing error and fratricide at the start of COBRA in WW2 for an example).

Second–no bombing the spawn points. If you’re protected from ground fire in there, why not from air attack. There’s nothing that’s a turn-off for a game than getting killed before you even get a chance to play.

Third–Start the CAS birds and escort off at their end of the map (behind the FLOT). Start the enemy interceptors at their end of the map. Force the merge. We’ve all experienced flying the CAS aircraft that seems to start out with the enemy interceptor on your aft quarter and in firing range. Why did the game waste my time to be inserted as a sitting duck? Similarly, I’ve started as the interceptor that had absolutely no chance to make an intercept before the CAS bird unloaded its ordnance. Again, why did the game waste my time?

Perhaps the random generator for the game is supposed to balance this out. Even if it does, it’s still irritating. Forcing the merge makes it more interesting, I think.

Fourth–punish the kamikaze dives to get ordnance on target. I think rewarding the aircraft survival is something Gaijin just made some big strides with, but maybe there’s more to be done.

Fifth–keep period aircraft with period vehicles. I’m currently running a vehicle group at BR6.3. Why am I seeing A-10s? Except for the dedicated heavy SPAAGs, nothing on the ground is going to bring that down, and neither are the fighters if the A-10 is modeled correctly.

Sixth–the current way CAS is allocated favors the team that’s ahead. It further tilts the balance of the game. Maybe there’s a better way to randomly generate CAS missions for each side, or determine who has local air superiority at the beginning of the match.

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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.

That is impossible, since the A-10 is 10.3 in RB, and 10.0 in AB. Plus, they already do that.

Dude, I’ve seen the A-10 in multiple BR 6.3-7.3 battles over the last two weeks.

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.

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?