Ah, yes, let’s add AI to kill players in a PvP mode.
While we are at it, let’s also reintroduce the AI AT-guns that just blew your tank up when you entered the wrong areas of a map.
Ah, yes, let’s add AI to kill players in a PvP mode.
While we are at it, let’s also reintroduce the AI AT-guns that just blew your tank up when you entered the wrong areas of a map.
I’d rather have an AI AT-gun kill me when leaving the map than just randomly blowing up when going outside the borders.
Seriously though what kind of retort is that? AI AAA would add a new aspect, AI AT-guns is just an animation.
If it’s anything like the AI AA we have on convoys in sim. It would be “fly within 5km of the map, you die” it would basically render any CAS without long range stand off weapons, pointless. It would not be fun.
It would be like having AT guns around both team spawn and the millisecond you got too close. You died. No warning, no defence, nothing. 1 mil too close, you are dead.
You’re now openly praising anti-aircraft bias…I’m not surprised.
Let me enlighten you: RB GFs players come to play against other players, not AI.
In every RB mode it’s been used, AI AAA has proven terrible due to the inherent issues with AI:
RB AFs (2015-): The meta became camping at your own base…“let the AI AAA kill the enemy team!”
RB GFs (early): Beyond the issues of AI targeting and having no realistic limits on reaction/traverse/etc, AI AAA limited or outright deprived player SPAAs from their primary prey (aircraft) with which to get earnings…which starved those units of their job and helped start the “SPAAs are bad” myth
RB NFs (continuously): Putting aside the many other flaws of Naval, its allowance of putting AI in charge of handling the entire aerial flank is a pathetic handout and yet another example of how silly “CAS OP!” talk is
RB AFs suffered terribly because of AI AAA (that base camping meta stunted players’ skill development in the mode for years) and it still hasn’t recovered. The Naval modes’ embarrassingly rigged setup is no better…that is one reason why NFs struggles to attract a crowd.
Players don’t need AI interference to compensate for the skill issues some people have when coping with being outplayed and defeated by aircraft. Your involvement in advocating for this is notable…
It’s simple actually: certain people hate WT and its basic premise as a multi-player battle.
They blast the concept of balancing, cannot stand competition and despise even the potential of their defeat…they are so entitled that they’d rather rig everything in their favor than simply win by doing well.
For these people, winning 100% of the time isn’t a goal–it’s a demand. Remember: they’re entitled to success…but you don’t deserve even the chance to win.
Unsurprisingly, the same people you see supporting such stances as this are the ones you see celebrating cheesy settings manipulation and other things too. Sad as it is to say, their entire mentality is indicative of the skill issues that persist in the WT player base and have made it overall less talented over the years…so reliant on crutches and handouts, smh.
Widened maps are a good idea…but AI involvement in player modes is (at best) a terrible curveball for reasons mentioned above.
AI AAA doesn’t make for good gameplay, ever.
You mean the same thing that is in any airfield? Why aircrafts are being favored?
It was proposed as the solution for spawncamping and even tested in WWM.
Favored, lmfao
AI AAA is terrible to aircraft in all modes…rather than winning by skill, players just get killed by RNG nonsense and it sucks. I explained this previously:
The same fundamental issues with AI measures exist…the underlying problem is the AI control itself.

WWM was different from RB GFs, is dead in 2024 and now utterly irrelevant as a result.
I don’t think the Battle ratings can effectively be managed with the current format of the game. Instead I propose the following.
Give SPAA in realistic battles the option to select an enemy aircraft. Similar to how enemy aircraft can be selected in Air Realistic. No information, no lead indication no range is given. Instead if functions similarly to the scouting mechanic in game.
In addition to being able to select the target aircraft, have the crew provide verbal prompts to correct the AA fire similar to how crews verbally call out the range and vehicle type when using the range finder.
I assuming that because war thunder can generate a lead indicator for radar in Rb and for all targets in Arcade. I’m assuming that the game client can track the players crosshair/point of aim relative to the lead indicator display and the crew can call high or low, more lead or less lead.
If anything like this gets implemented at the very least have the crew callout the type of Aircraft. Example, BF109! (Doesn’t need to specify a model, could be a Bf109 E3, could be a Bf109K) or Yak! etc. This kind of information will give SPAA players a better chance of preparing at least.
Also, nothing needs an Air Spawn in RB. Make the runways big enough that anything can take off with any possible payload. I
No runway AAA, aircraft don’t need air defense in RB. Make it that attackers can’t retreat and safely rearm unless they have fighter cover or fend off enemy air themselves.
I don’t know if the game engine can support it but allow players to crater enemy runways to prevent take-off. Imagine paying the typical aircraft Spawn cost only to spawn in on a damaged runway, you’d think twice before taking a plane out. At the very least it would give spiteful bomber pilots something to do.
So someone rushes to the capture point, takes clean fighter and blockes the whole team by flying over airfield?
I’m fine with AAA. However, the airfields are way too bloody close.
I can fly ~1 minute even in a 2.0 aircraft and land, rearm and be back incredibly quickly. Conversely, you can barely leave the ground map to chase/engage another fighter without getting shot out of the sky by gunfire you cannot evade, as prop tier AAA guns seem to work purely on “increased damage for spending time within flak range” rather than anything else. If at least there was a proper flak box with all the cool black clouds, I’d feel less annoyed at “you take damage randomly at increasing levels.”
Even with the tiny maps of ARB, RTBing from the objective area takes about 3 minutes with props.
GRB airfields should be at least a 3 minute flight to RTB, adding up to likely 7 to RTB, rearm and return to offend.
It might also rein in fighter-bombers for proper strike craft that can carry multiple bombs, or encourage using multiple smaller bombs that need more skill to kill.
Maybe we can retain air spawns for first spawn, but it should be done behind the airfields, with airfield being moved back for 3 minute flight time.
Only drawback I can see is gaijin would need to find a way to have dynamic airfield spawns/assignment based on BR brackets ( planes under 4.0 with their barely 300 km/h speed vs 6+ props with 600 km/h speeds vs jets)
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We have this in sim air.
Airfields have 4 modules that control ability to respawn, rearm, repair and refuel:


https://wiki.warthunder.com/Enduring_Confrontation#Airfields_and_their_Modules
HP would need reducing significantly to balance for much shorter matches.
Yeah further runways is definitely the more nuanced solution, more time to shoot down attackers leaving or returning to the battlefield. Longer delays between rearming. Without making the CAS play hopelessly frustrating. Mind you I love cas, all my lineups are built around a fighter and a bomber.
If that is Your motivation, I fully support it ;)
Well there you go, I have never been patient enough to get a match in Air Sim so my only sim flying experience has been taking off from SIM Ground battles
INCREASE SPAWN POINTS FOR ARMAMENT. Unless the plane can’t carry armament. Therefore it can only strafe or provide Air Denial. Very good balance don’t you think?
What’s WWM?
WWM is world war mode that is being used as a testing ground for many mechanics.
Nah I like war thunder when it’s fair. In ground battles the team usually has to make mistakes before they’re spawn camped, and they need to continue to make mistakes for spawn camping to be allowed to continue. Tanks on the ground can defend themselves from spawn also. Aircraft on the runway are helpless.
I think CAS is a good thing overall, I think the best solution is giving tankers on the ground better solutions for dealing with aircraft. Someone suggested dropping the cost of planes and upping the cost lf ordinance. I think this is great as there are way more skilled pilots than there are skilled SPAA players. I think low spawn cost fighters also fills many of the BR gaps in SPAA lines. It also works well with the Aircraft BR system as it currently stands seeing as the aircraft are balanced around fighting each other.
I mean it solves the current BR issue with things aa tricky as the Recent Yak9 K conversation. A typia Yak 9K pilot with an AP belt is at a big disadvantage to a typical pilot in a clean fighter. This doesnt account for ace pilots but they skill and performance is generally unable to be balanced
The issue is 12.7mm and 20mm or even more even with anti-air belts still can destroy many ground units.
Absutely true but the number of players that can reliably disable tanks with 20mm and 50s is much lower than the number of players that can get kills with 500kg/1000lbs bombs.
You can also restrict AP belts on 20mm and .50 if you want to be very pedantic. There’s no reason why they can’t Itemise out a spawn cost for each element of the aircraft loadout.
I think a silent killer which players under estimate is the Mk108 30mm HEI rounds which shred open top vehicles, something like that would be a challenge to balance in this instance but the ground forces players are hardly being terrorised by Mk108 cannons.