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.
Of course the number of players who are good with the air is not that high, which is preatty amusing as even I were able to get good results without any issue (and I’m mainly a tanker).
This doesn’t mean that we should not care about how it can get abused. Imagine a team of 3 players who at B.R. around 3.0 spawn with 12.7mm that can destroy most of tanks.
To be honest, I remember 50.s being an issue for German Tanks years ago when it was a meme but who today is playing Rank II ground forces so they can fly F4Fs, A-36s and Yak1bs to shoot through tank roof armour.
I have practised it, it is hardly what I would consider fun or rewarding gameplay. It is definitely not the element of CAS that is aggravating the vocal members of the player base.
Another issue we’re facing is that not all AAA guns were mounted to vehicles. I don’t know that Gaijin would consider it but I would happily have a towed AAA gun pushed around by a crew of infantry like in Men of War.
A more abstract solution might be to include bunkers, trenches or craters on the maps that allow SPAA to have a position that is covered from ground fire but allows them to shoot at aircraft still. It would allow SPAA opportunities to push up into the map without being exposed to ground fire and they can cover their team mates.
I forgor about that? When next season? I want Boarhound
When I do so well shooting CAS down and get accused for cheating.
Spoiler
No gaijin just needs to stop being lazy and fine tune the AI, this is why we have absolutely no variety.
Besides I distinctly remember both teams most of the being able to shoot the opposing sides AA placements as they were on the map or slightly out of bounds but still visible
SPAA at low tier is beginning to feel fake and random since they nerfed it all. I struggle to understand how I hit or miss the target most of the time.Just randomly firing into the air seems to give a kill and a good shot in front of the plane does nothing.
It feels like you are playing mathematical odds instead of a skill based game.
If you mean AI AAA, that is pretty much exactly what it is.
However, I believe you were actually referring to controlled vehicles.
I referring to controlled vehicles and the somewhat random feel I am detecting.
AI success rate is literally based on RNG. Player performance is not.
My response was all about the topic of the thread: Re-balancing [sic] CAS. While I take your point regarding RB AFS and airfield AI AAA, that’s not what I was thinking about. I’m thinking about ground battles.
No one has addressed my thought that the effectiveness or ineffectiveness of AI AAA is a coding fix away. Lower the hit percentage to something that was historically realistic at the time, incorporate LOS as a factor, etc. etc.
But I think the whole air piece of ground battles, especially in arcade, is pretty broken as it is.
It still pays better to fly than it does to drive. If you’re good enough (or have the right ground vehicle) to gather the SPs to get into a good CAS plane, then scoring is still quite a bit easier. All those years of people telling me I should just learn to enjoy the game as-is, rather than asking it to be balanced such that tanking skill was as useful as flying skill, they were at least right about the rewards being better. I suspect we will continue to see pilots outnumbering tanks until this changes.