Another note to add on:
Aight so, I called “Air Alert!”, typed in chat there is Air to that BTR. Dude ignores it lol Plz don’t be that guy…if you have a gun that can deal with CAS, especially when they are flying like that and very close, do the job at least. CAS wouldn’t be an issue if people paid attention. He ended up dying to CAS i think so yea…
I think this is a symptom of a lack of decent heli mode alternative to GRB. I would love to do the same quite often, not because I want to be overpowered at all, but because I want to fly a heli and just skip the boring tank part
Its honestly really simple, make maps larger, and incress the amout of SP for AIR TO GROUND weapons.
If they ADD more LONG range SPAA for the NATO side then the problems would subside quickly.
What we have is a game mode 1cap, 2 cap, or 3 cap on map sizes where caps can be as close as 500m-1km this means getting enough SP for a plane is easy and gettibg Bombs, ATGM ect… all ya really need is a light tank and a scout, assist or two and a kill.
With the game mode now id say just put a cap of 2 planes on each side and 2 helicopts.
Con- Russia gets a advantage wirh S1
Incress SP for weapons on the aircradlft,
Con- dying in aircrafts could incress 2 death leaving.
Ngl aircraft just shouldn’t be able to see either.
spawn distance should be based on the BR of the plane you spawn.
If you spawn for example a 6.0 AD-4 in an 8.0 match, you will get normal low tier spawn whilst other higher BR vehicles get the further away high tier spawn.
I often presume because I die to a plane after a kill that it is the same person who I just killed.Then I check the log and find it was actually a different player and not the presumed revenge killing.
The other thing that occurs to me is that once you hit a certain tree level–say equivalent to when the SA-6 and HAWK were first employed ('73 Arab-Israeli War and the SA-6 shock to the IAF) makes flight above 500 feet (LOS dependent, of course) an emotional experience.
Warthunder doesn’t replicate more than SHORAD systems and you lose the MRAD/HIMAD air defense coverage. Perhaps that should be a "bot type thing at the higher-tech tree levels when integrated air defense systems are the norm.
Frankly, some 'bot driven SPAAGs wouldn’t bother me as long as they stay back and don’t engage in the ground-ground fight.
Been flying CAP recently when playing germany and the airfield AA as it is, is painful enough.
Maybe I’m just not used to flying in such tight places, but the fact that chasing an enemy plane for barely a minute means I’m already getting shot at by magical flak I can’t dodge is not fun.
I’m talkin’ ground battles. Agree that the airfield flak is plenty bad. But, as I responded to Puffin, that’s a coding fix and downgrading the hit percentage of the AI could fix the issue.
The M163/Hovet isn’t the best SPAA but seeing that a lot of prop planes are still used in 7.3 than in 7.7, this should be easier for SPAA players to use now. Still depends on the players aiming skills and knowing how to use’em. Even with Radar, a lot of players still miss x.x
Imp isn’t a great SAM system either, but glad these vehicles will be lowered by .3 Br. I advice players to stick with the M247 than using the Imp.
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
Naval aviator: pay 650 SP then carefully position for a bomb/rocket/(especially) torpedo run
Sailor: press one key to assign AI gunners to aerial flank (often autonomously firing accurately to 5km+!)
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.