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

Ammo kills so many SPAA for me. Why limit it? It hanging around in boxes FFs. you are not limited to what it carried historically ,just strap it on.Make the Spawn site a base and give SPAA unlimited ammo on Spawn.

You have to throw people a bone if you want them to play SPAA.

Your probably shooting way to much instead of shooting with small burst. Downed 5 air without rearming in a CAP zone, still have around 200ish rounds left from what I remember on this match. Pretty strong SPAA with high velocity rounds, enjoyed playing it. I don’t use HE rounds for SPAAs, to slow and loses velocity quick unless both AP and HE are similar

Spoiler

But yea, low ammo is an issue when one gets trigger happy or when forced to deal with another tank. Had to unload a good amount of rounds against a T-34 once to survive.

You may be right with Wirbel as I never stick around long enough as I am always hit by a plane coming in at too steep an angle. The other issue SPAA is just a screaming target for planes. Fine of you have cover but sitting out in the open? No thanks.

Also its of limited use in built up maps due to buildings.

Everything screams second rate option with SPAA.

Gaijin need to do more to reel me in.I have spawned a SPAA to counter a sky full of enemy planes and by the time I am in game the planes have all gone? I mean how much time has elapsed?

Not in many SPAA it isn’t. Italian M42 for example is shocking,almost a waste of points

Something I wonder…

Since reloading times are treated as a soft balancing factor…

Do you think the Bosvark could be made more viable (and other SPAA gaps filled) by having reload rates get buffed when you take an SPAA into a battle +1/+2 BR ratings above its own?

Like, that’s my biggest issue with it. Its RoF and velocity is sufficient for dealing with late-war props and even some superprops… But trying to shoot down a jet flying at a high aspect requires a pretty high volume of fire (which we can observe with the Wiesel and ZSUs and M163s which have very fast reloads allowing for quick and repeated bursts against multiple planes and remain capable of defending themselves until they go dry (since reload is 0.5s to 2 seconds long). Whereas with the bosvark, even if I take out a jet - I need 10-12 seconds for just 100 shells that need direct hits.

mmmmm Sadly no, if we do that, will have to do it for every SPAA vehicle out there and might create some imbalance to SPAAs that can deal with tanks a bit easier. Just me. If anything, requesting Gaijin for a quicker reload buff like maybe 8 seconds would help or 6. It does have 2 loaders so I can’t see it would have a 13 sec reload, 10 when aced. Feels too long. M16 has no loader so the gunner has to do all the reloading which has 18 sec reload, 14 when aced. Its long yet fair for having no loaders.

This would only happen if combined battles were actually unpopular. If they are unpopular and nobody plays them, then the change is for the better, surely. I know you love being untouchable throwing GBUs from 20km, but you gotta get over yourself.

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So “impede your own research in the ground tree and slow your progress trying to spade a vehicle”. Looks like Gaijin’s plan to sell air tree prems is working, and people are defending it.

The movie about that battle had a line about the USAF, something to the effect of, “At least with this lousy weather, our own air force can’t blow us all up!”

Also, when an army commander in WWII got clearance to try actual CAS, the AF wound up bombing his HQ, killing him. I used to know what that operation was called, but I’ve forgotten now. For most of the war in Europe, the US pilots had a low alt limit they had to stay above, to keep them from dropping too low and getting killed by AAA or SPAA.

Which sounds exactly like what happens most of the time in GSB :D

I was laughing at you’re “logic”, not at limiting aircraft. Making it so that GFRB can’t be overfilled with aircraft might even bring tankers back. Altering the scoring such that pilots had less reward for flying might mean more players on the ground as well. I like pepper sauce on my food, but there’s a limit to how much pepper sauce I want with the food. Seeing a cloud of enemy air over my spawn is a lot like trying to eat a tamale in a bowl full of pepper sauce. Limiting the amount of planes in a game via making it pay better to drive tanks instead is a smart idea, if you want to make the game a bit more realistic and playable for everyone.

You are aware trippling the SP requirment on air loadouts would make them completely pointless right? Most loadouts with AGMs cost almoat a 1000sp tripling them would just mean you win with a nuke lol.

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an AGM-65 is clearly more OP than a WE177

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Clearly lol, because if you use WE177 then everyone loses because nuke war :3

Tbh you dont even need to do that just make the score / rp you earn killing a plane be proportional to the sp cost of its loadout, so if you shoot down a CAP aircraft you would get around as much as it is now but if you shoot down a CAS plane you get a lot more.

They could also add score for intercepting enemy bombs or AGMs

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A while back they updated some HE-VT rounds where they now take out incoming AGM/bombs/missiles/rockets and so on at least

Copied from discord:

  • 40 mm akan m/70B: kulsgr 90 HE-VTF: proximity fuse:
    • Arming distance: 250 → 200 m
    • Now detects 80-200 mm shells, bombs, rockets, missiles, etc.
  • 40 mm M266: M822 HE-VTF: proximity fuse:
    • Arming distance: 500 → 200 m
    • Now detects 80-200 mm shells, bombs, rockets, missiles, etc.
      HE-VT rounds can now intercept incoming AGM/bombs/rockets and so on
  • 57 mm 2A90:
    • 3UO8 HE-VTF: proximity fuse:
      • Arming distance: 500 → 200 m
      • Now detects 80-200 mm shells, bombs, rockets, missiles, etc.
  • 57 mm Bofors L/70 Mk. 1: HE-VTF: proximity fuse:
    • Arming distance: 500 → 200 m
    • Now detects 80-200 mm shells, bombs, rockets, missiles, etc.
    • DKY1 HE-VTF:
      • Drag coefficient: ~0.35 → 0.377
      • Now detects 80-200 mm shells, bombs, rockets, missiles, etc.
  • 60 mm OTO Melara 60/70: OTO HE-VTF: proximity fuse:
    • Arming distance: 500 → 200 m
    • Now detects 80-200 mm shells, bombs, rockets, missiles, etc.
  • 75 mm XM274: XM884 HE-VTF: proximity fuse:
    • Arming distance: 500 → 200 m
    • Now detects 80-200 mm shells, bombs, rockets, missiles, etc.
  • 76 mm OTO Melara 76/62: HE MOM HE-VTF: proximity fuse:
    • Arming distance: 500 → 200 m
    • Now detects 80-200 mm shells, bombs, rockets, missiles, etc.
  • 105 mm ZPL94, ZPL98A: DTB1 HE-VTF: proximity fuse:
    • Arming distance: 500 → 200 m
    • Now detects 80-200 mm shells, bombs, rockets, missiles, etc.
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  • Ticket Costs for CAS Aircraft: Make spawning CAS planes cost more tickets. This would force pilots to think twice before calling in air support, making it a more strategic decision rather than something used carelessly.

  • Better Communication for Ground-to-Air Defense: Ground players need an improved system to mark and communicate air targets. This would help SPAA vehicles and other anti-air units react faster and defend against CAS attacks more effectively.

  • Bigger Rewards for Anti-Air Units: To make anti-air roles more attractive, increase the rewards for successfully downing CAS aircraft. This would encourage more players to focus on defending their team from air attacks.


CAS target marking system: One of the major frustrations with CAS is the lack of communication between ground players and air support. By introducing a system where ground forces can more easily mark and alert their team to air threats, it would help balance the game.

  • Example: Imagine if ground players could ping incoming threats to notify SPAA and other vehicles with anti-air capabilities. Another cool idea would be a “call for air support” feature. Ground players could highlight enemy vehicles for friendly CAS pilots, encouraging them to focus on high-priority targets instead of randomly bombing the battlefield.

More diverse matchmaking: A new gamemode where pilots get more defined roles, particularly in ground battles against AI? CAS could have dedicated objectives like taking out fortified positions, defending a convoy, or other specific missions focused solely on ground attack. This would add more structure to CAS and give it a clearer role in battles.

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The issue is unless those AI targets give as much as actual player kills no one will go for them, look at actual air rb at top tier next to no one goes for ground targets because, they give next to no reward compared to a single player kill

Simply lowering CAP’s RP would lead to a situation that CAP with ARH missiles being too powerful and too cheap, which players have already experienced in last major update (An A2A loadout would only cost around 600rp). CAS with Fire-and-Forget A2G missiles would definitely be more popular among players while planes with only laser-guided bombs will suffer.

I like the idea of encouraging players to take part in Air Combats, which could also satisfy CAS main players. At least being shot down by another plane which also costs hundreds is more accpetable than by an SPAA with 70-110rp.

So my idea is, since now both bombs and A2G missiles could be intercepted by G2A missiles, why not give players who are actively protecting their teammates from CAS a little “reward”? For each bomb/missile intercepted, a player’s RP request for CAS/CAP could be reduced by a little bit, and will reach a limit so that player cannot spawn twice with a backup too easily.

I’m not sure whether this is technically achievable, but Gaijin could consider other means to give players (who are determined to protect teammates from CAS) a chance to go high up in the air.

It would be better to weight the cost on the weapons and not the aircraft.

For example,

Tornado Gr1 with 12x unguided bombs, really not a big threat at top tier
Tornado Gr1 with PGMs a much larger threat (so long as there is no Pantsir)

Also deals with edge case issues such as using a “CAS” aircraft for CAP. Like the Harrier Gr7 is pretty decent in a dogfight and whilst it lacks radar, its certainly usable as CAP.

Different guided weapons also have different relative strength, so KH-38 should probably cost more than an AGM-65, and an AGM-65 should probably cost more than a PGM. So tweaking the SP cost for each weapon specifically would be a better way of achieving balance as well.

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