I mean, would it be near spawn? Would it be near cap points?
So does the tank you spawn disappear, or does it just sit there when you spawn a new one? If it sits there, how many tanks can you have spawned in at once?
There’s a difference between freely switching between any 2 tanks at any time regardless of class, and switiching between a completely unarmed scout drone that has no repair cost or ability to cap points and a light tank, and ONLY a light tank.
It would disappear. (Despawn) It could also be that despawning a damaged ground vehicle returns fewer spawn points to the player. (That should be fairly easy to figure up, for the devs)
I would also think the swap zones would be back near the spawn points, but not in them.
Remove No Fly Zone style AAA (IR topped with stingers, SACLOS with Roland 3 and 2s6) and reduce SP for CAP only (Fighter icon with a2a only weapons, cannons allowed, AP belts not). Poison as Medicine
Not only is it too trivial but they really need to cap the amount of aircraft per side, only 2 planes and helicopters per side would be perfect, if there are more than 3 or 4 enemy CAS in the air the match turns into cancer, and it might as well be over. “Just spawn SPAA bro”, no I don’t want to play a SAM system that is completely hopeless anyway, either make CAP loadouts cost the same as a SPAA or give everyone a Pantsir equivalent.
Just imagine if everyone could spawn jets and attack helicopters and tanks in Battlefield, there is a reason they are capped to limited numbers, and trust, me there was nothing more cancerous than a good pilot that could rack up 100+ kills in an attack chopper or jet.
Another great suggestion, spawns are too crowded for top tier SPAA, there is no room to move or hide and it’s about time the spawn zones get expanded for these systems.
Another thing to add here is that SPAA could use separate spawns like helicopters to add the element of surprise, searching for SPAA in the air is way too easy and predictable since there is hardly anywhere to go.
Having more aircraft than ground units deployed is a little comical for something called Ground Battles.
You don’t need to capture the points in order to win a game, they’re there for RP/SL boost.
This was done pretty nicely in some other games. You can’t take certain vehicle types if someone is already using them, which really stops spamming from happening.
Outside of that, disabling air spawn for aircraft and making it harder to spawn a fully kitted out CAS (not only a few assists/kills) would be decent options as well.
Fixing maps that have a fish-bowl style in which ground area is locked in a relatively small and flat area, while surrounding areas are literally filled with hills makes it extremely hard to counter a semi-competent helicopter player from the ground, as they can instantly dip behind solid cover.
Well then a player who has lost all his ground vehicles, but has plenty of spawnpoints to spawn in an aircraft should be excluded from helping his team and forced to spectate, just because two other players happened to be in the air already?
No thank you. Aircraft in Ground RB are already the most restricted class of them all.
Balance and a limit of airborne threats is achieved by giving them spawn costs that are up to 10x that of a ground vehicle already.
Arbitrarily restricting players’ freedom of choice by denying them their rightful access to their vehicles is an absurd proposal.
If you have gathered the necessary SP to spawn a vehicle, you have the absolute right to use that vehicle…what type it is does not matter.
As others have noted, trying this idea of restricting players’ access to aircraft would:
result in more ODLing (seen previously in similarly configured events, like Chronicles)
Arbitrary hard limits on vehicle quantities/access would encourage rushing to aircraft (Cap-N-Fly is mostly mythical…but hard limits would incentivize this)
The notion of depriving players of their opportunity to choose their vehicles is inconsistent with WT values and would not stand…players would go ape.
Implementing Fighters First is a far more sensible way of achieving the same effect…more protection for GFs. (FF also expands players’ freedom of choice too…it only enhances the mode.)
To start off with: RB GFs is the combined mode, shared between air and ground units. The vehicles’ stakes in the mode are 50%/50%, although RB GFs’ framing skews the mode in favor of GFs (due to capture points, initial spawn options and SP costs).
Having more aircraft than tanks on a team in GFs is a mixture/team coordination matter…it is too situational and tied to player choice for Gaijin to act on without infringing on players’ freedoms. If you’re concerned/upset about team mixture, try raising the issue in team chat…communication and rewards are what steer the outcomes with that.
As for that last bit about capture points…your take is quite mistaken. Outside Battle, a team that lacks an advantage or dominance over the relevant capture point(s) is unlikely to succeed. (For its part, Battle is chaotic and the importance of capture points there varies widely.)
While I won’t bother touching on the vulnerably capricious top tier BRs’ realities (where FOTM varies widely), the basic framing of the GFs modes means having more aircraft than tanks is almost always a disadvantage.
I saw that demonstrated in hundreds of matches years ago…amid the heyday of CAS hype too!
Spoiler
I played RB GFs in 2017, throughout the zenith of CAS hype, and I saw the folly of massing aircraft proven firsthand in matches with/against the aircraft. The aircraft did not live up to mythical boasts a handful spouted.
When the aircraft were ‘with’ you they’d be around the bigger map, often harmlessly strafing enemies with ineffective MG fire or away returning to base for (more effective) weapons.
When they were against you, they were expensive foes (480+ SP for you to fire upon with your SPAA that cost 70-100 SP or 480 SP defending fighter).
Often, it was strategy to encourage the enemy into spawning aircraft…just to shoot them down and thereby deprive the enemy team of the vehicle, the 100 tickets/vehicle and (especially) bleed that player’s SP reserves in an attempt to force them out of the match altogether.
Very often, this game plan was successful (tank SP costs were more expensive then and earning rates were a bit different then) and players who spawned quickly killed aircraft would have no further action.
As an experienced player, I can tell you it is not advisable to rely upon aircraft to win RB GFs matches…it will almost always be the caps and GFs that win the match–not AFs.
Stakes definitely aren’t 50/50. As an experienced player you should know by now what’s the only prerequisite to joining Ground Battles. This should be clear enough, totally optional military branch can’t have the same stakes as other branch that’s literally required to join in the first place.
Even in case of helicopters that can be immediately spawned (with certain loadouts), you aren’t allowed to queue if you lack ground vehicles in your preset. That being said, vehicles from optional branches should never be allowed to get bigger in numbers than required ones.
If one team can have 16 players, I think limiting optional “picks” to 1/4th of the total size should be more than enough. From 32 players in total, 8 could be in the air at any given time with 24 others on the ground.
Implying all 15 of the random teammates can/will understand you is wild.
My point still stands. You don’t need to capture points in order to win a game, even outside Battle. In order to win, you either have to deplete enemy team’s tickets to 0 or basically kill every player to toggle that “No more enemy players” ticket bleed. None of those require you to capture anything.
Do you realize what leads up to that advantage or dominance over capture points in the first place ? Kills.
Taking the cap is just an RP/SL bonus to award a team that did better at killing the other team around a certain area on the map.
So your claim could be easily changed into: “Outside Battle, a team that isn’t able to kill the enemies with same effectiveness as the other way around is unlikely to succeed.”
Half the vehicles that you may spawn are ground based, the other half are aircraft. That’s how you get to 50-50 (in theory).
As I mentioned, things skewed toward GFs in practice because GFs are given better costs and are favored mechanically.
Similar efforts have been tried before…and all of them resulted in negative effects for teams (notably ODL).
It’s best to not interfere with players’ freedom of choice at all…let them spawn what they wish and let them/the enemy team sort it out in combat.
I didn’t say you’d be successful, I said you could try to bargain with the others. (Ultimately, their choice is theirs anyway.)
Beyond that, there’s little to be said except that efforts here to control players’ choices are an effort to affect thousands of players.
Not really…the main mover of tickets (outside Battle) is traditionally the capture zones. More often than not, one side will best the other via tickets than via TDM. In Battle, the avenue to winning varies between these.
What role aircraft have in all of this is…“limited” to put it flatly. Kills are about the only direct means they have to influencing tickets (100 tickets/kill)…a measly sum in the grand scheme.
Had a match last night that really puts this thread into focus. Match is going badly, our team is losing and they have an F-16C raining hell down onto our team. Stopping us from pushing. I get killed and so decide to deal with that F-16C. So Spawn in a Sea Harrier FA2. Over the course of the next few minutes. I deal with him and a few other aircraft (which was stupidly easy because no one knows what chaff is in GRB) and the next thing I know, the entire enemy team has quit, as they’ve spawned in CAS/CAP and then died and our team has capped the point to go on to the win.
TLDR. CAS is only powerful if you let it be and CAS doesnt win games. Ground forces do, they lost because they spawn in CAS.