Yes, I’ve already lined it up as the next plane. and I was very attracted to the 6 20mm ones
Where is the casemate?
And what is all that red stuff on the situation map? All pillboxes and medium tanks? No softer targets in so much red?
Sometimes a red box will appear giving the grid location of the enemy
Oh, this might be a misunderstanding - the SM 91 and SM 92 are different planes - the SM 92 flies and turns like a dream - the SM 91 has indeed 6 MG 151s, but it lacks speed, turn and high altitude performance.
The 2 center mounted + 1 engine cannon with 300 rpg of the SM 92 are more than enough…
it has 12.7mms no? you can pen the roof of m113s with that
you’re the one who said I’m not at that BR. I have shown you that this is not the case, so if at the end of the game only those are left, it is practically impossible to shoot them down with a C.202
The objective of Air RB is to bleed the enemy tickets, which can either be achieved by completing the mission objectives, which consist of destroying enemy bases and AI units or by shooting down enemy aircraft.
A fighter obviously pri.arily has to go for enemy players, but the mode is not only made for fighters.
Bombers and attackers are pretty poor at engaging enemy player controlled aircraft, especially fighters, so they have to go after the other objectives to reduce the enemy’s ticket count.
And once they have spent their ability to do so, for example by dropping their entire payload, they have no more purpose.
So what are they supposed to do now?
Return to base to rearm? The time limit barely allows that anymore.
Go look for an enemy fighter so that he can have a free kill and your own team can lose some tickets? Why should they?
Land and bail out? Why should they? If the enemy team has less tickets than their own, bailing out just helps the enemy team win a match that they have actually lost.
There is nothing wrong with a bomber trying to stay alive regardless of whether it is to save some silver lions for the repair and especially to win the match.
If a plane is in the air it can not refill its ammunition
Destroy ground targets
In this particular case, it was not a bomber but a fighter.
But even then, why engage and risk loss of match when evading is going to be a sure win?
Did you ever stop to think that maybe you’re shooting the pillbox from the wrong angle? Because that seems to be a thing as you’re just shooting it directly.
I am not sure if he can destroy regular pillboxes with his guns. I’d say “no” to pillboxes. But he was talking about casemates at the start. Also, his screenshot’s mini map shows a lot of red clutter on Spain. He can kill most of that clutter.
But always eager to learn: How would he be able to kill them?
It says in there some bits, but those pillboxes, have a door at the back side of them that I’ve always taken as a weakspot…
This he’s firing from the front and side of it, to the left is the rear entrance.
People are using their brain to strategize, no faaaiiiiiiir.
Seriously ?
That above helped me sometimes. I think the red area is shown 10 minutes before end of match - so if you have faster plane, you can try to catch enemy. In other case that what says others.
And for the pillbox discussion - I dont know if you dont need a anti-ground ammo to destroy them, so this could be why some can destroy them and you not. I think 12 mm can destroy them, but you must use more ammo and try to aim on gap (the windows of pillbox or how to say)
This is what wiki says, so it depends if you are talking abour light pillbox, or pillbox:
Since winning the match is the essential goal of PVP, it is natural to flee in situations where fleeing is a sure way to victory.
You have no right to criticize this behavior on the grounds that it is offensive.
However, it is true that there are problems with GAIJIN’s system construction.
It is clearly a strange system to just sit back and wait for defeat when it is obvious that there is a type of aircraft that cannot shave off the ticket.
A sensible game design would place enough soft targets that even a small caliber machine gun would be able to shave off all of the opponent’s tickets.(This can force the opponent to take the risk of fighting)
GAIJIN not only lacks such a minimum design, but in some maps, NPCs on one side unilaterally create the superiority of tickets, and the configuration of ground targets is also unfair, such as Team A can easily cut down tickets with machine guns, but Team B cannot cut down tickets at all with hard targets. The map design is also unfair (though better than before).
Gaijin needs to rebuild RB.
While I agree with most of what you say, here I don’t.
The map was spain alternative, and there IS a lot of weak stuff to be eliminated. If the decision is not going to fall in the air due to whatever, victory on the ground should not be assured to a biplane throwing bricks. Why should you win ground, if you can’t stop the tanks or crack the pillboxes while the other team did just that? Then you planned wrong.
I am using a translation tool, so I apologize if I misunderstood your intent.
I think this problem can be solved by differentiating between target scores.
In the current system, soft and hard targets are treated as similar scores.
In an ideal game system, a tank or tochka that is hard to destroy would drain about 10 times as many tickets as a soft target.
The team that loses on the ticket through such an attempt will have to pay the price of losing on the ticket by spending more time attacking soft targets of less value and risking reduced speed and altitude when ground attack capability is low.
A team that wins on the ticket but is outnumbered cannot win by simply running away.
They will therefore be forced to fight, but they may be able to do so with fewer men, either by positional advantage or by spreading out the players who attack on the ground and those who fight in the air.
Of course, if the enemy pursues them all, they may escape and win.
It’s a game, and ideally there should be a chance to overturn a loss.
As a side effect, ground attackers might contribute more to the team than they do now.
This is an aside.
Rewards for base bombing should also be based on tickets.
It is a very big problem that the current bombing hardly reduces the tickets and only increases the rewards.
This means that it is almost the same as not being in the game.
I think the game would be somewhat more sane than it is now if the rewards for all ground attacks were based on the amount of tickets consumed.
But why should this not be possibe in the first place? Britain did not commit planes or ships to her defense, when it wasn’t needed. Yes, they could have gone for every small raid, but why do so? Invading season closes soon, the ball sits squarely on the other side of the channel. Avoid and protract things because time works for you. No need to fix that part of the game.
There is: Change ammo and go for targets. Or pick planes that are not one sided. Or defend planes that can do what you can’t. But if you pick pure air superiority in plane and playstyle, then NO, you can’t win if it boils down to ground. You choice, your consequence. That is fine with me.
While I support your goal, I don’t think this could be done by making the game winable through light ground. For this, low tier air arcade exists and works very well.
If we consider this direction, we would need ground targets that require the more specialized weapons or ammo, like guided bombs or such. So a team can’t ignore someone who attacks those targets successfully due to resulting ticket drain.
Imho bases are the incentive to play tribesman instead of chieftain. They help grind modules but provide easy air targets to the other team. As they help to get modules fast, I would not advise to fool around with their role, we would likely get a worse solution.
They are not going to Valhala for sure
You made a hell of valid points there, but imho you entirely missed the player component in your view. Most people are not aware of “unfair” maps, gaijin might not be interested to fix them - and the majority of players are dead mid / late game when these “unfair” conditions will influence the outcome.
But if you have a combination certain maps and experienced players they can win seriously outnumbered with massive ticket disadvantages or winning by doing nothing.
A complex example for extremely unbalanced maps: Frontline Kuban
Main issue there:
Very late spawn of highly effective ai planes reverse massive ticket disadvantages in a few minutes - allowing you to put pressure on the enemy team out of nowhere.
Do i think it was correct to use the late spawn of ai planes to my advantage?
- Yes and no.
- Yes, because i actually lost dozens of matches whilst flying on the other side on the old version of this map and a few on the revised version. There is simply nothing you can do besides ending the game earlier.
- No, because i would have landed an jumped out on every other map with the usual ticket bleed; it makes for me no sense to fight a rather good pilot in a 109 and a very good plane like the Yak-3 in a 1 vs 2 on roughly equal energy states if they stick together - even if i would have been able to kill one of them. The remaining guy can outrun me forever and win by tickets on every other map.
Detailed view
- I played there a few days ago - typical game. 1 vs 3 after 8:30 minutes - 1.600 vs 3.500 tickets vs 3 enemy single engine fighters. The massive ticket bleed was mainly inflicted by bombing bases and enemy ai planes.
- I was confident to beat all of them in a 1 vs 1 in my B7A2 - but not if they attack simultaneously, so i needed to split them up. The Yak- 9 died, just a 109 G and a Yak-3 left. Splitting up these 2 is not easy - only chance is getting above 6 km in order to separate the Yak-3 and kill it as the 109 G is an is the much easier kill even in disadvantage. Unfortunately they stayed together, so i had to change plans.
- On every other map i would have probably landed and left as the auto ticket bleed would mostly have ended the match.
- But not on this map; all i had to do was to survive 10 minutes and then my own ai planes will spawn and kill their tickets. One of them would have to go for my ai planes, the other would have been occupied with me, giving me a much better chance to have a 1 vs 1.
- In this case both went low, the ai Hs 129 killed 2.000 tickets in 2-4 minutes, the Yak-3 managed to crash and the 109 was the ez kill as expected.
- Of course a lot of players are not even aware of this “special feature” as most of them never saw them. Either their games ended earlier or they died before the ai Hs 129 spawn, but gaijin revised this map like the Spain map - simply not reacting on bug reports.
- This late spawn of highly effective ai planes lead to hell of unexpected wins and losses on the old version of this map. Gaijin simply don’t cares about bug reports if the reported issue is more compelx than wrong spawn altitudes, i reported this map here.
A very easy example for auto-win maps: Iwo Jima
Main issue here:
US teams can win on some Pacific maps with doing nothing.
Do i think it was correct from the US player to play the auto-win card?
- Yes (ok, maybe with a very holistic view) and no.
- Yes (in case you really search for something positive here), he might have won and generated victory SL/RP bonuses for his team.
- No, because a map that requires nothing but running/spaceclimbing to win a match with 0 points is a slap in the face of pilots actually trying to win by fighting vs players or environment.
Detailed view
-
This map is like Saipan an auto-ticket win for US teams after 15 to 25 minutes. The JP team has zero chance to prevent enemy ai units to capture A point (Iwo Jima) or A and B point (Saipan). Experienced US players are aware of this. After countless ticket defeats on these 2 maps i check now every match there the enemy lobby for highly experienced US players - and like in this example i found one.
-
Without preemptive climbing to 7 km and activating blind hunt at the right point in time i would have not been able to find him on this excessively large map. Without further climbing to 8 km i would have not been able to attack a 46 km away flying PV-2D bomber with aced 0.50 cal ai gunners with the necessary altitude advantage which forced him to dive and turn.
-
A standard player in an A6M2 would have lost this match because the PV-2D is quite fast and he would have been unable to catch him in time - so the bomber pilot would have won the match with 0 points and 0 activity…
So it is gaijin that prevents “fair game play” due to unbalanced maps.
Even if they argue you might have a 50/50 chance to be affected by bad map design - the semi-historical MM on Pacific maps is a clear example why such designs affect mainly JP pilots. Even if there is no spaceclimbing US bomber - a lot of Wyvern pilots run all over the map and they are simply too fast to catch.