were you saying? Feel free to check out the replay if you want
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