One thing to keep in mind is the capability of the ordinance. For example, guided bombs are often better than larger dumb bombs, and better, more capable types of ordinances, like long range agms are more capable than short range guided bombs.
Eg.) vihkrs have 5kg tnt, but should not cost less than a 100 pound bomb on a f2a
Ive not looked into damage differences of guided and unguided bombs, i also would not know how to price them, i guess that is gaijins department they have all the statistics. Im just after a more realistic game play. I know 1 thing if they was more enemy fighters a pilot with guided bombs would not have such an easy time, just like in ARB
I know from experience that when you use bomb computer you have to be pretty square with target point or you can still mis, btw i have only grinded upto jaguar so far
The capability difference does not stem from a difference in damage(although you could argue it does), and more comes from the ability to lock onto a point and reduce the effort needed.
The a6e tram can carry multiple gbu 12s, whcih are smaller than larger dumb bombs on say, the phantom, but hitting a tank dead center consistently, is a consistent way to get a kill vs spamming 750 lb bombs that may not even hit it.
SPAA players in the game do not know how to use their SPAA’s. Many start firing when you are nowhere in their effective firing range, possibly often so far off. Simply because they’re aiming at the aircraft rather than off.
If the enemy aircraft passes through them, you lead too much.
If the enemy aircraft does not cut through them, you are not leading enough.
When the enemy is coming directly at you and you keep missing, try to judge where your bullets are passing the enemy and compensate for that by leading in the opposite direction. Sometimes what seems like a straight approach is not exactly straight and an offset of a few degrees already requires lead if you try to hit an object with a diameter of 2m (frontal view of a piston fighter) moving at 500kmh+.
It would be nice if they could improve it, to be honest even with tracers i often have no clue where stuff goes through given that they also fly in a ballistic curve.
I get your point, but if i look into the average game iam clearly not the only one with this issue. Getting better feedback into the game wouldnt hurt.
That, too…the servers add an aspect of randomness to whether or not correctly aimed shots actually hit…to a lesser extent this also affects tanks shooting at ground targets that are on the move.
The server were the cause I stopped playing SB on russian side against helis (around BO heli) as I saw the rocket hit the target directly just to see it flying behind the heli and into the void.
The problem is most people do not know how to use Anti Air, they stick to the spawn, never pushing up, nor understand that you need to lead your shots and cease-fire when a target is farther than you think they are.
So what it leads to is forum users making ∞ levels of the same discussion topic. Not understanding that the devs, and volunteers will not listen to them. Since its nothing more than a rant post with frustration and not critical thinking and then you have some who make a topic post that is disguised as critical thinking but it is nothing more than a 1 cm layer of wax.