Last stand of Air Realistic Battles

Agree! Tho I know only Defyn.

yes, so that won’t happen, like, ever.

In GRB you need to cap point to win, literally, if you don’t you loose. The amount of people (like me) who ignores caps is huge, as capping doesn’t reward you well enough to be worth the risk most of the time.

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For God’s sake, don’t let CC do anything in this game or advise on decisions. They might have some influence, but that’s it. It will do us more harm than good; even the “good” ones have some very bad ideas that, if implemented, would ruin the game. Remember, the new ARB comes from players who couldn’t stand constant defeats and begged for the “balanced,” boring gameplay you have now. This was, unfortunately, reflected in the statistics, so GJ saw it and came with what we have today.

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the fix is somewhat simple and it’s already there

  1. huge map full of mission that drains tickets
  2. respawn
  3. longer match

also known as “AIR RB EC”

and for battle rating, just make a bracket like SB, so i dont have to fight FOX3 while using my slow ass FOX1

also make marker more consistent like “plane under 5km WILL be identified” not when i look at them OR remove them entirely.

So, tread about “game is bad”, but what you did you do as a community to improve it - creating another tread where you “that’s enough I’m leaving, change somethin”. You need to look at your suggestion forum section where 99% of it it’s just another - gibe plane, gibe tank, gibe boat - useless copypasta walls of text from wikipedia. Devs gave you opportunity to communicatee with them via suggestions, but you wasting it on a “gibe treads” and treads like this, DDOSed viable communication channel(and suggestions moderators, heck new suggestion moderation now days last 2 month cause of this spam int this forum, when in RU forum it lasts couple of days max(cause there “new vehicle” spam is forbidden)) with hundreds of useless gibe treads. If “gameplay changes”, “mode changes” suggestions attracted so much attention as such useless polls treads like this one, you probably get a better game then you have now. For a start you need to change your own attitude to the game and to dialog with devs, selfhostage position with doubtful “demands”(like “CC should decide for the players, cause they are cool”) don’t work.

There are no better arb mode,than grb. Bombing tank mains is so fun.

I have made a thread going into details on what to change a year and a half ago. I have done my part. Now I am just complaining yes.

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How I would personally go about a comprehensive framework for “fixing” Air RB, two possible methods:

  1. Completely scrap Air RB and make RB EC the only Air Realistic game mode.
  2. Heavily reform Air RB into something strongly inspired by EC, but still retaining the “one death” nature of it.

Now how would this work? What underlies all changes to maps, objective types, airbases no longer being able to be practically destroyed via bombing, and basically every other change stems from an unresolved mess dating to this game’s founding.

The mere ability of any single objective to auto-win the game without input from the other two objectives. Killing all planes leading to a fast automatic ticket bleed to zero, which bleeds to zero regardless of what attackers and bombers did, if anything at all. The old ticket bleed from airbase destruction was similar - it did not matter what fighters and attackers did. And attackers being able to wipe all the tickets via ground units without input from fighters or bombers. This meant that the three objectives - A2A, CAS, and Bombing were effectively competing against each other despite being on the same team.

To properly renew the game mode’s foundation would demand the following:

  1. Remove the “No active players left on enemy team” auto-win ticket bleed.
  2. Remove the “Airbase destroyed” auto-win ticket bleed.
  3. Increase ticket losses per aircraft kill so that killing all 16 players + AI attackers (I don’t remember exactly how many there are per team) bleed exactly 50% of the starting ticket bar in incremental chunks per plane death.
  4. Add many more simultaneously active bombing targets, but disable their ability to respawn. Adjust their ticket value to add up to 50% of the starting ticket bar.
  5. Either halve the number of active ground units or halve their ticket value such that killing all of them wipes 50% of the ticket bar.
  6. Extend match timers back to 1 hour, have the “supply line trucks/boats” spawn in at the 20min mark like is still seen on a handful of old maps when matches last that long. These vehicles would intentionally be worth 50% of the starting ticket bar.

Then, each objective is given the time to be taken care of without being forced to excessively step on the toes of planes whose purpose is devoted to other objectives.

Maps must be very much remade to fit objective setup like the above. I personally find maps of the style “[Air Battle] France 1944” to be a suitable model, of which there are several others of similar layout for [Air Battle] Hurtgen, one of the several Moscow maps, and a couple others. Each side has three well-separated groups of pillboxes and three well-separated tank columns, encompassing the majority of the map. The only current downside of this map style is that all players airspawn at 2000m, bombers included, which means bombers are even more defenseless than they currently are.

After those two are properly dealt with, then we can begin to seriously hammer out things such as:

  • More varied objectives for attackers that require more player skill to deal with
  • More varied objectives for bombers that require more player skill and/or teamwork to successfully take out (as there is only so much skill you can realistically add for bombers the way the game models them).
  • Objectives that can influence the air battle, such as radar stations.
  • Choice of ground units in the mode (classic Air AI or using player tank/ship models as is seen more recently)
  • Re-incorporation of AI scout planes and bomber formations like were once present on some maps, which act as a lure to encourage people to actually climb.
  • The question on how “necessary” red enemy markers, at least on aircraft, are. IMHO enemy aircraft markers should be axed completely, both to bring parity of Air RB with Ground RB and Naval RB, and also to encourage addressing of other serious issues they act to cover up.
  • Addressing of the everpresent problem of dot spotting being unequal with respect to different graphics settings - DCS once had this same issue, and Universal Dot Scaling was what it took to fix it. Currently it’s way easier to spot aircraft on ULQ than on higher settings. The existence of red enemy markers is an excuse to ignore this problem. It is ridiculous to be able to spot enemy bombers right when they spawn while still on the runway.
  • Many BRs are completely nonsensical, and would need immediate adjustment once red markers are axed. In general, speedy planes with acceptable maneuverability would go up quite substantially, while dedicated turnfighters would see BRs drop. Without red markers so easily spoiling surprise attacks, it would become much more normal to ambush and blow to smithereens that A6M Zero before it starts turning in the first place, as an example.
  • Undoing years of idiotic nerfs to rudder control on countless prop planes and some jets which at one point or another were intensively whined about. Rudder bricking seems to be Gaijin’s “favorite” nerf for a “problem” plane. Some planes which once had it later had it removed - Fw-190s, I-185s, Ta-152s to name a few popular examples. Others had it given to them and still have yet to see it lifted - F4Us, Ki-43s, J2Ms, P-51Ds (though surprisingly not the A-36, P-51A, or Cannonstangs), P-51Hs, Tempests, F8Fs, and all the 5.0-6.7 BR heavy fighters.
  • Gun damage being generally increased, as apparently it has been nerfed considerably in recent patches across the board for some reason. Most likely a bungled RealShatter thing akin to how Volumetric Armor is still a big problem with tanks.

There are many other specific little issues I could go on and on about. But these are some of the most important to mention.

1º Current system rewards more RP and SP by staying in match even if I do less. If I engage, destroy 3 enemies and die in the first 2 minutes I make less RP and SL than destroying a base, 2 pillboxes and fly idle in the map the hole match.

2º ARB above 8.7 becomes repetitive, boring and the compression becomes obvious. The only good planes to fly are fighters and if it’s not a figther it behaves like one(example: Harriers). Maps need to become bigger but the objectives are still the same, all in one area and the effective rewards becomes only bases and light pillboxes. Shooting 20 ground vehicles, 3 bot planes wont make a significant difference in the outcome of the match and you do not make significant points. 20 minutes waisted for 415 points and a loss.

3º 4 engine bombers and bombers above 8.3 just becomes easy prey. And the reward for shooting down enemy planes with gunners are the same as shooting with a fighter. Witch is a lot harder to acomplish.

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the abrams is a great tank, your anger is justified but directed at the wrong target.
Clickbait lvl 20 players ruin top tier, the fault is on gaijin for breaking their promises

😂👍

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yall need god not arb ec

How to balance top tier air rb:

Rafale 15.7
everything else stays at 14.3 and below :D

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hum? let’s look back:

that’s why i’m never putting any laughing emote on anyones PoV’s

Can’t say what the max BR should be because you need to sit and think for a long time to give answer to that, what I do know that every stabilized MT/OBT should be moved 1.3 BR away from everything WW2/Earlly post-WW2. They shouldd NEVER see each other under any circumstances. There will be numerous exceptions but generaly the rule stands. 7.7 is currently dead as you 95% see FULL uptiers against fully stabilized MBTs it is not even funny. It’s not technological gap between those vehicles, it’s a technological abyss.

rage-bait?

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Bombers are almost 100% useless right now.
Strike aircraft get an airspawn in front of bombers and reach bases faster than bombers can.
Even if there are no strike aircraft on their team, it’s still difficult for bombers to reach the bases, because enemy planes usually intercept them before they get there. For example, with the B-66B I’ve seen many bombers destroyed before they could even do anything.

Bombers need their own game mode where they only fight against AI, similar to Heli PvE battles. Alternatively, their airspawn should be moved much closer to the center of the battlefield so they at least have a chance to bomb something. This special airspawn should only work if the bomber is carrying bombs, and not if it is equipped with weapons like the AA-20 Nord.

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Maybe it looks like that, agreed.

I won’t use them excessively in the future.

So, after all… Sorry :) I didn’t mean that, but I completely get why you thought I did. Apologies.

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It’s not even here and you make assumptions. Stealth is going to play an insane part. The F117 already cannot be detected above 20-30km for most radars. The F22 has far better stealth, and now couple that with more than F15E levels of speed, an AESA radar, and the 120D you can fire from tens of nautical miles away.

You get the jist?

ARB is a team deathmatch mode. It’s from 1996 at its worst. One life, and after death, it’s not the next round. It’s the next fight.
ARB needs to be made like ASB. Respawns. Objectives that will impact the battle. NPCs that will fight, not just be whipping boys.
Right now, it’s not a game mode—it’s a mode for upgrading planes to play them in TRB or TSB.

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