That’s because the forum community is already very small compared to the actual player count
Tbf it’s not like most of the community votes even when Gaijin does officials polls. I think the last one got like 45K votes.
I think those have much more impact not because of the much more votes, but because they’re linking the polls in the game client, thus making it official. People can then decide whether to vote or not, just like on elections in real life.
Yeah sadly I don’t have that kind of power. If this is not enough to do it I really can’t imagine Gaijin would ever listen.
Maybe this will entice gaijin to have a vote on it
Doesn’t even need to be lineups. Simply allowing the use of backups in ARB would be a huge benefit. The battle wouldn’t be one single furball as people would be filtering in on second spawns throughout the match. It’d be easier to use multiple loadouts on a single aircraft to complete different objectives, or to counter specific enemy aircraft. And finally it’d make backups applied to fighter aircraft (that aren’t good in GRB) actually useful.
Worst case limit spawns to 3 instead of a full lineup like there is in several modes already. I really don’t like this because it means even if you’re carrying you’re not allowed to keep respawning, but at least is limits the impact of lineups.
It is not the fault of players who enjoy those aircraft if the player base refuses to do anything beyond fly left and low every single match. Your (not specifically you) lack of skill, situational awareness, and inability to produce an ounce of critical thinking to not head on a flying brick of an aircraft (the strike aircraft) or to force F-104 players to engage you on the deck where their speed means nothing is not anyone’s fault but your own. I can’t think of a more perfect definition than that for “skill issue”.
I can be sympathetic to the frustration at Gaijin not addressing players flying off into space to avoid losing a match or letting too many ground vehicle kills shorten an Air RB match, but it absolutely isn’t the problem or fault of people who enjoyed those air craft. And that was Defyn’s whole message on that. I’d sooner see than man banned than anywhere near BR decisions ever.
I also would enjoy to get rid of Air Spawn at ARB. This takes away a critical part of the round where things can set up how the round develops. Everyone spawning spread out at good speed gives away the possibilities for a more natural way of how a round can develop.
Even at Top tier it only gives an advantage to fast powerfull planes climbing even higher and spam Fox3’s
So they can get easy to 10-12km in the EF while normaly they would be around 7-8km of elevation.
My question was not about liking or not liking your ideas- i was interested why you felt the need to post these multi-spawn requests out of thin air.
The problem is also not about gatekeeping - you are actually a tanker trapped in this multi-spawn idea and have a very limited experience in Air RB.
You live in an alternate reality.
The majority of (CAS) players in Air RB complain about too long base respawn times and play the mode to grind and not for fun. Based on my observations really passionate CAS players play Air SB.
Having amazing matches with multiple spawns in Ground RB based on a war of attrition sounds great on paper. This has nothing to do with skill - before the inventory recycling was introduced i had 1.432 back-up vouchers…
This respawn idea just stays silent about the totally different concepts of Ground RB and Air RB - the modes have completely different design philosophies and are not even remotely comparable.
Neutral view on Multi-spawn in GRB
From the perspective of a long term player assuming that the game (or game play) would be broken and needs a “fix”.:
- The problem is from my perspective that players focus on “fixing” a deliberate design choice by gaijin - basically they complain about effects of gaijin’s design choices without acknowledging that the game play set up of any multiple spawn mode within wt is created to benefit gaijin, and not players.
- If the game or game play would be broken, gaijin would have “fixed” this ages ago - the pure fact that they keep it as it is is either a proof that they have no better ideas (highly unlikely) or that the current setup fulfills their economic goals.
From a holistic pov multiple spawn options in wt create the following:
- The illusion that multiple spawns would give players flexibility regarding vehicle choices, whilst giving players a second chance to do it better. So in theory creating a lineup up of 5-7 vehicles would allow players to adequately counter various threats within a battle.
- On top of that the whole concept of gaining spawn points is simply enforcing/supporting reckless game play as aircraft or choppers have in most BRs a significant advantages vs tanks. So rushing into a fight in order to get as soon as possible enough SP to get an aircraft is an explicit goal of players - fully intended by gaijin in order to accelerate player interactions and to force players to research air TTs too.
If you try to see those points as a whole, you might come to these conclusions:
- Basically gaijin was able to convince players that the line up concept is an extremely smart game concept in order to fight a war of attrition. You simply play as long as necessary until one side runs out of spawn points.
- Technically seen building up such lineups is actually delaying the research progress as a whole, same as the need to grind aircraft and helicopter Tech Tress in order to use them as power-ups.
- If you then see that a multi spawn mode has a significantly worse economy than Air RB (one game, one life) all of the points have one goal: Delaying overall progress whilst creating and amplifying the artificial need to buy premium products.
- Allowing new players to purchase overpriced prem vehicles at BR ranges they can’t handle is dealing with the rather bad economy of wt and the disparity of gaijin’s advertising with shiny top tier stuff whilst the in-game reality (need to grind) looks rather disappointing. This won’t change, as this is fully intended.
In other words:
- Multiple spawns just benefit gaijin’s needs and just support only experienced players which are able to adopt and invest time and/or money in order to deal with this concept.
- As long as gaijin is unable or unwilling to change their general approach how their game should be played, nothing will change.
As my son enjoys missile slinging i saw enough matches happening like described by you. You simply fail to point out any benefit of having 2 or 3 furballs insread of one.
That Air RB is fighter dominated is true from BR 3.0 upwards – and not just a top tier issue. And still you see Mach 2 fighters base bombing.
I elaborated earlier why we have this situation.
This is your other problem - you cant distinguish between the view of a long term player and gaijin’s economic interests considering which customers are important for them.
When i write that the mode looks exactly like the overwhelming majority of paying players wants it to be your answer is a no-answer.
Just take a step back and look how we got to this point. The game was hijacked by gazillions of tank players and CoD / Fortnite shooter driven kids - and their sheer masses earn so much cash that the game got way less demanding in order to satisfy their needs.
So to you and the guys who liked your post: Try to use abstract thinking - long term players are irrelevant and you have to find a way to cover the economic needs of gaijin and the grind needs of “fresh” players at the same time.
Air spawns are fine for bombers and certain attackers, but I agree that the new airspawns where every plane gets an airspawn is a very bad addition. It doesn’t help that some planes spawn super fast, and others slow for seemingly no reason.
Removing red “idiotmode” (aka Arcade) markers
I genuinely hope this never ever happens. It’s always horrible players suggesting this idea too.
AND TODAY
I was told by fellow duelists that 151 is dead again
Haven’t verified it myself yet, but would be too hilarious if it’s true
I don’t think they understand that this will make the game harder for them, not easier.
Curiously the no markers concept has a lot of support on reddit, I wonder why :^)
I just don’t get it, decompression is comparatively the easiest and most effective way to improve the game but they just outright fucking refuse lol
Don’t forget: Mystere IVA is one of the worst jets in the game and faces F-104, F106, MiG-21, F-100. MiG-15 and F-86A are 0.7BR lower. Disgusting
Let’s break the legend here:
Mystère IVA (8.7), same as most it’s contemporaries (MiG-17A/F-86F2 - both 8.7)
MD452IIA (8.0) same as the contemporary aircraf of early Mig-15 (8.0) and F-86A(8.0)
MD452IIC (8.3) is an upgraded variant, same as MiG-15bis (8.3) and F-86F25 (8.3)
to recall things a bit better, the entry of service of all the quoted aircraft here:
MD452IIA - 1951 (short prototype serie also used by french airforces)
MD452IIC - 1952 (variant of previous aircraft)
Mystère IV - 1955
F-86A5 - 1949
F-86F25 - 1953
F-86F2 - 1952 (short serie of aircrafts - made out of Older F-86E or early F-86F-1 batchs)
MiG-15 “early” - 1948
MiG15Bis - 1952
MiG-17A - 1953
But if you want a true model of disparity for balance:
Japan F-4EJ Kai (12.3) (imagine the flight model of F-4C, with F-16A blk 10 radar, AIM-9L and AIM-7F)
F-18A (12.3) (AIM-7M + AIM-9L)
F-16A blk 10 (12.3) (AIM-9L only, but a 6 times better flight model)
is it really that bad…?
I was looking forward to it :(
it’s not bad,… he’s just angry dealing with Mach2 jets that are at higher BR.
me too man, me too. it’s bad
it has probably the worst energy retention of any aircraft in the game(bleeds minimum 200mph on any form of maneuver), it’s an 8.0 aircraft that faces 9.7 most of its games
No, it’s bad. Really, really fucking bad. It has good roll rate at speed and that’s it. Other than that, it barely has any redeeming factors even if it was 8.0. But facing F-104/6 and MiG-21 every game is also a problem.