Last stand of Air Realistic Battles

ARB is definitely limited by all of those, but Gaijin doesn’t want to change anything because they’re happy with their earnings. From their business standpoint it might look that ARB is fine, but gameplay wise it really isn’t. That’s the key difference between my and your standpoint.

You’re stuck in your mindset that most new players are some dumb apes that can’t do more than simplest of tasks. Rookie players are just playing the cards they’ve been dealt, so they are stuck with very limited options to begin with.

SL/RP gains from bombing is solely Gaijin’s fault for being unable or unwilling to give us a proper reason to spawn something other than a fighter in ARB.

I think if they want everything on a silver platter that “advice” should be paid for, as you’re basically doing their job at that point.

Gaijin is very lazy to change anything, they’re in their groove just spamming out vehicles for people to buy. The real fall of the game will start the moment they stop having new shiny things to add, that is if the fundamentals of the game aren’t changed by then.

You might import problems but you might also solve issues that are already present in the mode.

Players will find other players without any objectives, which is easily seen in the current ARB and all out furballs between fighters.

Impactful objectives among other things definitely add to the game being more engaging to play, but as all things like that it introduces balancing issues that must be solved in advance, which is something Gaijin doesn’t want or know how to do, so we’re here stuck with an archaic, braindead mode made a decade ago.

Don’t blame it on new players being dumb apes, blame it on Gaijin and their inability to actually do something else that isn’t releasing premium copypaste slop.

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Just 3 quotes as a reply:

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lmao

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Liniyka I who I was going to suggest, he has good takes on the current state of air rb

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@Smin1080p_WT, dear Smin, please kindly provide us with an update in regard to the issues we have summarised in this thread. We appreciate anything, even a small update, thank you!

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You mean contracting independent vendors to model and texture vehicles for them, right? I frankly doubt Gaijin even has an in house art team, their whole vibe and demeanor on stream seems like it’s mostly a bunch of coders now.

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Who makes those models mean nothing as they are spending money to create those either way. Their focus to spend money on dishing out premium after premium shows their intent.

In my comments about the plight of attackers and bombers, I frankly lump in any fighter daring to bring non-A2A-ordinance under the umbrella of “attacker.” Same with the single-engine naval bombers and light bombers which abuse their airspawns to hunt planes - they’re also “attackers,” just meant to sink ships.

Anything not a meta fighter is functionally irrelevant due to the objectives being zero-sum. I see matches auto-ending via TDM, auto-ending via airfield destruction (still a thing in reserve BR maps), and solely ending via CAS-derived ticket bleed as equally wrong. Such a setup discourages any thought of teamwork between plane classes, despite many of them being designed with that very teamwork in mind.

Unless the objectives change, there is no point to doing anything else. This house’s foundation was poured wrong and needs to be rebuilt.

No point brainstorming about it until the zero-sum objective setup is dealt with first. To even begin thinking about what to do with bombers, they need to be important and required to win games first.

I do not think the oldschool airbase-destruction objective is good game design, either. It still exists in low tier maps for Air RB, and its just as stupid now as it was then, if not moreso thanks to German incendiary bombs.

But going out on a limb, assuming the objective structure is properly overhauled so no single objective is capable of auto-ending rounds on its own, probably I could imagine adding targets for bombers which have practical impact on the match flow.

The way Gaijin decided to implement Realistic mode in regards to the control scheme, adding things that a fighter jock might consider “skill” are not practical. Things like ranging turret guns, calibrating your bombsight, controlling one gunner position only from first-person and swapping between them as needed, etc - all that is much more at home in Simulator mode.

Bombers will never be “skillful” in the definition of a fighter dick-measuring contest. War Thunder was not built to be just a PvP dogfight dick-measuring contest - if it were, then attackers and bombers would not be player-controllable all. If they were meant to just guide match flow where dogfights happen, they could do that just as well if they were AI-controlled only.

The battle activity system is supposed to punish people who do that with greatly reduced rewards.

And if someone does that sort of cheeky strategy and manages to pull a victory out of the jaws of apparent defeat, that would be funny. It would be your choice to land and leave, with all appropriate consequences. If you left a player alive who could potentially do that, that’s on you.

Now airfield AAA should be severely neutered so people can’t hide on runways, IMHO. Which means that unless they climb to orbit in something un-catchable up high like a P-47, you would always be able to do something about such a potential player.

What I think is that debates on which plane type should be “most important” are infantile dick-measuring contests no matter the exact circumstances.

Hence why I propose only allowing each objective to bleed 50% of the ticket bar. Only when each objective literally CAN’T win games on its own can the addition of better objectives for attackers and bombers actually take place with a real chance of success.

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Originally added at 6.3, then raised to 8.3 before being lowered to 8.0, the Tu-4 is unplayable a perfect example of how Gaijin ignores community outcry. It truly shows how Gaijin has thrown bombers under the bus.

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7.3 is fair

It would still be useless.

Anyway the more pressing issue right now is that ww2 guns, ARE STILL BROKEN GAIJIN, WAKE UP. As it stands most props are simply unplayable because their guns deal no damage, and .50 cals are the only guns worth using, this state of affaires is bad.

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you actually showed an example of gaijin listening to the community, Tu-4 was uber super giga busted at 6.3 and got moved up after people complained

Yeah i know it was busted but it shouldn’t be at 8.0 bro, It faces Missiles and don’t tell me to shut down the engines that doesn’t even work it’s unplayble keep in mind it faces 9.0 jets and anything above 8.0 fights missiles, 7.3 is fair not 8.0 and 7.3 is allot for it already maybe it they gave it finally the Targeting computer

7.7 is pushing it

I guess if we are lucky BVVD will answer (decompression and gamemodes were the most liked comments on the youtube post thingy).

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Considering you can win battles by destroying bases and AF along with enemy vehicles, I’m surprised by how many people think bombers and attack aircraft don’t have any weight outside of the top tier. You can win a prop battle on a German team using bombers in literally 10 minutes.

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Not counting the times a team wins the battle by destroying all the ground vehicles

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It seems they listened to him by preventing game to be won automatically, but tickets running out on its own.

Just one recent improvement, that I think, should have been given credit to.

Another recent improvement would be the behaviour of gunner aiming when cursor is outside gunners firing arc.

I am posting this to let the devs know that I really appreciate improvements already done.

While it wasn’t a work done on updating current game mode, at least it somewhat improved it QoL wise.

Tried this with He 111 … can’t do enough damage to bases to make a difference in 10 min. By the time you go back to base, land, and re-arm the battle is ending.