Can the Mirage 2000D RMV get the AASM Hammer guided bombs that were already accepted in bug reports? There is substantial proof they are fully capable of using them and it’d help out the planes strike abilities. As it stands at 12.0 its ground strike potential is rather lackluster compared to things such as the F-111F and AV-8B+
I feel like there should be a middle ground in this ticket bleed situation. AI planes should cause some ticket bleed so there is a reason to shoot them down, but not as much as they currently do.
Bases also should have a bigger impact and I feel like the airfields should be destroyable at all BRs and not just at the first few ranks.
This bug has been accepted 7 months ago and this new updates still did not change it. Can somebody just change the values ffs?
Wessex HU Mk.5 requires 360k in rank V instead of 150k RP + SL
https://community.gaijin.net/issues/p/warthunder/i/oH2uJg6RleKg
With this, I agree with (destroyable runways).
Player interaction based victory due to bombers and strike craft is fun and engaging gameplay.
A.I interaction is… Not fun. The reason I like A.I bombers/strike planes/survey planes in air sim is because they create a context and environment AND focal points for player interaction in a large map with difficult spotting. They also won’t win the game if left alone well until 2+ hours of gameplay, an il-2 going on constant bombing runs has infinitely more impact than a.i planes you ignore and auto ticket bleed.
The main issue with that, is that it can end up very biased towards the team with more ground strike capable aircraft.
And runway health would need to be massively boosted, or switched to a system like what sim uses.
Can you guys take a look at the Abrams again?!
Found that the in game model is missing armor in front of the breach… Msged two technical mods and no answer so far…
Yeah, I did say “PvE victories need very careful balancing.” It could be incredible fun if done well, but sth needs to be done about stuff like the wyvern/ju-288 and the like, and also about heavy disparities between nations (U.S heavy fighters are kind of on par with some nations’ strike craft).
Except in this game, attacker and bombers have zero chance against fighters. They instantly die. You can’t just stay out there farming ground targets all game.
The game is already 10x easier for you when the enemy team is in attackers/bombers and that’s TODAY, before the patch. 95% of games end by kills, the last 5% is in some small margin of ‘favor’ for attackers who know how to run and play the maps / A.I.
Again, literally Fighter Mafia as I stated originally.
Of course they would have to find a good balance, maybe just have the forward airfields be destroyable while keeping the main airfield invincible for now.
It would just be nice to have a sense of purpose when using bombers…
I’m aware there are a dozens of in-game innacuracies already present in the game. However, It seems like a number of issues relating to the British Challenger line of tanks never get an official response or the topics are closed and ignored.
Can any mods disclose what if anything is being done about it? For example, The CH3 TD Damage Model is one of the CH2 Damage models copy and pasted (unfinished). Things like this cant possibly be a genuine mistake. Theres also the turret traverse speed dispute among others.
Heres a pic to show some of the issues I’m referencing:
This is an issue produced by target markers, damage models and mouse aim. I am not sure how to fix this beyond improving damage models.
Damage models: from my and morvran’s observations, wings are split into 3 “damage sections” that soak damage from every spot equally when hit. This makes massive wings on a bomber far more vulnerable than a small fighter’s as those 3 damage sections get inflated to unreasonable scale. Creating a more detailed (more damage sections so shooting the tip repeatedly won’t cut off the entire wing tip) model would likely help a lot.
Another would be re-evaluating the tail cut-off mechanic. From what I read once, originally it was solely about cutting control cables and wires but people felt it was “unsatisfying” so the whole tail falls off. Given bombers often have redundant control systems, it could give them another buff.
The issue beyond these is mouse aim/markers (these both act to increase effective range to easily twice that of real life if not more), which is trouble some.
In air sim/full-real controls, bombers have an incredible advantage. I think the most my a6m3 died to have to be b25s, b26s and p-61s with their tail gunners tearing me to shreds before I can fly in close enough to be able to hit them consistently (0.5km or less). Shooting from high aspect in a very fast dive has been the only consistent way to survive against b-25s in the past few weeks’ bomber spam and that’s significantly harder with first person view as well (your nose blocks the view at high aspect). This is before we consider that bombers retain mouse aim and are fully stabilized even while maneuvering, turning, spinning out of control and have automatic enemy ID.
So, if we buff bomber gunners in ARB we’d need to make sure those buffs absolutely don’t move into Air sim, as buffing bombers to deal with people doing prop-hang snipes from 2 km out is gonna be painful for an environment where such is very improbable.
detailed video on this
And having seen recent precedent, changes made to air AB/RB cause messes in sim (the warnings).
The consequence of this is that players will not attempt to defend a friendly nuke bomber if an enemy fighter is in close proximity due to the risk of friendly fire. Why not simply disable friendly fire against nuke bombers?
There’s still going to be ticket bleed. It just won’t happen exponentially when you’re ahead on surviving friendly AI, so wins will take longer to play out, marginally reducing player score per hour, and won’t reverse a win if you killed all the other side’s AI but couldn’t keep air dominance.
Why not add also an insane SL penalty for the player that TKs a nuke to punish this pest even harder? Like TK a nuke -1000000 SL or so?
Also we need more folders, the new Tor in the chinese tree could be in one, russian AAs need to be foldered more etc
indeed
it’s just that now if people actually want to win on tickets they have to go do it themselves and play the game instead of sitting around the af death bubble for 10 mins while letting the ai ticket snowball-down-a-hill effect play the game for them
great change imo
i would like to know the reasoning why planes like the FA18, JAS39E, MIG35, and F2 are being held back this patch.
i am no longer buying the claim that they are too advanced, seeing that gaijin is giving the rafale an AESA that mechanically is just a PESA.
all planes written down could be added with existing weapons already in the game.
@Stona_WT
- Sturer Emil — the Battle Rating has been reduced from 4.3 to 4.0. Vehicle has been moved to Rank II and added as the second vehicle in the group with the Dicker Max.
Stop doing this, rank ll kills vehicles and you know it, this is so obnoxious and annoying to constantly see lineups get dissected and disappear because rank 2 for unknown reasons cannot complete daily tasks, special medals, battlepass challenges, events and whatever else.
When any damage is inflicted on such an aircraft, the player is awarded penalty points in the amount necessary to disconnect them from the current game session.
Okay… why not prevent people from damaging the aircraft? Why do you add a punishment instead of stopping the crime? Who cares what happens to the person that shot down the nuke as you still lose your nuke either way.
For aircraft and ground vehicles, the ability to move the tactical map has been added, as well as switching between the “ground forces” and “aircraft” maps in Ground Battles.
Oh right, air needed more of an advantage, magically get markers from 10km away, see zones being captured from 20km away but nothing that can mark a plane in return, now they get even more intel on the ground.
That would probably be the best approach, just disable friendly fire from and towards the nuke carrier.
Seems it’s the flip side of the verbal abuse you get, in game and on these forums, for trying to play an attacker or bomber in RB, and letting the team down with your bad plane choices.
Which is fine, RB as designed just isn’t meant to be a mode for anything but fighters anymore, if it ever was, and that’s fine for those who like it that way, I guess. That’s all Daffan was saying.