I really, really hope someone at Gaijin reads this. I play War Thunder, DCS, and other games like it exclusively, so I hope I can provide a more “wiser” approach/addition,.
Currently, its not just how difficult it is to destroy Red’s SPAA’s and in general, penetrate their air defenses, its actually quite possible. The problem is, using traditional tactics of firing off an ARM while baiting the Buk just isn’t possible. The games limit on TGP distance makes it impossible to use GNSS weapons at effective stand off range (the TGP stabilization sliding around past 30km). So players are forced to fly incredibly low, and pop up and throw GBU-39s into the TADS, and hope for the target to be destroyed. The issue with this is, its almost impossible for the attacker to survive such an attack, and given the death of the TADS, while insurmountably valuable to the team, barely rewards the actual attacker. A single TADS may give 5k SL at most with premium account… however the aircraft costs 10-15k SL to spawn. So not only is it incredibly difficult, its barely rewarding, if not, actually a net negative for the player. I think a better implementation of this is a mechanic that rewards players based off of the “threat level” of said AA. If the player destroys a 2S6, or a Shilka, sure, the current rewards are fine. However, a Buk is significantly harder to destroy, so as such, should be justly rewarded.
Also, emphasize importance on trying to make it back from the sortie alive, players…well, we are lazy. We’ll do whatever it takes to get it done as quickly as possible. Creating some kind of incentive to RTB would reduce this.
Furthermore, and on both sides, the aircraft still feel really, really close. Expanding the maps so that true BVR engagements can take place would be wonderful. It’ll also give players more “staging room” to set up SEAD/DEAD/CAS/ASuW missions, promoting teamwork. I also think that the map spawns are so close, it incentives spawn camping indirectly. Its currently way to easy, for both sides, to sit above each others airfields, and fire down on “free kills” below. Players with that low of an energy state as one would have after take off, can not feasibly defend.
Finally, the map itself isn’t the greatest. For its purpose, it does work well. But the cloud base is to thick, for both sides, and its much to low. It shouldn’t be a clear sky, but allow some variations in weather, given the length of the match, or at least thin the clouds out a bit. Also, the mal desperately needs more cover. Whether its some kind of large mountain or hills in the middle of the map, or a deep canyon, I don’t really know, thats for you to decide. It’ll help prevent missiles fired from the Buks and other such long range munitions from destroying aircraft immediately after take off.
(Also, side note, in the future, can we possibly see AI ground targets, that actually feel like they are engaging in a true battle? Currently its MBTs drive along the road with escorts, shoot at stuff for a bit, then die. I’d like to see little ambient effects, like hearing radio chatter and calls for air support while flying over some kind of infantry ground battle, and MBTs moving to more strategic locations, forcing players to actually find and destroy them, otherwise they start losing tickets to a well positioned MBT. I think another good way to drive up player interests is to make another cinematic, like the one used on April Fools. This time explaining a little bit more “lore” behind the battle, just to make it that bit more unique)