Damn right it’s controversial. There’s enough planes in the sky.
And then there’s the issue of capping. Been in a number of battles where enemy team has all the caps, and my team has 4 or 5 planes in the sky. So we were losing, but had plenty of planes. Except those players in the sky could not cap. Something about “boots on the ground …”
Had another battle where enemy had all 3 caps, and we had 4 planes in the air.
Any time us players on the ground tried to cap we were outnumbered. And the dummies flying around did not help at all. Another loss.
Allowing even more players to go up in the air would just make the situation described above even worse.
As i see in comments, people still don’t understand (or don’t want to understand) why we have ODL problem.
Gaijin added free backups, free vehicles and still there’s problem with 1 death leaving. Don’t you guys understand, what lineups wasn’t problem? Or low lvl players with high tier premium wasn’t core issue?
We all have lineups now, but there still is 1 death leaving problem and real problem is game itself.
Constant uptiers
Dog@@@t maps
CAS
Damage registration (sometimes working sometimes not)
Economic It’s pretty much irrelevant you win or loose, rewards aren’t that much different while risking higher repair cost. (Playing without prem ACC means you getting ridiculously low SL reward)
People CHOOSING to play 1 spawn, not because they don’t have lineups, because 1 spawn gameplay is less frustrating, less negative from game and faster grind SL or RP.
How about having an air capture point above the battlefield?
3 points on the ground and 1 point in the air? (Sadly, the maps with just 1 point or 2 already captured points are in a bad position, so air capture point should not be here)
Basically, the team that gets air superiority, contributes to the ticket bleed. Maybe it can also be… the D point.
I think death needs to be more rewarding.
So they can die more times in the battle.
Battle Pass, Pages of History and other events which leads to players achieving event victory conditions and once done, they leave; this also encourages individual play as opposed to team play
The capture point in the air would:
Give something for aircraft/helicopter players to do, other than CAS/CAP;
Accelerate the roflstomp matches - if 1 team both secures ground and air, this nets them 4 capture points worth of ticket bleed;
Delay the roflstomps on the ground - 1 team only secures ground capture points, but does not bother with air, makes it that match lasts a bit longer, as the opposing team has 1/4 points;
Also potentially make matches last longer, like - 1 team controls 1/3 ground points, but also controls the air point, stopping the ticket bleed for both sides.
Now, back to the ODL question…
Could be that this change would have no effect.
EDIT:
But, in the rare case that it does - there were cases that a few extra minutes/seconds could change the result of battle, so, I think it would have the effect.
Like, say, folks who see that there is no point in spawning again due to low tickets and general poor performance, would just leave or spectate to the end. But, with air capture, they may see more opportunities to grab another vehicle, and give the match another shot or 2.
i dont ODL but if my team is getting sweeped by BMPTs and its looking like yet another turkey shoot in my spawn im not spawning back in or ill J out before my time is up.
what concequences. if i wanna use only one tank, im only gonna use one tank. gaijin gives me free tanks to play with? free stock tanks? what do i do with them?
if i wanna play with the m247, then why would i pick a stock m60 or abrams? whats the logic behind that? in what twisted, vulgar hippy dream world, did gaijin think it was a grand idea to add stock vehicles?
What does CAS have to do if the guy dies in the first 1 minute of the game while there is no one with CAS?? btw CAS is free xp for me in the free spaa’s… drones/helis they all have the sweet xp ;)
Economy? How? more you play more you kill the more xp you have dying once and leaving aint effective lol … Repair costs? that is skill issue… mainly because you die once without getting a kill or with 2 kill why not hop back in get more kills earn more??
Rest I agree uptiers / bad maps are a strong argument.
Maybe not in first 1 min, but it’s doesn’t matter which minute you get bombed, frustration of getting killed by something you can’t counter leads to: “F it I’m out”
70-80% times my 2nd spawn ends with bomb or missile so I’m playing 1 spawn.
About economic, seems like you are playing with prem account, without it, you can’t grind SL everyone knows it. Have friends who can’t buy researched vehicles, they aren’t greatest gamers in the world but not worst ones either. So yes, there’s problem with economy.
I have matches: similar time length, same amount of kills and caps 1 was loss 1 win no deaths, same tank(AMX 40) and almost no difference between SL.
So here’s my question: after first death, why risk more vehicles (loss of SL for repair) to win while there’s little reward?
And more you pay for repairs, ammo and consumables which leaves you with less SL. 1 death leaving is more effective for grind, i have checked it. Was grinding USSR with full lineups + prem vehicles, but researched french top tier with 1 tank lineup way more faster.