All it takes is press account and couple weeks. I know devs are allergic to playing their game like vampires are allergic to garlic but couple guys from balance department could play things in grb with actual players and think again whether vehicle should be moved up or not.
No way dude! Have you forgotten Number1 dealers rule?
Don’t get high on your own supply
So you want to have ability to shut down someone who learned to fly, to play tanks and then got a great perfomance in game for free? I dont think its a proper game design.
Because, as Ive said above, its not differ much from spaded one?
True. But if you havnt noticed, SP gains got significantly nerfed when you kill something with a plane. You need to get like 15 kills in order to be able to spawn another plane. This is why backups are only working for a ground player in spaa vs cas situation.
Nope, its not. Cas is literally the hardest part of the game. Its completely different to bot farming you doing in ARB.
First of all there is no such thing as “playing well in sam” - it has extremely low skill sealing. Second, the problem is in balance between cas and sams. It can be shifted to a different ways, right now its somewhat fair. You can put, lets say harrier t10 in to 4.0 br vs machine gun spaas. This is the level of bs of upcomming br changes.
If you put it this simplified we have nothing to talk about here. Its like “why are soldiers die in wars? Just dodge the bullets lol”
Exactly and there is a simple reason for that. Im not enjoying playing tanks. Once I get enough SP i just J-out and spawn a plane.
Thats not a secret by any means. Im literally playing this game for cas.
Correct. Its not overtuned, but its my favorite toy for sure. But for balance between our favorite vehicles we must use an arguments and I made my statements above.
They only balance things based on players statistics. Actual vehicle capabilities are not important to them and this is the issue.
Alright then.
Most fighters have different bombload and stats while being at the same br, thus drastically varying in effectiveness. Do we go with individial approach or come up with some sort of new cost multiplyer for every type of munition? And how exactly do we evaluate munition efficiency? Which should cost more 2 250kg bombs or 1 1500kg bomb? And most important question is by how much more?
Give each bomb, missile and rocket a set SP cost and add that cost onto the base spawn cost of the plane.
- Bigger costs more than smaller
- Guided costs more than unguided
- FnF guided with MITL costs more than FnF guided without MITL
- FnF guided costs more than semi-manually guided
- Semi-manually guided costs more than fully manually guided
- IR/Radar guided costs more than TV guided
The base spawn costs of planes and helis work no different than those of tanks. They are preset amounts, no matter if you consider the vehicle good or bad.
The game basically already calculates SP cost for planes based on the most capable weapon, however it ignores amounts and weaker weapons. That is what should be changed.
The entire load should count. Want to bring more? Pay more.
So you want to have ability to shut down someone who learned to fly, to play tanks and then got a great perfomance in game for free? I dont think its a proper game design.
Isn’t free. Will only shut down bad or inattenive pilots. “So you want ground players to have absolutely no defence against air if they’re just reaching a new BR?”. I don’t think its a proper game design.
Because, as Ive said above, its not differ much from spaded one?
And? You’re literally just arguing for ground players not to have a defensive option against air right now. Incredibly conceited and selfish.
True. But if you havnt noticed, SP gains got significantly nerfed when you kill something with a plane. You need to get like 15 kills in order to be able to spawn another plane. This is why backups are only working for a ground player in spaa vs cas situation.
Of course SP gains are lower for planes otherwise a lot of top tier planes could feasibly encroach on nuke territory in a single pass. If you don’t have enough to respawn in a plane as cost of backup is proportional to cost of base vehicle then just go play the ground again? If you’re so good it should be easy.
Nope, its not. Cas is literally the hardest part of the game. Its completely different to bot farming you doing in ARB.
Uh yeah it is that easy. I too also play a lot of CAS in GRB, in fact these days most of my line-ups I play just consist of a light tank and CAS. This is just you arguing in bad faith again. CAS vs ground is shooting fish in a barrel for everything outside of a few absolute top tier SAM systems.
The CAS planes I mainly play now, I haven’t touched ARB (except A-10 from when 9Ls were handheld) in any of these since the initial stock grind to reach their guided munitions which is where the air kills came from. Virtually all of the ground kills are from GRB. You’re not fooling anybody.
First of all there is no such thing as “playing well in sam” - it has extremely low skill sealing. Second, the problem is in balance between cas and sams. It can be shifted to a different ways, right now its somewhat fair. You can put, lets say harrier t10 in to 4.0 br vs machine gun spaas. This is the level of bs of upcomming br changes.
Except there is? The vast majority of kills I get are because people aren’t playing well in SAMs and don’t bother scanning the sky. They believe anything not within radar scope doesn’t exist, don’t bother to use IRST, don’t bother to intercept munitions or don’t bother to use cover. Different again when you get to the extremes of the SM-SV as said before.
If you put it this simplified we have nothing to talk about here. Its like “why are soldiers die in wars? Just dodge the bullets lol”
If you are incapable of using terrain, manoeuvres or tactics to avoid enemy SAM fire then that is on you. Even the SM-SV is incapable of touching you if you utilise terrain correctly. Sure they will likely intercept all incoming munitions but they won’t be killing you either. “Don’t fly into the missile”.
Exactly and there is a simple reason for that. Im not enjoying playing tanks. Once I get enough SP i just J-out and spawn a plane.
Okay? I too enjoy playing CAS. I’m just not in denial about how strong CAS is.
Thats not a secret by any means. Im literally playing this game for cas.
Yes it is clear.
Correct. Its not overtuned, but its my favorite toy for sure. But for balance between our favorite vehicles we must use an arguments and I made my statements above.
Incorrect, they are overtuned. Most of your arguments are made in bad faith to serve your own purposes.
You will either adapt to the changes or you won’t. I don’t really care either way, I’ll carry on finding a way to abuse CAS.
Wait, this is an unexpected CAS nerf? That’s peak!
And what do you think the average stats for cas should be? Let’s say we have an average tank with a kill/spawn = 1. What should the ground kills/spawn ratio be for an average heli costing ~580 SP and an average plane costing ~900 SP for you to consider them balanced?
You missed the point entirely.
The point is that if CAS was so oppressed by SAMs then it should reflect in their stats. It does not though.
If SAMs were so oppressive their SAM stats should reflect this. They do not though.
CAS costs more than SAMs because CAS capabilities vastly exceed SAMs.
And then air is just a joke. Barely did anything. Might as well not have bothered for how little they actually “decompressed”
It doesn’t work like that. One player’s stats will be better in an plane than in a tank. Another’s will be worse. A player can easily perform much better in one type of vehicle than in another. A skilled player can make 3 k/s in a weak tank, but that doesn’t mean the tank is strong if the other 98% of players are useless in it. It’s foolish to judge based on a single player. You need to look at the average statistics across a large number of players.
So, again: what should the AVERAGE stats be for a 900 SP plane and a 580 SP heli, relative to a tank with 1 k/s, for you to consider them balanced?
This is why they could grind spaa first. Now everyone have free spaa with free backups, so its not a problem at all.
They have defensive option in case of free spaas

- This is your K/S in ARB. You nearly kill as many bots as players. So this screenshot cant prove you point. This is mostly bots kills i suppose.
- Now go and play cas against top tier spaas such as S1 and multi-vehicle sams.
Again, absolute lack of experience on a top tier.
Its not about your enjoyment of “cas” in ARB vs bots. Its about balance in GRB which is going to be destroyed if those changes would be implemented.
I will for sure, dont even worry about that.
Nah, you clearly wont. Looking forward to see your perfomance after changes.
Tbh this decompression seems half-baked, developers don’t play their game.
Okay now we’re getting somwhere. But that’s a lot of adjustments, data analysis and much much more.
Wouldn’t it be easier to lock CAS behing kill requirement? Of course SPAA needs to be rebalanced as well. Perhaps limiting amount of simultaniosly allowed SPAAs would help.
Let’s say 3 kills to spawn a plane. That way spaa-to-point and scouting strategies will work no more and players will have to actually fight their way to a reward which is a plane.
Acting like the small differences between a spaded and a non-spaded SPAA is pretty silly to start with.
The stock missiles you get on SPAAs usually are massively inferior to the unlockable missiles in one way or another.
Unless you are one of those players that rush CAS, you can earn enough SP before spawning in CAS to be able to spawn another plane afterwards.
But yeah, imagine having to spawn a tank after losing your plane… a true nightmare!
I’m not surprised that the people that say CAS is hard to use are the same people that claim SPAA is too easy to use.
Map design heavily favours CAS and usually makes it hard for SPAA to find cover that conceals them from both CAS AND enemy tanks. Not to mention how commonly flanking/ratting players will catch defenseless SPAAs
The few SPAAs that can reliably shoot down incoming missiles and bombs are easily overwhelmed by the volume of ordnance your average CAS plane can deliver. The ones that can’t shoot down incoming ordnance can only smoke (if they even have smokes) and hide after getting spotted by CAS.
It’s not like SAMs have limited range anyways, before top tier you can just outclimb SAMs or fire from safe distances without a care in the world.
- This is your K/S in ARB. You nearly kill as many bots as players. So this screenshot cant prove you point. This is mostly bots kills i suppose.
Now this is just pure copium. Glad to see you don’t like it when I show how easy CAS is when played correctly though. Fact stands, those are virtually all ground kills in GRB whether you like it or not.
You might want to learn how to count
There is nothing wrong with scouting reducing SP costs, you just shouldn’t be able to spawn a fully loaded CAS plane after capping a single point.
There is no need for a kill count requirement and I’d argue that such an requirement would introduce even more problems, especially when it’s a general requirement, not one for specific weapons.
The game already has the capability to differentiate different “levels” of weapon capabilities, all that has to be done is to factor weaker weapons and amounts in as well.
SPAA/SAMs does not need to be rebalanced in the slightest.
It’s not like SAMs have limited range anyways, before top tier you can just outclimb SAMs or fire from safe distances without a care in the world.
Pretty much why my stats vs ground are so high in the planes I posted. Using stand-off munitions correctly makes you untouchable to most SAMs. Hell most of them forget you exist the moment you go above their radar area. Even if they are aware and engage you so long as you fire off a point lock and manoeuvre out of range they almost never move before it can acquire a track lock as they’re in radar screen.
