Reconsider Planes in GRB by AAA and CAP, and move CAS and Heli away accordingly

After WW2 BRs, the balance between CAP CAS and AAA has collapsed, though as a cap-main I’m feeling quite useless in these matches. CAP is right now too inefficient compared to AAA, yet they are almost the same vulnerable and expensive in sp.
I would suggest to
Match CAP and AAA efficiency (BR Difference to achieve same efficiency);
Assign BR for both from the most inefficient era;
Align CAS and Heli BR separately but accordingly,
to let them Be able to kill but not to slaughter

Willing to have benefits for CAP, and use CAP to solve CAS

CAP situations.

For 8.-ish BR,
Gepards are starting to shoot things out of the sky. CAP may shoot other planes either above the tank map, where they are the same as CAS planes for gepards, if not easier to shot down for chasing planes in the enemy’s half of map, or they shoot things before reaching tank map, which is not quite a problem at the stage due to the speed, though planes always appears on gepard radars but not always in CAP eyes.

Heli was having a nice balance here against gepards before the radar change, but gepard accuracy is reduced idk why

Then the 9.-ish,
where Stinger-cannons clear up everything except Heli… Yep 1 stinger is always pull-able, 2 also, 3 maybe, 4 can kill a mig23 fuselage going initially mach 1. Many planes at the BR lack the energy retention and/or the capability to attack during stinger suppression, while conventional a2a weapons are still aim9b and guns before compression. The intercept before reaching tank map is also quite covered within the 6km stinger range, and there’s the Heli spawn ignition… Ouch

Heli at the BR cannot be locked effectively by stingers for they all have msls ranged over 3.5km, but 3.75TOWs, Mi24 optics… There aren’t that many of them in spawns or in tech tree, won’t comment on them.

Then the joke comes, 10.x. ^^Laughing at old rolands and tunguskas^^
And Welcome our Strela and OSA
Why am I here being so vulnerable seeing flrs and multipath eating all CAP ordinance away before the guy dies to AAA?
And the intercept before reaching tank map got shorter due to speeds, narrower due to AAA range.
And of course GRB CAP Compression
And stinger is still a prob why Ive been playing 10.3sov planes lmao mig23 lmao su22 su25 a10al

Finally the top, everyone knows, amraam sp, CAP under pantsir, notch my amraam but not notching friendly pantsir, GunsOnly on Kamov, ^^Just stick to the deck^^ ^^Just Pull^^(Is expert considered in this statement?)…

btw Should we all agree that AAA is too strong if it can force kill a CAP ?
e.g. Old 9.x Strela on whoever without flr

1 Like

I’d like to understand if this is intentional: placing aircraft spawns in Ground RB including airfields well within the effective range of SPAA. I find it absurd that an AAA can hit me at an altitude of 10 meters while I’m directly over my own airfield; that should be a “safe zone.” What are Gaijin’s intentions regarding this? Are there any plans to fix this terrible game design?

Furthermore, I want to raise the issue that using many helicopters without “fire-and-forget” missiles has become practically useless and obsolete. I’ve had cases where an SPAA launched a missile at me while I was still behind cover/a mountain they could already track me on radar. Do they have X-ray vision now? Is it possible to get some semblance of balance in this game, or are we forced to play through one imbalance after another, patch after patch?

1 Like

If you dont mind me asking, which AA were talking about here?

Citing just the latest specific case, it was the 9K317M ‘BUK-M3’, but I’m extending the point to the game in general because this isn’t the first time it’s happened to me with top-tier AA from other nations as well.

I want to emphasize that the problem isn’t being shot down because I made a mistake; the issue is being shot down when they shouldn’t even be able to see me, or being hit in an area where I shouldn’t be reachable, but is made possible by the current game design

Which shouldnt be possible due to ARH missiles and MP mechanics, just saying.

Ye, the fact that airfield in top tier GRB is too close to the fight was brought up all the way back on IRIS-T SLM release and only got progressively worse as time went on.

Which is funny because simple fix of simply moving the airfield few km back completly fixes the issue.

Alas, gaijin.

Yeah, but if we look at the stats, it can lock on at 70km and the missile has the same range, so the map would need to be massive to allow for a ‘safety zone’ outside the AAA’s reach. As it stands, via the dedicated AAA menu, they see you the exact moment you spawn (if you spawn in the air) or, on very flat maps, the second your wheels leave the ground.

It’s even happened that while landing my helicopter, the missile hit me anyway—as if multipathing were a completely unknown concept

tbh I would rate this one lower than a stinger gepard

AF issues are more likely with flat maps and IR fnf AAs, and the problem also happens for helipads

Shure and then we add a min time of 5 sec before lunching any fnf ammo

Yo Does bro think BMPTs have anything to do with shermans or a7vs?

Im not undestending whatvyou mean?

This is a Jan 2025 thread focusing on 8-10 br issues. didn’t know why it’s coming back now but anyways :D

Top Tier is a mess itself, and I would, personally, only extend this up to 12.0 - not to 12.7

The amount the missile misses by in multipath isnt enough for when the buk explodes as the warhead will still hit you.

The whole 8.0-11.0 area really just needs to be fleshed out as far as CAS and SPAA additions go. Adding things like the MIM-46 Mauler would allow early SAMs and Radar SPAA to be raised so 1940/50s planes won’t have to face 1980s/90s SPAA.

This would make CAS actually viable, and in turn make SPAA and CAP actually viable as they won’t be staring at blank skies every game.