Remove Auto Ticket Bleed from Air RB

Auto ticket bleed isn’t a thing in air RB.
It’s AI dying. If tickets go down it’s cause a player and/or AI died.

Please refer to previous comments for clarification on what i mean by Auto Ticket Bleed…

Ah yes, I’m ranting. Yet I’m also one of the few making more sense out of this compared to Mr.'s 14-page essay. But I digress since clearly trying to reasonably have a conversation is out of the equation

Sigh…I feel bad for the folks who gotta deal with headaches

I think you missed my point - or i was simply not clear enough.

There is imho a distinction necessary between:

A) Artificially inflated ticket bleed due to sloppy map design/adjustments
B) Standard and linear ticket bleed due to ai fighting ai

Whilst i fully support that point A is absolutely annoying and kills fun for everybody, i see no need to need to stop AI killing each other (and tickets) as:

  1. They try to give the matches at least some war like atmosphere.
  2. They put pressure on teams with ticket disadvantage
  3. They shorten the game duration
  4. They are just an additional layer of complexity you have to consider

So outside bugged maps with artificially increased ticket bleed the game benefits as you are forced to stop ticket bleeds of ai planes simply by killing them before it’s too late and to keep track of “real” enemies at the same time.

And depending on the tickets either your or the enemy team are forced to do something. So managing of linear ticket bleed on newer maps add complexity, is manageable and requires thinking instead of point and click, I like that.

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I don’t think he will understand any of that honestly. But its very true on what Gaijin intended. At the time.

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I also think ticket bleeding is not necessary. It would be better to open a suggestion with a poll rather than a simple discussion, so players can vote. It is not really a bug, so I think bug reports are ignored because it is probably not the same team handling bugs.

It is imho not a question of necessary or not - it is more a question of priorities to “Make Air RB Great Again”.

When ****** map designers create Maps with “unwinnable” ai ticket bleed like Saipan or totally unbalanced maps like Kursk it is a bug.

This game is so full with major flaws regarding design and game mechanics that the random chance to get caught by a defeat due to auto ticket bleed loses any impact.

A suggestion might be helpful to change gaijins view on things, but imho we have enough indicators that they do what they want. And seeing Air RB as a whole the game needs a complete overhaul…

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At the moment, I believe the main goal of management is to reach a given player base by attracting new players with new vehicles releases. This is going to saturate at some point and I hope they will focus on retaining players.

I believe f5, f14 and f16 will remain their main leverage with the topgun effect, I dont see any other vehicle with such worldwide popularity after that. I am talking about pop culture, not in terms of actual production.

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Im not completely against what you’re saying here. I would like to keep AI fighting AI for that “war-like” atmosphere you’re mentioning.

And i likely wouldn’t even be mentioning it at all if it wasn’t for the absolutely horrendous ticket bleed we get on some maps so maybe most of it is map design.

Im just not sure if AI killing AI should bleed tickets for the following reasons:

  1. Matches are already very short in Air RB, especially at the upper tiers so making them even shorter doesn’t seem like a positive.

  2. If one team is up on tickets because of their teammates, the last remaining teammates are just encouraged to avoid conflict or to airfield aaa camp until the auto ticket bleed wins the match for them which isn’t great game design for the current Air RB.

I understand that hitting bases and hitting ground targets should have some effect on the match but i dont know if the current AI ticket bleed is the right way.

You’re 100% right though. Air RB needs a massive rework. It feels so out of date right now.

Also to help the end battle, the match not be 25 min but 30min or 35 min would be better

Same here, but from my perspective you waste energy on fighting small symptoms instead of looking for a cure in order to" heal" the terminal illness of Air RB. That’s all. All good from my side.

If i assume that we have a common ground regarding rookie mistakes in map design on gaijin’s part, i would like to respond to these 2 ihmo very reasonable looking points:

  1. Match duration: Imho the short duration of matches is just the result of a lack of adaption of war thunder - their whole game set up was created to deal with WW2 props and early cold war planes like MiG-15s and F-86s. Tbh i have zero clue how they came that far without adjusting their approach / game design and are able to sell overpriced pixels for hugging the ground with a MiG-29 and trying to find somebody to score a 3rd party kill whilst flanking the furball.
  2. Ticket pressure: Imho your airfield aaa camping example is invalid for jet tier matches. Just look at the af aaa discussion thread; jet af aaa is useless. So if your team (or yourself) made some rather good decisions allowing you to go into the last stand with a ticket advantage the enemy is forced to do something - giving you the ability to react on them; this does not imply that you have to be passive. Same topic, just another perspective.

2 thoughts:

  1. The current state of the game is imho also a result of gaijin’s goal to shorten queue times. How many of your matches end with the 25 minute timer? Do you really think that a longer duration would be a benefit for “Missile Thunder” at higher tiers or grinding/headon festivals at prop BRs?
  2. Even if playing the game for around 7 years like me - your memories are usually biased. Actually i can remember details of a few epic 1 hour battles with props on Sicily, Norway or the old Ruhr map intense fights and scores of 9.200 points plus - but my brain simply refuses to remember the hell of 1 hour matches looking for a B-29 at 11 km altitude.

Ive posted a lot on here regarding Air RB’s game mode itself. I just wanted to do a post about a small change that i feel would be positive.

Yeah Air RB really needs work. If you look at the “16 vs 16 is too much for Air RB” thread, we’ve posted a lot in there regarding the need for Air RB game mode changes.

Ideally, i would love to see an additional Air RB gamemode - EC.

i would love to see the current Air RB have a team size reduction and to be focused on the PVP element and Id like to see the addition of an Air RB EC mode that focuses on both PVP and PVE with longer match timers, better objectives, farrrr better AI and respawning.

Ive been asking for this split for years here. Ive had several very detailed posts and polls. The desire for this split (at least for tiers 6 to 8) seems to be pretty popular.

This auto ticket bleed was just a small suggestion to Gaijin since my larger suggestions have gone completely ignored.

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Also upper tier airfield aaa isn’t useless. I mean you cant just land at let the aaa do everything for you but you can snake around the airfield popping off flares and getting the strafing enemies slow and a lot of times the aaa will eventually kill them.

In a map like City, with its cracked auto ticket bleed, you could use this tactic if you have a ticket advantage to completely win the match and i see it a lot. Especially in tier 6 with all those ground attackers.

I just hope that Gajin will stop this pretty soon. U need more attention on this post.

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imagine having the excruciatingly low matchtime of 25 minutes only to be reduced to 10 for auto bleed

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