Remove Enemy Nametags in ARB

Been saying it for years now, remove those nametags and plane id would change the game a lot in a good way.

It would force poeple to use their eyes and would allow for strike aircrafts to effectively use the ground as a good concealment for once.

Spread the bases/objectives on the whole map and remove the damn missile markers, no pilot can see something directly on their 6 from multiple km.

What we have now as “realistic” is just a less arcady arcade mode.

But for it to work they need to get rid of the render distance of planes/tanks, they need to be rendered in at all times at all distances, there’s no logical reason to see a plane 10km out when it’s spotted but when it’s not spotted it renders out of existence.

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Removing nametags would absolutely shatter rhe meta at every BR without radars.

Afk climbing for 5 minutes at the start of every prop match would no longer be mandatory. IR missile brs would favor range over everything else more than it already does, but maybe r60 slingers might get some chance in hell to get close enough before being noticed if the person is listening to music lol.

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so basically simulator but in 3rd person

It’s a confronting suggestion and it makes me uncomfortable. Not because it’s a bad idea, rather that it highlights to me how much of a game war thunder is, and how it essentially stops being a viable PVP game unless players are funneled into conflicts.

In Ground RB you know where the tanks are, you spawn a plane to bomb tanks, or you spawn a plane to sboot down CAS. The battlefield position is known and you can generally identify fighters due to the limited extent of the battlefield.

In Air RB there’s too much sky for there to be a game without k owing where the enemy is all the time.

How do you guys go about it Air Sim?

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air sim maps are way better arranged in term of objectives so you will always find players roaming near them cause the map is a lot more used than arb where everything in concentrated in a small spot in the middle.

Prop player perspective.

Objectives.

Game starts. No objectives. Take off, fly to the ~frontline and loiter at 3-4 km altitude scanning the horizon. If I see a black dot, I open map and ping the approximate location of the black dot. I wait a few seconds and ping T-4-1 (Follow me!). If I get no response, I fly to intercept.

Or, a ground-battle spawns in. I fly over and descend to ~2 km altitude and begin scanning in lazy saloming turns to see if an enemy CAS plane is going for tanks.

Or a formation of A.I bombers spawn. Their location is broadcast in a 8x8 (or 16x16) km square for both teams. You can get fairly reliable dogfights by flying above a friendly A.I bomber/attacker formation and jumping people going for it. Alternatively, you go for the A.I and keep an eye on your six to avoid getting jumped.

Finally, we have an objective that’s basically arcade domination - one 8x8 or 16x16 square is marked as “A point” and you capture it by flying from 0 to 5.5 km within its borders. Assuming it’s a lively lobby, flying to “A points” guarantees dogfights.

If there’s no objectives to engage with, you can always try flying patrol from enemy airfield to your bases to catch bombers or if it’s a map like tunisia - go and loiter above the “town” on the east side of the map since for some reason people seem attracted to that spot (i think it’s because a.i formations often fly through it and tank battles often spawn near it.)

However, all these require reasonable weather.
Heavy clouds often lead to flying aimlessly for half an hour, getting bored and landing because the enemies are always on the other side and you cannot find anyone.
“Hazy” weather is also awful. What would be a viable spotting distance gets massively neutered so it turns into a horror movie jumpscare experience.

… Honestly, cloudy weather is better than hazy. Cloudy is at least intuitive and can give you cool settings and options while hazy just nerfs your render distance.

Oh, and since there’s no friendly markers until ~0.7km away, communication is also quite important. This video explains how comms work to a pretty good, exhaustive detail:

I recommend Wingaling’s channel for seeing some sim highlights for how things go. He does tend to cut out the loitering, but there’s a few proper intercepts.

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