Remove the airfield default spawn in bad weather

and you think you’re good because you bought premium top tiers and play top tier lmao…

oh and its “Pot calling the kettle black” just for educational purposes. :) Oh, and by the way - I actually reached top tier on a few nations aswell, then they added more tanks to which I couldn’t be bothered to level for, it happens after playing for over 14 years. I understand your ignorance but its ok.!!

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Anyone can buy top tier premiums, and I wasn’t even considering those in the argument, but nice try I guess. Also, where have I ever said I was good? I’m a straight and level above-average - No more and no less, nor do I go out of my way to wave that around because it’s irrelevant.

You’ve obviously gotten way too big for your ego with all your seal clubbing. I suggest you actually step out of your comfort zone for a few months. It won’t hurt you too much, I assure you.

???

Why do i get around zero everything when i get no kills but survive full game

What’s your score?

Did you actually read the post?

Activity% is f(Score, Time Alive).

For fixed time alive (say, 15 minutes) and assigning Activity% to the Y axis and Score to X axis, it assumes a logistic curve shape.

Also, respawns affect it. Perfect data can only be obtained through one-death leaving.

If someone got me their Activity% for…

1 minute alive
5 minute alive
10 minute alive
20 minute alive

With 200, 400, 600, 800 and 1000, 2000 score, ideally at least 3 or 5 times per entry (so, 4 time data points, for each assigned 5 score data points, 5 independent measurements of those coming up at something like 100 data points) - one could give you a graph that’s made for ground RB.

Key point: SINGLE LIFE, NO RESPAWNING. ODL. Respawning skews and introduces yet not rigorously understood effects.

Unfortunately, I only have data for ARB and ASB.

ARB data:

image

Activity% is represented on the data points.

If the above is approximated,

image

The above graph can be obtained.

For ASB, we fix play time to 15 minutes (900 play time) and obtain:

image
(the sheet with the data: HeliBoys Sim EC Sheet - Google Spreadsheets)

X axis is score, Y is is activity%.

GRB’s formula is different for what Activity% corresponds to what f(Score, Time Alive). See above for the data that would enable us to create a graph for GRB as well.

RP for activity for AAB, ARB, NAB, NRB, GRB, GAB follows the following formula:

image

For GRB, coefficient is 0.71.

For RP multiplier, if you have premium vehicle or premium account do NOT include Skill Bonus. Skill bonus acts on the formula without premium multipliers. giving you a separate clump of RP.

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Doing nothing and yet getting rewarded for it would just turn every lobby into who can AFK the longest.

The key to the economy is doing something and then surviving.

I’ll go the other direction.

Enforce only airfield spawns in bad weather.

Doesn’t make sense.

irl, planes never take off in bad weather, infact this led to the loss of 99 Flying fortress cause their escort P-47s were grounded.

irl, you would call in CAS that’s already taken off from other sectors, hence airspawn.

It’d really suck for your point if there were aircraft specifically designed for rapid response in adverse weather.

Well, P-47 certainly isn’t one. Infact, I’m fairly certain 90% of WT aircraft arent designed for that.

Most aicraft past 10.7 were all weather capable, with a few exceptions here or there. Some night fighters (a genre under represented but still present in game) also were capable of operating in adverse conditions as well. Past 11.7, most every platform is optimised to have the faction, as they are post the age of dedicated all weather interceptors.

Iv always argued with my friend for grinding purpose its faster to full comit head ons/ agressive play over staying alive amd getting 1 kill.

Looks like i was right

So, lemme get this straight. You think every plane in the game should be forced to take off in bad weather, because toptier aircraft can (theoretically) take off in bad weather?

A) they are designed to
B) 10.7+ is not toptier, that would be 13.3+

And obviously, yes. It would be better for the health of the game that they commit to the change instead of pussyfoot around it. It would also make the playing field more comfortable for a myriad number of attackers in game. The only real exception should be limited to bombers.

You’ll earn way more by getting that 1 kill and not dying than getting 1 kill and then immediately dying. But you’ll get more from 1 kill and the immediately dying than sitting AFK the entire match.

I think the “bad weather” things is just complete nonsense and should just be forgotten at this point.

But whether ARB should force AF spawns as it slows the pace of the game down a little bit vs modern aircraft at top tier dont really struggle with taking off and climbing and is just time-gating for the sake of time-gating is a debate to be had.

Now I do think ARB needs:

  • multiple spawn points
  • larger maps
  • smaller team sizes

but this can be applied to both AF and air spawns and I dont really have any personal opinion on AF spawn or Air spawn, other than it should be enforced either way and air spawn has led to various aircraft being abused at lower BRs by having “strike aircraft” that clearly should be classed as fighters, dunking on things. Though on the flip side, you do also have strike aircraft being denied air spawn for no apparent reason.

Bad weather should be introduced, alongside more airfields, larger maps, and better air to ground opportunities. It would make playing attackers that are currently in dodgy positions are lot more enjoyable. Instead of ending up with no good positions because everyone’s at mach 2 whilst you’ve to get up to it, leading to you hitting the foe well before you have any hope of striking a target.

It would be a net positive to enforce this bad weather which would facilitate a compromise between my draconian position of get rid of airspawn aside from bombers and maybe interceptors, and keeping it most of the time.

Actual “Bad weather” would be a good starting point, the “bad weather” i’ve seen so far in matches is light overcast, which wouldnt stop a cessna

Though im still of the opinion that the “realisitc” thing with bad weather would be airspawn and not AF spawn, but that is another conversation entirely.

But yeah. We need RB EC on actually big maps.

I think interceptors getting airspawn is abused as well. Especially when not all interceptors get classed as an interceptor. Like should the Spitfire or Lightning F6 get air spawn as interceptors?

It should be a case of

“is this aircrafts BR determined entirely and completely by its ability to drop bombs?” Yes or no

if yes

Does it have a usable/reasonable A2A loadout that might be abused?

If yes, they should get a forward AF spawn instead.

I do agree on this point, the bad weather could be significantly worse. I’ve had one properly buggered map for ground attacks, but that’s about it.

Would depend on the rating, to my mind. If it’s at ratings where all weather stuff shows up, that’s usually the rating where an airfield start would be significantly kinder to attackers if enforced across the board. If it is not at the rating where a representative sample would consist of all weather platforms, maybe prior method of managing things. But I personally would lean to consistency, though I can see the argument for air spawns at lower ratings.

This does introduce the issue where certain interceptors (read: French interceptor) would struggle on account of the short distance to build up energy and the difficulty in retaining it. It definitely would be a lower rating if it did not have the advantage of starting with enough energy to get to an okay height for BnZ.

Perhaps, but that is in itself a really really thin line. Because just look how big a menace things like the XP-50 was with air spawn and if air spawn is required for a fighter to be competitive, maybe it should just have a lower BR instead becuase it would retain its competitiveness throughout the match and not just early game.

You weren’t.

1 kill is worth 114 RP, and gives you 600 score assuming you landed a crit (very likely) in Air RB.

This is assuming you beat a plane of equal BR or higher. Apply BR correction to score as appropriate.

Assuming you get the head on kill after 4 minutes alive in Air RB, consulting the graphs -

you get ~68% activity. assuming 100% RP econ modifier. ARB coefficient is 1.22, loss coefficient is 1.34, win is 2.

Loss: 4 x 60 x 0.68 x 1.34 x 1.0 x 1.22 = 266 RP
Win: 4 x 60 x 0.68 x 2.00 x 1.0 x 1.22 = 398 RP

So, for a head-on instadeath game you earn 114 RP plus 266 if your team loses, or plus 399 if your team wins. Total range is 380-512. Oh, and 11 for the crit.

Now, let’s say you do the same except you survive the head-on.

With 600 score, your activity descends from 68% to 40% at ~1200 seconds (20 minutes alive).

So again, 114 for kill, 11 for the crit, 40% activity%

Loss: 20 x 60 x 0.4 x 1.34 x 1.0 x 1.22 = 784 RP
Win: 20 x 60 x 0.4 x 2.00 x 1.0 x 1.22 = 1171 RP

Our new range is ~898-1285 RP.

You gain nearly triple the amount of RP with just 1 kill if you survive the whole match.

Surviving as long as possible is objectively superior to head-on suiciding.

How long you want to survive is a matter to be optimized. From my impression of the graph, ideal grinding is to get ~1200 score (2 kills and 2 crits) and surviving until ~12 minutes of match time. This gives around ~90% activity at minimum risk. Taking longer than 12 minutes requires increasing score to maintain 90% activity (at 15 minutes in ARB this rises to about 1600ish. At 20 minutes over 2200).

However, with skill bonus I’d say it’s always worth trying for 25 minute game if you don’t have a premium. That +100% makes it worth it even if you drop down to 70% activity.