Revised poll on CAS in Ground Battles, would you play a tank only mode?

lol . . ok, well . . the biggest issue with AB tanks seems to be the dive/splat lawn dart kamikaze thing that happens far too often. But I think a lot of that is the time limit . . I’m almost outta time, better crash into someone!! Revenge factor . . I don’t personally get that part, but a GREAT many AB tank players think every single plane that comes at them is seeking REVENGE!! . . and many could be . . no idea. Another thing, and no slight intended to these folks, is it seems like a great many AB tank players simply are not good at flying planes . . like at all. So, in order to get kills/hits, they literally do have to fly straight into a ground unit and let loose their ordinance at the last second to earn any points . . . again, that’s an opinion, but we all know it is the case sometimes.
At any rate, CAS can be, but not always is a bit of a problem, but it’s game design to me. I mean I get killed by SPAA literally every time I fly in tank battles, no matter what I do, and I am not a bad pilot … I fly a lot better than I tank. It’s like that in naval as well, but naval has even MORE range for anti-air.
But for AB, allow players to bring their own planes like naval(no respawn point thing tho) and make getting into a plane more consistent, like RB . . consistency between modes. I can cap 3 caps and not even be able to spawn a fighter in AB, RB players rush to a single cap and “J” out to get into a plane almost immediately . . things like that should be addressed and jsut a general tightening up of game mechanics would help so much . . . . sorry I rambled . . but I hope you get the idea . . .

I share the same opinion.

I can cap 3 caps and not even be able to spawn a fighter in AB, RB players rush to a single cap and “J” out to get into a plane almost immediately . . things like that should be addressed and jsut a general tightening up of game mechanics would help so much . . . . sorry I rambled . . but I hope you get the idea . . .

That would fall under “CAS costs too little SP”.

I have like one problem with this poll,… is that it doesn’t feel right to think of CAS /SPAAG as purely mechanical balance,…

To me, most of time when both CAS and SPAAG are involved into a discussion, we always forgot the players base side,…

A good player on a SPAAG is most likely to give CAS a run for their money.

Aswell a Good CAS players will make tanks having one if there is no good SPAAG.

So to me, this poll, that i just answered, is missing some question and have to be adapted to current Playerbase.

As i told in the other thread, the playerbase is essential but most of the players are currently playing for “One-Death Leaving” concept, making CAS being Overpowered, as there is not the SPAAG number on the ground that was present 6years ago.

I’ve played this game since mid-2013 and the playerbase have changed so much in between.

We were patients, willing to play at that time at it’s fullest, we had the most interest for the game and tzammates around us.

Today we have impatients/raging/non-learning feom their mistakes so-called “players” (94% of player base)

So i definetly think playerbase is doing a role allowing CAS to be currently OP

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I’m sorry I genuinely do not understand what you’re saying, your post is too rambly

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I think… CAS is too dynamic of a topic to be summed up in a single poll. BR, Nation comp, Player skill, map, luck. etc all play an important factor. No 2 random matches would be the same in terms of “CAS Balance”.

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Well,… let’s saying it differently…

Player → big factor
CAS → lot of players
SPAAG → not a lot of player

Player is making difference, into CAS being OP or Not.

Most Ground players goes for One-Death then leave
=> no Spaag
=> no threat to CAS
=> people complainning CAS is OP

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That… I think is one of the biggest deciding factors more than literally anything. SPAA is just not… as fun as it could be and certainly not as rewarding as it should be

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If SPAAG was more rewarded, then people would want to see CAS.

But SPAAG are used as TD tanks,… when they have more than 30mm caliber,…

Somehow Gaijin should make a difference in reward:

Using SPAAG as SPAAG → a kill would be rewarded in between x3 and x5 the normal reward,… this would also be the grinding tool of Non-premium users.

Using SPAAG as TD Tank → a kill is rewarded as normal kill

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I would recommend caution on trying to encourage players to do something just by tweaking rewards, even if it is a good start. Gaijin’s been trying to bribe the playerbase into trying naval for years with absurd SL multipliers, last I checked its not really working.

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Naval is quite popular now. Not as big as air and ground but air rb took years to get as popular as it is now.

Yeah, i was thinking the same, Plane kills by SPAA should get a 2-3x reward multiplier.

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It’s one of a dozen things I’d change to improve SPAA/counter-CAS play. Your right, it shouldnt be the only thing done

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“popular” with bots, lmao

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First of all, you’re a king for making such a comprehensive poll. However, I feel it does not relate to me that much. When I play Soviet, my CAS is solid and I think it could be nerfed. When I play Israel, my CAS is very weak and enemy SPAA are too strong.
Some nations just have very weak SPAA and CAS, and some have very strong ones.

I’d also be highly inclined to utilize CAS in low BR battles, up to maybe 3.0. At anything above that, not so much. I’m personally not very skilled at aiming bombs so I avoid it. But where there’s CCIP, it’s already not worth it because CAS is no longer fun there - too long ranged and SPAA are too strong.

My list of changes I’d make, in my opinion, to help balance “CAS”

As a primer, in my opinion, the problem isnt inherrently with the aircraft, or necessarily even the weapons, but how they interact with the wider game and how things interact with them. This is also from the perspective of an air main, who sometimes plays GRB, as such I do often bring to bear CAS, because its what im most confident in, I also play Britain, 75% of our GRB power is in our air tree

SPAA

SPAA is the primary “anti-CAS” tool, but its pretty badly implemented. It rewards little, is rarely fun and can often just be a waste of time if there are no air targets.

Changes:

  • Increase reward multiplier for air kills
  • add scouting to all SPAA (including drones at top tier)
  • Add a wave of AI planes from game start (low reward, but more just something to shoot at)
  • Increase the amount of SPAA, especially fix the holes in many trees (Britain between 5.0-8.0 or 8.3-10.3 or even arguably 11.7 for example)
  • Add signifcantly better SPAA at top tier (especially with new RWR)

CAP

Another important and often overlooked element to counter-CAS play is bringing in a fighter, but its not often done.

Main change here is too simply reduce the SP cost for a pure CAP fighter.

Spawn points

This is the main area in which balance could be best obtained.

  • more dynamic SP costs. A 1000 lB bomb at 3.0 is a big deal, but less so at 11.7. So the SP costs should vary from BR to BR (I do not believe they currently do). Prehaps even adjust SP costs on a per-CAS basis, some aircraft/helis are stronger than others.
  • Helis should cost more than they do currently as a base cost, maybe increase base cost to around 300-400 SP, not quite as high as planes, but higher than they are now
  • Flat increase to all SP costs for all CAS vehicles (Heli and planes), big enough to prevent first spawn in a heli, but not big enough to adversly affect most vehicles (maybe 20%).
  • Increase specific weapons proportionally (Mega bombs on Pe-8 or Lancaster should get quite a big bump but not all heavy bombers), and to increase SP costs based upon the number of weapons brought (4x AGMs on a heli costing less than 16 for example)
  • Reduce/Cap SP gains from Scouting

Map/Mission

This is another area that I think many overlook. Would CAS be so effective if Spawn points were a lot larger/more spread out, or if everyone wasnt fighting over the same small area(s) of the map? I dont think so. Larger maps, with more dynamic missions types and a totally overhauled spawn point design would go a long way to mitigating CAS, without directly nerfing it

Additional changes

I agree, All CAS should spawn on runways, and I think all Heli spawn points need to be moved further away. But importantly I dont think CAP should runway spawn, or at least not past a BR in which guns are highly effective

(Mainly in RB) Players should “share” information with teammates (via map) about CAS locations and maybe even add AI vehicles that assist with spotting.

  • Tanks should be short range, >1km
  • SPAA greater range 3km ish
  • Radar SPAA, long range, 10km

CAS could be cockpit only. I’d personally have no issues as I mainly play ASB, but there are inherrent issues with this, and I think it might be too hard for a lot of the playerbase and so a negative addition. Instead, maybe a reduction in Markers, removal of CCIP, or other changes might be better options than cockpit only

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You’ll have to excuse me if it sounds like your AI idea adds needless complexity. But I like everything else.

Yeah… It would essentially play the same role as AI planes do in ARB. Something to shoot at when nothing else to shoot at and would help with stock grinding. But it would need other tweaks and changes

(or do you mean the ground spotting AI?)

For RB, perhaps, but for AB it changes things drastically . . . playing objectives has little affect on how “CAS” is used there for that . . . again, lack of consistency between modes

I don’t agree with adding AI to any mode because it’s a way for dumb shit to happen. Look at airfield AA and convoy AA in air rb, it can kill anyone who approaches. We need far better PVE modes to grind, not more AI in PVP modes.