As we know Gaijin added a reward multiplier ratio to limit the players who only bomb bases, it can be used for fighters, especially for jet fighters, but Gaijin simply cut all kinds of planes, even those bombs which can’t custom secondary weapons, such as B29/TU4, all such kind of Bombers main contribution for the battle is bombing the bases, however, if they take too many bombs, the reward multiplier for bases will drop very huge.
Let’s use B29 as an example, if B29 only carry 20500lb bombs, the ratio is 4.5, but when it takes 40500lb bombs, the ratio is only 3.4, which is unfair for bombers, because that is the minimized bomb they can take, you can’t ask such kind of long-range bombers land and reload, that is a suicide, so all bombers should remove this ratio or keep them into 10.
The other issue is Gaijin using the same Ratio as AB. In AB, we need about twice damage to the destroy the base( like 4 flame bombs instead of 2), but the players will be punished due to carry too many bombs which is over-damaged based on destroying RB’s damage. =it makes the AB reward drop at least 40% if you can destroy all base and AF, Gaijin should divide the game mode to calculate to reward ratio as well.
I recommend to add real examples to your multiplier point. Just in order to show real SL/RP earnings like in your B-29 example.
Based on your write up it is not actually clear what is more efficient (at least for Air RB) - as the multiplier has to be seen as “relative” factor. Yes, you earn more for a single base kill if you load just bombs for 1 base - but if you take more bombs and you kill 2 bases you earn less per base, but more in total.
Have a good one!
PS: If you want to be perfect you might consider also mission score in your analysis - i saw some time ago a base kill of a Pe-8 with a Fab 5000 - gaining him less points than mine (~460) whilst i used the BP B7A2 and dropped just 9 x 60 kg to kill a base.
In addition to this the mission score with C 250 (3,5 bases with Do 217 E) of ~ 1.100 points looks rather disappointing…
Thanks for your mention, I don’t know how the poll works, so maybe I will delete that later.
It’s pretty hard to compare because we know that the reward not only depends on the reward ratio, but also depends on the time, even 1 min will increase about 2-3% reward, the only difference is like you said the point I get after bomb the bases, I will try to test that later.
Yes but time-based RP in a long match will have the most impact. Playing well doesn’t directly reward you more. If you happen to get 4 kills which provides 100% rp boost, the next best thing is to try to stretch the match as much as possible, even if that results in losing it. Such is the way of Gaijin.
The majority of strike aircraft or actual bombers have severe disadvantages vs multirole jets of prop fighters with massive bomb loads so i support the idea in general.
The time based RP gains in Air RB are variables as player skill and subsequent decision making processes are different, whilst the SL/RP gain for the base kill itself is constant if the player has full transparency if he is aware of the impact of multipliers.
The pure reason for giving actual examples of the impact of base multipliers is to assist pilots in their decision making progress.
Like:
It is more efficient to use just a single base bomb load as i will most likely get just 1 base in the match and my increased flight performance (due to less weight/drag) might keep me alive or not?
Or shall i go “all-in” with max load but get just one base and subsequntly a lower SL/RP reward for the base kill?
The reason is that you can only destroy one base. If you try to take more, it may damage over 2 bases, you can find your earnings will be lower, I just try to take 8 flame bombs in AB, to comparing with 4 flame bomb, the exp will reduce over 30%
For jet, especially for Fighters, that will encourage players to get into a fight instead of farm base, that’s is acceptable, but for bombers, like long-range bombers, consider it is pretty hard to land and survive, the more bombs they can take, the more contribution for the battles, you can’t expect them shot down every fighter.
I just used SU25 to test, which keep the same time, in 7 mins. If I take 8 flame bombs, just for the based RP, it is about 1200, but if I take 2 flame bombs only, that is 3820, after 7 mins (I quit from the game), it seems the based RP gain is not fixed, it still depend on how many damage to can take from the bases
They want you to stop playing bombers so they can use it as an excuse for neglecting them, rather than their neglect being the cause and not the outcome.
You’re contributing very little. In Arcade and RB. Sim you would be. However in the others no.
Air RB-> You’re contributing nothing but getting known as a Zomber because all takes is killing all of the enemy player planes to end the match.
In Arcade, unless it’s a dedicated mission where you should bomb, you’re probably gonna be shot down anyway. So bombing doesn’t contribute when a fighter could likely perform several jobs just as effectively for 3 times less of the size.
In Sim, your effectively not gonna be hunted down at all.
My guy, you don’t get the point.
Bombers do not serve a fundamental purpose in the game. Since they do not benefit either side of a team and are nothing more than easy prey or liabilities.
Gaijin has built this game around->Shoot enemy players. Over->Design the game, mechanics, and map around the vehicles.
The testing by @ICE_Coffee can help experienced players in their decision making progress. As described here:
You argue regarding the usefulness of bombers regarding the overall outcome of a match. Whilst your points are not wrong i would argue that the outcome of most battles in Air RB are determined by the MM - therefore it actually does matter if tests can prove certain advantages or disadvantages of load outs.
An example:
Fully aware of this effectiveness discussion i played the 4.3 Do 217 E-3 for 11 matches (8 win, just 1 plane loss). Having the choice between the possibility to kill 4 bases with 8 C 250 Flamm (inboards) or to kill 2 bases with 2 x SC 1.000 outboard i took the first one as the internal load produces way less drag, weights lest than half and had a small impact on my climb rate (minus 1.3 m/s compared to minus 4.7 m/s deducted from 8 m/s without load).
Due to the increase in climb rate and a strategic route to the bases i was able to drop in every match - and the extra altitude helped me to outrun enemy fighters with a shallow dive back to my airfield as the high dive speed of 700 kmph (together with the airbrake) made it extremely difficult to catch me. My single loss was due to over speeding in my 3rd match - without getting damaged by enemies.
This might be true from a general perspective - but i would argue it depends on the pilot and his expertise. So if i come in late game at high alt and can turn around the tickets in a very tight match by killing 3 or 4 bases (each base kills 180-300 tickets) you might agree that there are always exceptions from general views.