Add just the missile proximity kills to Sim; this would ensure the need to spot and engage the enemy first. The range might need to be increased, people tend to J out from farther away from the missile because it’s more difficult to judge distances without markers.
This would prevent players from doing anything isn’t already possible with the current system, and would reward the people who would’ve otherwise gotten griefed.
That’s still better than nothing. I don’t understand how ANYONE can bring this up and act like that’s worse than no rewards to anyone?
Have I said this is worse than before ?
A lot of people have been, so I suppose I made a wrong assumption about what you meant. My bad 👌🏼
I am not sure if you don’t expect too much from this new mechanic.
The focus is for my taste too much on undamaged enemies as this implies that you would actually get today a kill in case a single shell hits your enemy and he crashes later.
Reality check: This is not the case. I landed yesterday a glancing hit on a way faster Bf 109 - he extended and i rearmed. He crashed later trying to kill a pillbox (i watched the replay) without giving me the kill.
We will see how it works - but ask yourself:
When has gaijin introduced something that is not a disguised income nerf?
I read quite often about the glorious & praised “severe damage” mechanic in this thread. Most people have just not realized that just solely kill driven players benefit from that. The average player loses mission score and SL/RP from that. Just a few have calculated this through and realized this…
I think it’s even worse for the gameplay itself.
Since this mechanic it’s more common players give up there position to get a kill and some rewards because now it isn’t stealing anymore in GJN’s view. But it’s stealing anyway AND doing so it’s weakening the team.
Another problem, many players think a severed plane is out of the game. But there are many planes still doing well with a severe damage, and even more are able to rtb.
Nah, it was to stop players leaving matches early.
Like go in bomb a base/ kill some AI, crash and go into the next match.
Because Gaijin is very sensitive when players earn more RP per hour than what they want players to earn.
So whenever some players are doing good in a vehicle, it immediately gets a BR increase, even when the vehicle is only played by god like players and is otherwise garbage.
It’s the holy grail of players needing to suffer and progress slow enough so that they can sell them premium time and $80 pack vehicles.
It was even worse: When the crew lock was introduced was because in a lot matches (especially some maps), the majority of the players would leave again at the very beginning of the match because they didn’t like the map. I think it was mainly an issue in air. The prime example was Okinawa (?), where a few seconds into the match one team would be reduced to 10-20% of the players, because everybody else left even before taking off, dooming the remaining players instantly. Lot of frustration and hate all the time there…
The “one dead leaver” issue only became a “thing” later, iirc, but the crew lock mechanic of course helps fight this too.
The official communication:
The actual reason:
Highly unbalanced maps - disproportional benefiting one team whilst bringing the other team in a severe disadvantage by default.
Most popular examples:
-
JP vs US/UK on Wake Island. JP had an an air spawn near the Island on which the US team had an airfield spawn. In addition the US/UK side had to kill patrol boats AND ai bombers. Extremely hard and often 1 hour long matches - a real pain for US/UK.
-
Norway Axis vs Allies. Similar story - the other way around. Axis with airfield spawn - Allies with air spawn. It took ages to neutralize the altitude advantage of allied fighters.
Both maps were adjusted later.
Fun fact:
Such unbalanced maps still exist - even if they are rare. Most prominent: Saipan - a Pacific map. You can win there as US/UK pilot without firing a single shot as the ai ground unit interactions gain you an irrecoverable ticket lead.
At this point it looks they just did to avoid any risk to make Air Sim better, i think they are just hoping to reduce number of players on this mode naturally and shoot it down quietly once population will really be not significant
they are just hoping to reduce number of players on this mode naturally and shoot it down quietly
The only arguments against it is that Gaijin keep improving cockpits. New MFDs, high detail cockpits for old bombers etc. Partially can be justified to use in cinematic trailers and as a sale point (you get a full package premium plane with detailed cockpits, not just a 3D external model), but still, too much work for this.
So in my view, they simply have no sim-interested game designer, or do not give those game designers time to think about sim having massive new air staff mechanics in popular game modes + nuclear option gamemode development + infantry + naval (and submarines?).
In short, they have no plans to shut down the Enduring confrontation, they simply have no time/interest/money for it.
There’s also not a lot of people interested in EC directly
Always remember most of the playerbase isn’t very vocal about stuff nor they really care a lot.
queue the f14D

Uhhh what the hell gaijin? I even critted him. He J out and I got no reward or kill.

I feel like someone messed with the new mechanic that it doesnt register kill even when it did previously.
thats cause it’s coming with the next major update
He should still have gotten the reward, if someone crashes after they received damage it normally counts as a kill. This right here was probably a bug.
The only thing that will change in the upcoming update will be what happens when someone crashes without taking damage
I critted him silly
let’s hope that any tweaks done to the kill credit system haven’t completely broken all of it.
New update almost always means complete obliteration of a random game mechanic


