SP Price imbalance between SPAAGMs and aircraft in Ground Realistic Battles

This is a pantsir problem not an SPAA problem

Funny thing but i own top tier planes, amd do like to use them.

All your complains are completly wrong.
Many are like this.

Just cause you dont seem to understand the inherit problem doesnt mean that most others dont.

It ends with CAS players whining cause they do not know how to correctly play their CAS planes and expect free passage

That’s so cool!
Where can I get a Pantsir like that?
I want one!
I must have gotten a cheap knockoff, as mine can guide only 4 :(

Where did this information come from?

Same sp for kill as MBT

More rp and sl for air kill than ground kill for MBT and much more than ground kills for CAS






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Truthfully, I could see SPAAG prices going up, provided the things got the overhaul they badly, BADLY need.

  1. Undo all SAM controllability nerfs. If we have crazy modern weapons that are effectively “Rods From God,” then SAMs should be equivalently potent and easy to use in average player hands.

  2. Model DIRCM realistically so its only where the helicopter is aiming the receiver instead of an immortality bubble. Have it only work on IR missiles like the “IR” part of its name reads.

  3. Have helicopters be easily locked onto by thermal seekers - they still use variations of jet engines for fuck’s sake save for very early ones running on piston engines.

  4. Have helicopters be everpresent on Doppler Radar due to the spinning rotor blades always moving closer and away simultaneously.

  5. Give all Non-Radar SPAAGs (and Radar ones with the radars turned off) Crew Skill-derived lead indicators. Real AA crews were trained to estimate lead, so tie it to the Rangefinding skill. Stock crews get this Arcade-styled lead indicator from 0-1000m distance. Aced crews get it from 0-1600m distance. That way, playing SPAAGs prior to getting radars is intentionally not a guessing game asking for every tank on the map to home in on and kill you while you look up. SPAAG are stuck on claustrophobic maps with limited field of view, and lack their real-world numerical advantage vs attacking planes - of course they get slaughtered by any decent pilot, its just like lone bombers not in box formations.

  6. Globally un-nerf APCR and APDS in their penetration and/or post-penetration damage effect at all gun sizes.

  7. Remove “Shell Shattered” entirely - it isn’t applied to APHE rounds which it happened to most frequently, so why punish subcalibers?

  8. Give every reasonable SPAAG any and all missing anti-armor rounds. The 40mm Bofors L/60 and L/70 (all flavors in various nations) are missing APDS rounds (the direct ancestor to the APFSDS found on Swedish high tier IFVs). German 37mm Flak36, Flak43, and Flak44 are missing APCR rounds (same one found on the airborne BK 3,7 cannon on several planes). The M163, Shilkas, Tunguska, hell even the Pantsir are missing APDS rounds. The infamous R3 T20 FA-HS has the same chamber dimensions and cartridge sizes as the Rh202 - therefore it should get the same APDS. The Falcon and AMX-30 DCA are missing APIC-T rounds. I think the only ones which no such rounds are known for are the ZSU-37/2 Yenisei and the 20mm Oerlikons on the Skink, AEC Mk II AA, Crusader AA Mk II, and the Swedish car (if such rounds do exist please correct me).

  9. Remove arbitrary doctrinal limits on APDS/APFSDS ammunition stowage on all high tier SPAAGs - if people want to bring as much sabot as they can stuff into their gills, let them go nuts, and let the whiners eat sabot.

  10. Delete barrel damage from the game. This one dumb gameplay feature, even if technically realistic, is what makes SPAAG so irritating when playing a tank - they can fly around the corner and disable your ability to shoot back in less than a second at times. Instead of repeatedly nerfing SPAAG when it should be pretty damn clear that people WANT to mow down tanks with autocannons, just let them do it but allow tanks which don’t get instantly penned through their actual armor to spin the gun around and delete the SPAAG in response.

With all of this, then yes, go ahead and increase SPAAG spawn costs to the same level as light tanks, while giving light tanks scouting intentionally.

The Su-25 is in a bad spot

Have you tried pulling up and rolling at the same time? A single barrel roll makes the roland missile lose any chance to get on target

It doesn’t seem to help the Su-25’s from my experience.

It helps every time. The roland is useless against it.

I don’t understand why 2-4 is still a thing.

5 is a good idea.

The others I’m on the fence about, not against, but not for either

Finland, Tunisia, Spaceport, Fulda, Poland, Europen Province, Ardenes, Maginot Line, Test Site, Advance to the Rhine, Northern Holland, Seversk-13, Aral Sea, Iberian Castle, Berslau, Flanders, Sun City, Fire Arc, Fields of Normandy, Abandoned Town, Abandoned Factory, Surroundings of Volokolamsk, Cargo Port, Sweden. All those are SPAA friendly, any town/city map is a hell for CAS, flat maps provide good vision for radars.

Only if there is more than one and they have enough munitions, also if you actually hide/cover and space out your TELs then it is actually very hard to take you out, especially when map provides cover.

He needs time to fire all of those, all thise time he is vurnurable, and again - seek cover for your TELs. Yes, not all maps provide it, but vast majority of them do. Not to mention if he actually launches all 20 at you he will not have much left to work with, in my expirience where is one SPAA there is two, and three… and four…, and the spam never ends.

Yes helis are complete cancer.

No they don’t, you clearly not playing CAS, currently CAS is just fighting infinite SPAA spam, and you can’t just “press button to get rid of them” you actually need to employ tactics and strategize. And if there is more than one SPAA (whiche usually is the case) you are up to 3-5 minutes of sweaty heache with non-guaranteed outcome.

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they are inherintly spaa unfriendly.
Cause spaas can not move all to much, CAS will alwas able to find spaas in the same areas near spawn. since every other space most of the time the spaa gets killed by ground vehicles.

any town/city map is pure cancer for spaas as well.
Cause guess what the same buildings blocking you, block the radars and missles of the sam

and great targeting for CAS, cause the spaa cant move from spawn

the TEL are giant as well, the cover is not that easy, if you arent hindering your own radar

you dont need need 20 most of the time either way, cause most fnf sams are actualy shit at intercepting stuff. The game is not able to do lofting and interception of small stuff well.
Pantsir once again is one of the few example where interception works cause of direct fire missles and cannons

Oh i do.

i never denied that, you actualy need to play the CAS what a suprise, you are complaining that you arent allowed to fly over a map relase 6-26 fnf armament and kill an entire team?

The whole issue is that CAS has way more kill potential then SAMs, a CAS that isnt hindered, will change the entire game. You know what happens to a SAM when it doesnt meet CAS? exactly nothing.
SAMs do not have any impact in the game if the enemy doesnt spawn CAS, you are taking up a player slot doing nothing.
A CAS that isnt hindered by a SAM? GG your whole team died, in the time 3-5 guys respawned to “revenge” kill the CAS, you can be done to refill and the enemy has 3-5 spawn that cant contribute to retaking the objectives.

My complain is that abscense of limit for SPAA and planes that can be spawned at any given moment + shitty map design makes game a complete shitshow and ruin expirience both for SPAA and CAS.

If I managed to kill all present SPAAs I indeed should be rewarded with at least one safe run over the battlefield. If somebody wants to stop me they should sacrifice MBT and J out to spawn SPAA. Players shouldn’t be allowed to spawn SPAA continiously.

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But, thats is exactly just like in game right now?

Not, that is not,

OP picked the best SPAA.
You picked the worst.

Lmao no, depending on how and when you took out SPAA you need 10-40 seconds to gain altitude/distance/turn around, thats more than enough time for player you just killed to spawn again using duplicate/another SPAA.

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Try any BR 7.0-12.0 capped. Top tier isn’t the whole game.

tbh killing all present SPAAs isn’t a good precondition. It’s already winning a 1v(N+k)

So you want to prevent people from spawning SPAA after you go and kill all present?

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Only those who were in SPAA and got killed. There should be timer limiter to spawn in SPAA again after you get killed in it.

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