SPAA at 9.3-10.3 is hilariously OP and i see no one talking about it

From 8.3-10.3, CAS is almost dead, Radar SPAA VS Any jets without CCIP/RWR, SAM VS Helis, which even only has 3-5km range ATGM. Especially considering so many jet fighters’ BR is already lower than CAS.

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I don’t know if I entirely agree that CAS is “dead” but I’d say it’s about as close to balanced as you can get and there is an odd CAS that might need a little buff here or there

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Well, at least I don’t know how to use CAS without any AGM to counter like M247 or PGZ09, and how to use MI24 to counter Roland or other SAM around 9.7-10.3, they don’t even use radar, can easily find CAS position, even if you hide behind the mountains

Some of the players demand that the SPAA destroy CAS with the click of a mouse, which is similar like toptier CAS, frankly say there is no balance, just depends on which side lost control

I’ve had a few good runs in the Harrier Gr3 using someone’s scouting to create a CCRP point and then buzz in at 50ft.

Though not a bracket I play often for a number of reasons.

At 10.3 I use FRS1, GR1A and Buc S2B with decent success

True spaa is pretty good at top tier ppl just overreacting to cas

It depends on whether the SPAAs are sleeping. I have suffered from CAS many times, but I never got mad with that, because my teammates did nothing until I respawned SPAA and shot down all of CAS, same situation also happened in toptier, I can use AV8+ with zuni and jdam to destroy a whole SPAA team, they just stay at there and looking at the sky…

I have to admit it’s hard to find qualified SPAA players who at least change their position all the time and keep refreshing their radio report.

Talk about being dunked on

ULQ_LOVER lives to make himself look like a fool

Hes the one doing the dunking

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Yeah, on himself

Just take the L mate theres no recover for you from that

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Seeing ULQ comment is like watching KSI try to attack Dan TDM

chill bro

seeing you talk down people with those stats is worse.

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The only person looking like a fool is you lol

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Because Spaa mains need actual skill, any 5 year old can hop in a plane and drop a bomb but to be competent AA you need to know when to fire, if it’s worth it to fire, you need to protect yourself from ground, you need to pray that the enemy doesn’t see you first, and so much more.
The reason SPAA complain is because even if you are insanely skilled in AA, the plane always has the advantage, they always choose if they want to engage, how to engage, how far, and when to engage.
Furthermore AA can only really take out one aircraft at a time (especially gun based AA) making it really easy to have one plane distract the AA then have another come in and reck it.

LAMOO “SPAA mains need skill” that is fucking hilarious

Legit whenever I want to play brain off and go on autopilot, I take out the SAAB 105G with how easy it is to do cas lol.

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Im not sure if this is true. It might be the case that sitting in SPAA actually increases activity time/multiplier for score gained previously or after in different vehicles if those calculstions are based on the entire match instead of per vehicle.

For instsnce say you manage to get 2k score in like 2 minutes in a tank and die, then spawn SPAA and just afk for the remainder of the match it might like double your RP/SL.

It would also mean that anything you really did after that 2 minutes other than being present in the match wouldnt really matter since 2k score is plenty to get capped rewards in any length GRB match.

@RunaDacino might know?

Why is the truth funny?
Have you never played SPAA or smth?

I’d need to play more ground to make confident statements specifically to ground RB/ground SB.

Best bet is to screenshot the scoreboard tooltip when you hover over your score breakdown (and total score gained) just before a match ends. Then in the e-mail post-battle summary, look at per-vehicle score, activity%, RP and SL rewards and collect these into a spreadsheet over a sufficiently large number of games.

For this though, I do concur with @Creastroy and Sternlos -

If we are talking in Air RB or Air SB - the time you obtain score is inconsequential for your final activity% - what matters is how long you spent alive. Activity%, and thus the bulk of RP gained, seems to be a function of the amount of score players earn for a given length of time alive per -

In SB, we have it down to a pretty exact science for what score quantities correspond to what activity% for a single life:

For every 15 minute units of scoring, after which score earned is treated as starting from 0 for the next cycle -
200 points = 54% reward
400 points = 75% reward
600 points = 86% reward
800 points = 90% reward
1050+ points = 92% reward (after which it plateus - 2650 still gave same score as 1050 in my own experience)

(obtained from the following dataset: HeliBoys Sim EC Sheet - Google Spreadsheets)

Due to lack of fixed scoring periods in air RB to reduce it to simple f(score) function, we only have very loose data:

Spoiler

image

which gave birth to the following qualitative diagram that tries to represent f(score, time alive):

Spoiler

image

For ground RB, due to the complexity on top of the difficulties in ARB, we don’t even have conceptual diagrams due to respawns complicating things significantly (especially if we consider that dying awards score - does this score increase activity of last life, or does it improve activity on respawn too? What about an assist or kill that’s scored after you died and are in a new vehicle? In ASB, dying clearly improves past life score while assists/kills after respawns improve your reward for next life (as long as you respawn in the same vehicle, I’d need to test if I respawned in another vehicle to make a statement more broadly)).

One thing I also observed, hence “screenshot the tooltip” is that some sources of score don’t get recorded in the post-battle e-mail report for individual vehicle breakdown. Whether that means that score is treated as a carry-over activity or just gaijin things is beyond me.

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