SPAA Overload and the Systematic Destruction of Aviation Balance

it has been by far the worst addition to the game since LDIRCM implementation. Most people spawning in SPAA have 0 clue about positioning and just sit in their spawn until they eat some form of a missile, a bomb or get killed by one dude in a light tank. They sit and dont do anything. Worse than that they make the game much worse because in matches like BATTLE they act as free points towards the 60 kill limit. Ive lost a match recently where even tho ive gotten 11 kills in my MBT we still lost because of the 60 kill limit on battle. The count was 55 kills on our team, 60 on theirs and vast majority was literally just to pantsirs dying to CAS.

It is a horribly thought out mechanic that punishes everyone and does nothing.

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Good bc it is “Ground” Battles.

Yup helis are my worst ones to face overall.
Waiting for Gaijin to add the missing IOG+DL guidance to the IR missile on the Tan SAM Kai. Since it can swap from IR to Photo-contrast lock, there would be no way of dodging that missile regardless of the protection device they have against IR. Can only dream for Gaijin to add missing things these SAMs are capable of. And the radar modes on it too to focus on 1 direction for consistent radar lock.

In the first place ldircm shouldnt be able to counter IIR missiles.

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Recently realised cargo port is one of the better maps for these SPAA. hid my launchers behind these silos and containers and the enemies took about 5-10 minutes after getting to our spawn to even find me.
MapLayout_Domination_CargoPort_ABRBSB

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This only applies to toptier swamp with their magical forcefields. Otherwise good luck trying to do something with helfires against pantsir, 2s6, osa who can shoot you down as soon as you take off. Mountain heli field is literally plate with food for sams.

“Oh no, I cant click 2 buttons and get 10 kills, instead I have to properly defend against ground based anti air systems”

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KH38 is more OP weapon . Unless it reaches 1500-2000 SP SAM still needs to be buff

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Yea, the common spots to hide TEL Launchers. I do hide them well within those spots too. One of the few maps where I struggle less and safer to utilize this SAM system. My only next problem is moving around with the TADS to get radar lock on helis and jets when flying low. That map is very manageable for sure.

Another good map to hide launchers, however the TADS still need to be slightly exposed. Did move to another spot and got a Heli kill and critial hit on a Su.

Spoiler




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Wish I can go further back but Gaijin red zone a lot of spots in the houses back in spawn.

Problem that match was this…teammate purposely bombed me for no reason…Won’t understand why players are like this lol not the 1st time this happen. Like the 5th or 6th time since I unlocked this thing.
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Yeah. It is pretty dire on those maps. And yeah they are not bad to play per se, but the same amount of players on red desért like on crossing the rhine basically screams chaos. Especially for spaa since youve got no place to move or hide from advancing ground vehicles, which in return ofc also means you have to stay in spawn to get at least some decent sightlines so cas doesnt really have to look for you. And they can basically pop up anywhere and always dive back down to multipath height or break line of sight because the whole map area is basically flat but obstructed with buildings.

It only gets worse when youre trying to get the frikking BUK to work. And while for some reason beyond my understanding theres players claiming it is one of the best SPAAs (maybe im doing something wrong) this thing is absolutely horrible to play especially on maps like this. Launchers wildly turning around targetting stuff you dont want them to look at, radar refresh rate from the 18th century and half the time when you actually got the attacking plane/heli tracked by radar, if you only slightly overdid it with hiding your launchers: “obstacle preventing launchers from firing the missile”. Well great no problem, just let me check both my launchers to see which one is causing the problem, then rotate the hull, move, which turns and folds the launchers back in and set up again completely in the open, im sure the attacking cas threat will wait a minute until i can put up a fair fight and stay above 60 m and further than 3 km so my missile can actually hit. Most of the times spawning this thing is just free sp for enemy cas. Every ww1 biplane that is staying low at approach and close when attacking can take that thing out with 0 risk, while youre praying that one of your premium lighttank teammates activates eardrum mk1 and takes the rocket rushing heli out because you sure af cant.

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I love this

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I have been playing the thai gripen as CAS all of yesterday and today. I have had no issue. CAS is extremely powerful and now you just have to play smart to be effective whereas before you could just fly circles above the map and kill everyone on the enemy team.

I’ve already made a topic like this.

Add to this instead.

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Hellfires are good enough to defeat any LOS missile SPAA and especially with that specific helipad on mozdok. It’s even easier if you are using something better like mokopas.

How 475 m/s helfire with parabolic trajectory is good enough to defeat pantsir with 1300 m/s 95ya6? Your every launch is displayed in both radar and 3rd person view and pantsir has more than enough time to shoot them down. And you are essentially pinned because you are in open and flying too high will cause 95ya6 fuses to trigger and explode you. Add to that trees that block your vision but radars can clearly see through them. Same goes for other saclos stuff but their missiles are slower.

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When I pointed this out and said the random SPAA spawn was a bad idea, I got called a CAS main.

Ig the No.1 indicator of a CAS main, is being against a change that helps CAS.

I can, just play SAMs XD

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When the ability of people to justifiably complain about it is properly axed. Some people will simply never accept any involvement of something not on the ground, wanting “CoD with tanks.” There is no reasoning with that.

Now, I like the overall idea of giving people default SPAAGs, and even want it expanded to all BRs, however as per fucking usual with so many things Gaijin has done in the past, the execution is terrible.

This is attributable to Gaijin either not knowing what the root causes of the mess are (cue “they don’t play their own game” memes) or knowing exactly what the causes are but refusing to consider adjusting such things.

Thus, all I have is 10 years of experience playing this game. And from what I have seen personally, CAS is roughly 50% a problem of half-assed game mechanics and 50% a problem of playerbase opinion. The latter one is in fact solvable, and properly implemented, effective default SPAAG for all users are a large step towards fixing that. Why?

If everyone has the appropriate counters, and they work, then nobody has an excuse to complain if CAS kills them in nearly all situations. At that point, complaints about CAS get reduced to the same level of irrelevant as the “but muh Tiger” crowd that watched too much History Channel before playing War Thunder for the first time.

Now, I agree with you that SPAAG costs are too low. But, as a part of them being increased in cost, their anti-tank capabilities need to be (re)buffed, because that aspect of SPAAG has been smacked upside the head almost as much as CAS weaponry has been nerfed. Many SPAAG are only useless to their teams because they are totally defenseless against tanks and thus sit in their own spawns doing nothing.

Maps are simply too small in general, and this is a fault of the rather archaic separation of caps and spawns. Not so much the initial drive to action as it is subsequent drives back to action after dying once that ticks people off about map size. Even though iconic games from the mid-2000s solved this with caps that double as spawns (Star Wars Battlefront II PS2), and War Thunder has functionally the same thing in Naval Enduring Confrontation, War Thunder has never tried this in any sort of mode with player tanks thus far.

Maps are not so much designed to bias one side of the argument, but rather because high-resolution map assets tanks operate in are not exactly easy to code in. Thus they plop the high-fidelity assets into a low-fidelity larger map aircraft operate on.

The exact opposite argument holds true for lower ranks, where the same features you claim “are meant to help tanks and AA have cover” also serve to blind them to incoming CAS.

I believe every unit type deserves to have viable counters, but at the same time, every unit type should NOT be able to hard counter every other possible unit type, as that makes no sense at all.

Obviously anti-radiation missiles will eventually arrive in the game, and will shake things up. Honestly surprised those haven’t arrived yet.