It overtuned for sure, but every time I pitch my idea on how to fix the problem I just get “nuh uh” as an answer, so I’m done trying to share my ideas on making it better. I would rather bombers be overturned than fighters since they’re slow and easy to hit.
I’ll admit, you have a point there. Honestly, once the bombing run is over, there’s not much else for a bomber to do—and since landing one is such a nightmare, many players just end up “camping” at the airfield. My argument is that we should either reduce their durability, remove the ability to reload defensive turrets, or get rid of the air-spawn option. Alternatively, we could introduce a new game mode where bombers can actually influence the flow of the match through their bombing runs. As it stands, bombers seem to function more like gunships, with actual bombing being a secondary role at best.
When I’m locked in a one-on-one dogfight with an enemy fighter, an approaching Qing-6 feels just like the Grim Reaper. 😭😭😭
Your logic doesn’t make sense. Even missiles like the AIM-9B, which have a smaller explosive payload than the rocket mentioned, can shoot down bombers like the Tu-95 and B-52. And before you say anything, yes, I’ve already tested this in Air RB since I have both.
The easiest method is bringing back AF bombing and scaling the bomber buff with size(ideally we apply it to all planes though, I’ll PM you details if you want about exactly what I mean). With these changes most bombers would most likely just be content to stay at altitude and bomb bases instead of fighting fighters. Much lower risk for the same reward.
The more ideal method is to replace arb as we know it with nuclear escalation. That way fighters can do their thing in the center of the map while bombers can bomb and destroy the 7 different airfields + large amounts of convoys, static defenses, factories, and depots(still do the scaling HP thing though, bombers are hella overtuned no matter what mode their in rn )
Removing infinite ammo for gunners makes sense realistically, but reducing durability doesn’t make much sense.
Yes they can. But WW2 planes can’t carry those so I’m stuck with 21cm rockets with 9,7kg warhead that clearly can not.
The smallest rocket that kinda does the job in 1 shot has 12kg TNT warhead, but it’s nowhere close to a guaranteed kill. Even 203mm HE can be tanked.
In fact, I think they could add a mechanic to carry extra ammo in the bomber, in exchange for sacrificing something in the internal space and risking an explosion from enemy attacks.
Well no sh… they should! They have so much armanment that its a waste if they dont! But the point was that showing 288 as the “hunter bomber” is not a good start as it was like so back in the day anyway. And ive yet to see a bomber that ate 6 pps that easilly even with front-facing armanment like B25
I got 7 kills with T18B 57, and it wasn’t even difficult.
Tu-2S can comfortably score 7-8 kills IMO, but my current best is probably 5, but I haven’t played it all that much
Ive yet to see a match end like this tho. Most of the time bombers dont have enough armanment to destroy everything at once, and once they land to rearm they are usually dead. So much of the time they just waste everybody`s time in space. Now maybe will be a different story, and thats kinda good thing
well they arent that “bombers” tho. T18B 57 has 57mm cannnon for ground practice and i ment the air fights. Tho the turrets of B18B series were a serious threat before too. And tu-2s are scary ass mfs, ive seen one earn 4 kills in one game. Did thy receive durability buff too?
The Tu-2 is also really good; it has solid defensive turrets, and if you use your altitude to dive and build up speed, you can easily outrun many fighters. Plus, thanks to its robust damage model (DM), if you go for a head-on engagement, enemy fighters will just get torn to pieces. I’ve managed to get over 5 kills in a single match with it.
Well the Tu-1 got the durability increase. Considering the Tu-1 was based off the Tu-2 I would sssume so.
The Tu-2 got buffed, but not all buffs are the same. The Tu-2 still dies to .50 cals, for example—it just takes longer than before and its wings don’t rip, but it catches fire easily, and after taking a certain amount of damage, it just starts going down on its own.
If you look at this video, you can see the bomber tanking a direct hit from a 155mm high-explosive (HE) shell. Although this footage is from before the nerf, the bomber’s resistance to HE shells remains unchanged; given that players now almost exclusively use armor-piercing (AP) rounds, it’s safe to assume it can still withstand such hits.
If I’m not mistaken, Gaijin has already addressed HE damage on bombers. But either way, HE damage nowadays is higher than it used to be. I was even killed by a single artillery shot while flying the Tu-2—the plane was completely undamaged, and it took just one shot
Actually, even after the bomber nerf, I tested both 20mm high-explosive (HE) and armor-piercing (AP) rounds while flying the C.205; the HE rounds still dealt almost no damage, whereas the AP rounds were quite effective at taking out internal modules, crew members, and pilots.
HE still has an advantage against the cockpit, but AP is so strong right now that .50 cals are destroying them by pilot sniper, depending on which ones they are.
That’s right—the American 12.7mm is so powerful that it’s arguably better for taking down bombers than 20mm or 30mm cannons. You can just spray fire, which often sets the target ablaze or, if you’re lucky, kills the pilot; plus, you have a massive supply of ammunition. In contrast, 20mm and 30mm cannons are relatively harder to aim and have limited ammo, making it nearly impossible to intercept a bomber after an engagement with a fighter—or, conversely, to take on a fighter after intercepting a bomber. It even feels like the damage output is about the same.