The root of Air RB's problems and a suggestion on how to address it

Your suggestion is a really novel one and I personally like it.
We can add an additional mode Air RB(Mission) that works as you suggested and let both fighter mains and objecive-oriented ones participate, while having the original Air RB mode remaining but only accessible to fighter planes so that pvp enjoyer can still have pure air fights.

What you’re asking for is infinitely closer to SB than to current RB, just go play that.

That is exactly the problem of Air RB - the mode was designed for people which enjoyed flying and share the passion for aerial warfare. And it became (or was reduced to) a tool to grind to get somewhere else.

A fellow player above nailed it:

So as long as the income / reward structure makes Air RB attractive for non-passionate players trying to act as pilots without even caring about the mode - there is no point to discuss any changes which are solely determined by gaijin.

I talked about credibility of claims. And i invested imho way too much time trying to encourage you to take a step back to see the broader picture.

If Air RB would be a very sick person with high fever - you can’t heal the fever by trying to cool down the body - you need to fight the infection.

I described very detailed (and even in my first post) that mature/experienced players support anything what increases fun by adding more challenging game play.

But this doesn’t change the fact that those players are not the target group of gaijin - and the player mentality of the overwhelming majority is exactly as described by the fellow pilot. So in order to earn money gaijin tries to satisfy the majority and the game looks exactly like that - as you can see in the ever increasing number of players…

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The root in question:
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In all seriousness, I agree. Games should not end independently of player input except by timeout, and especially silly when some of those AI units kill themselves off by the dozen slamming it into a hill. I don’t agree with irrecoverable losses even when you’ve eliminated the entire enemy team, because oddness with varying player counts on spawn could influence that and it’s generally just not a pleasant feeling to win and still wind up losing.

We really need an added bank of tickets on top of what we already have, maybe one that can only be depleted by bombing bases, to stop auto bleedouts, if your suggestion isn’t implemented.

Happy to see that we are on the same page regarding most topics.

Even if i do not share your view on airfield destruction as win mechanic - as with some fantasy you can see bases and airfields as viable resources for aircraft in order to keep fighting and their destruction forces enemies to retreat - we both like to see Air RB getting out of the current state; this counts way more than deviating opinions about the “right way”.

Have a good one!

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Honestly, the sim EC airfield mechanic would be perfect in Air RB. Damage modules to slow rearming and repair, destroy them to prevent its use, and with the shorter match length of Air RB there wouldn’t be enough time for them to regenerate back to full. Bombers could meaningfully disrupt the enemy team by hitting the fuel tanks on the airfield, could hit storage to prevent re-arming, and it’d force the other team to change up their gameplay. Bomb mass requirements and module repair times would have to be mixed up a bit but I can’t imagine it’d be too hard to implement.

Would also like to see airfields have a sizeable ticket value to them. If they’re hard to destroy then they should yield good rewards both to the player and to the team, even if I don’t think it should be a win condition.

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Another game, another ticket loss after the AI looked at each other too hard and tanked over a thousand tickets in two minutes. The tickets ran out mid dogfight. A few games later, a ticket win 12 minutes into the match where I had two guys energy trapped.

I’m really sick of this. It feels like half of my losses are the game deciding to play itself. Hell, my long match wins usually are. It’d be awesome if the game let me fight the last players in the last 10-15 minutes of the game both for my wins and losses, even if I get my teeth kicked to the back of my throat I’m still getting the fun of… yknow, interacting with other players in a PvP environment? It’s not fair to the losing team, whether I’m part of it or not.

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That is true - the ai planes may have benefits for pilots with stock planes to get some points, but it fundamentally altered the game play & necessary strategies for tight & long lasting matches.

Especially on rather old maps the mix of ai planes and unbalanced ground units (one side tanks, other side pillboxes) forces you to give up positioning just to avoid irrecoverable ticket disadvantages - like in case if you are unable to destroy medium tanks like on Sicily.

But even on newer maps like Rocky Pillars ai planes “surprises” you with very fast ticket drops during a fight and the match result was degraded to a random event.

Imho these ai planes have to be deleted from the game - some years ago we just had them on the old Berlin map and on Pacific maps.

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Fighters see no benefit from removing the auto ticket bleed when there are no enemy players left. They see a detriment.

Yes, but the ground units can still shoot at each other and there usually isn’t enough time at the start of the match to shoot down every AI attacker quickly, because doing so would put you at a huge disadvantage against fighters. Loathe them as I do, I’d also at least like for Gaijin to fix their AI so they stop slamming it into the ground when either team is low on tickets.

Would be nice if they just… shot stuff less. And spawned farther back, say, alongside the friendly attackers. All Gaijin has to do is slow down the frequency of their attacks, or even keep it how it is except disable their guns firing. Keeping the flight patterns but stopping them from impacting the tickets as much or at all. Sure there should be a benefit from destroying them, but getting more rewards, an immediate ticket decrease, and a cascading ticket advantage from destroying only a few units early on? I don’t like it.

Now that I think about it, it is a bit silly that large bombs have such little AoE damage.

Or 1 SC 1800 drop on each of the 2 tank assembling areas was able to kill 12-13 medium tanks on Sicily…granting a mission score of 3.600 - 4.000 (300 per tank) in less than 4 minutes.

The issue is extremely easy to define.
My jet, introduced in 1947, uses Air-to-Air missiles introduced in 1956, fighting jets released in 1985.

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What?

This is more of a compression issue you’re referring to. The OP is referring to game modes/missions.