Anyone else about sick and tired of this? You fly well, aggressively even, and yet you end up with many 0 kill games in jets (especially the closer to top tier you get) because if you spend literally 20-30 seconds flying defensive to any threat, the game ends?
Like, at this point I am genuinely convinced I am not fighting an enemy team at all. Whenever I DO get into a fight at top tier I generally just WIN it because of how bad the playerbase has gotten… that said, if I EVER have to say, notch a missile for 20 seconds? I will literally never get within 10km of an enemy before they die in some games.
The cause? LIterally 90%+ of players seem to just fire as many missiles as possible before dying then race as fast as possible to headbutt the first missile that gets fired at them… I actually get EXCITED when I see an enemy notch a missile because I know I might actually get a fight… it’s that sad.
What can be done about this? Besides adding RB EC and making the game better for everyone of course…
Honestly, I’m not sure if RB EC is likely to make a difference. While it helps in SB due to splitting up player density across a wider map thanks to airfields and objectives - it rapidly loses effectiveness at doing so the higher BR you go. Prop SB EC is fun. Jets? I don’t really play it as missiles aren’t really my thing but judging from SB LFG discord conversations, it’s a very frustrating experience all the same.
Adding, EC economy will make the above trend even more annoying. The 15 minute timer can be brutal. You might spend 15 minutes flying not gaining score and then finally get 1000 score at 15:01 minutes and die at 15:30 minutes and get like basically no reward (0.5x(SLmod)x0.92, so cstang would be ~1012), while if you got 1000 score at 14:30 minutes and died at 15:05, you’d have been paid 15x(SLmod)x0.92 (so, in my cstang it’d be 30036 SL).
This is somewhat of a tortured example, but it had genuinely happened to me before where a 30 second difference in when I got my kill credit following a critical hit changed my reward from what’d have been say, 600 score over 15 minutes (0.85x15x2200) into 150 score before 15 minutes (0.54x15x220) plus 450 score (from my target finally dying) in the next window (which if I survive another 15 minutes would give me (0.75x15x2200), but of course in a hectic dogfight that’s not guaranteed.
I am curious since you constantly advocate for this, what is the defense of an amraam+9M equipped plane or similar capable IRCCM from just forcing you into a notch then IR missiling you when you’re in a state of no defense?
I also experience this, but more than teams and players believe this is due to design of ARB; being structured like team deathmatch, not objective based mode.
Why try to conserve your resources when the game usually ends within 5 mimutes?
What can be done? make the game more objective oriented instead of TDM oriented. the only way this game can be enjoyed when you’re not flying like a suicidal maniac is by making the game discourage flying like a maniac and gives us more challenge so that the nature of the game become PvEvP.
And nerfing IOG after losing lock so that it won’t make defensive fluing against missile a chore that loses any advantage you have. defensive flying as of now is just getting out of crocodile mouth and diving into Hippo mouth with how vulnerable you are after defending against missile.
This game mode was made for WW2 vehicles. It survived early jets and jets with WVR missiles. But ranks with BVR missiles? The whole structure of ARB isn’t made for it. And never was.
For toptier the worst changes were 25min time limit and 16vs16 battles and the lack of maps big enough. Even in lower tiers it’s a mess. 99% of the players have no clue about positioning themselves.
But Imo it’s not only about how the game works. It’s more about what new players learn on their path to toptier: Nothing except egoistic gameplay. No tactics, no teamplay, grinding is the only goal.
A 4 player squad with average skill and a little bit of tactic is able to rule every prop battle. Why is that?