Tickets Don't Even Matter In Air Anymore

Few notes
One, the “remove napalm for fighters” is a terrible idea. Much better to change rewards to incentivise playing your role- fighters kill other aircraft, attackers ground targets, and bombers bases. These should have much higher rewards for their classes than anything else.
Second, multiple airfields are just a must in general.
Finally I think destructible airfields need to return. Especially if there’s 2 or 3 of them, this would allow heavy bombers to once again have a significant impact on the battle instead of circling around aimlessly until a base finally spawns and then dropping like 1/5th their payload and repeat.

Correct, but this is only the answer to the amount of tickets left.

In prop tiers AI kill ground units too, but if all units gone auto ticket bleed begins.

In this discussion, players provided different ideas. So why not make more game mode or more battle options like “smaller/larger map” or “low/high initial tickets”? Every players can enjoy what their preferred.

I know this’s not so friendly to Gaijin the game company, since it cost much work and development. But I still believe this will be a further trend of the game.

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A system where you could “escort” AI targets into zones would be good. Kinda like helibornes gamemode.

This could also make a PvEvP mode for helicopters viable.

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Going to go a little off topic here, Battle of Tunisia for ARB is still asymmetric.

Attackers/Strikers can end the matches easily if they’re attacking top side with the light pillboxes and killing AI planes doesn’t even bleed enemy tickets. I just had a match where we ALMOST like literally almost lost if the remaining two enemy players didn’t bother to go middle and instead ran for 15 seconds so the game can bleed tickets.

Can we just rework or disable this map? It’s horrible for anyone who is in top-side.

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The only map in which strike aircraft can do something ‘TOO GOOD’ unlike rest of every map which strike aircraft can do nothing.

Unlike the rest of the maps, which ashamed strike aircraft to being worthless. The Battle of Tunisia in ARB for props makes fighter planes worthless.
Quite strange, I think.

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You didn’t add anything to the topic by saying this.

The only map where strike/attackers can single handedly tip the favor in a match super early in a game? Where before the first furball happens the match hypothetically be already over?

The other maps not giving strikes/attackers any chance is simply Gaijin’s fault.
I wouldn’t complain if like I said it wasn’t asymmetric. If bottom side were light pillboxes too then I’d accept that strike fighters will be the primary deciders in this map. Is it hard for you to grasp that this map is too ONE SIDED for BOTTOM SIDE?

Just gotta make sure that it’s done by buffing rewards from A2A kills for fighters, instead of only nerfing the A2G reward, since we PLAYERS DON’T NEED MORE PUNISHMENT IN WAR THUNDER.

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100%, hate when people try to nerf rewards or remove ways to play instead of using positive reinforcement

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Back in 2022 I had a match flying a BF-109, 5 Wyverns on the enemy team ended the match in 5 minutes when we just managed to reach the frontline by wiping out all bases and ground targets.

Dug out that screenshot from the old forum:

Sorry If my comment felt offensive and biasing attacker.
:(

I also dislike that map bc 2 or 3 Wyvern end the match singlehandedly.

Just… Gaijin goes always too far about balancing things and knows nothing about ‘good enough’.
So they always f- things up.

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Good luck.

I apologize for my behavior too then.

Tunisia is unfair but naval maps like Guinea are SUPER UNFAIR, US team can hit ground targets that dont appear for both sides (typically at the centre-right of the map.) and Japanese cant do anything but rush and hope that the US team doesn’t run. Alot of the naval maps ingame too are mostly one sided. I hope they get reworks.

This map should be really disable at the moment. I hate it with a passion.

This would be problematic if the game ever actually played the old pacific maps

I get them during the mundane hours when I queue US or JAP. It happens but this just might be confirmation bias at play. If you want to get them, I guess use US and JAP at around 3.7-5.0BR.

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Reality alert. YOU are the “average forum user”, being a “fighter supremacist” type of player. YOU are also extremely predictable, although there is nothing inherently wrong with being so (contrary to what you are implying).

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Do additional convoys not spawn anymore? That used to be what happened once all ground targets where destroyed

I’ve had the exact same thing happen, a bunch off wyverns end the match before a single plane was shot down. But there has to be a middle ground between that and losing the game because one clown insists on airfield camping for 15mins and there’s no way to equalize the tickets.

I disagree regarding New Guinea.

I am quite sure i played New Guinea way more than 100 times. It is imho not unfair regarding the tickets for JP - it is one of the few maps (together with Guadalcanal) without a massive map design advantage for US/UK teams.

The ground targets (around grids F 5 & 6) for US and JP bombers (there are no bases) are marked on the map at lower alt like on Stalingrad. I even created a thread mentioning the design flaws on this map (link) and posted a guide in the Academy section specifically for this map.

From my perspective New Guinea favors JP teams way more regarding tickets - if JP players are smart enough. US has to kill medium tanks - whilst JP light tanks and pillboxes. With good aim a JP 800 kg bomb can kill 4 light tanks - but i suck with bombs vs moving targets like medium tanks in my P-47.

The matches on Pacific maps are imho currently the sole Air RB battles within prop BR ranges with a kind of immersion factor regarding WW 2 - unfortunately often ruined by post war stuff like Wyverns or fantasy stuff like US 109s or JP P-51s.

You are basically forced to play somehow realistic - so in my UK P-47 get alt & BnZ or im my B7A2 avoid or dodge BnZ attacks. Unfortunately both sides suffer from a significant lack of experience leading to very fast furballs with subsequent snowball effects- in 6 vs 6 matches you play often either 1 vs 4 or 4 vs 1 after the first merge.