Isn’t that what we are doing when we set the SP cost of a fighter to zero. I assume OP didn’t mean “nothing” as in zero but first spawn available.
would be nice if they have more post pen damage like it should but it isn’t
Chinese one look more laughable than JAGM because due to small explosive mess and it not even shaped charge.
Well you can still replace 2 lmurs for 6 vikhrs which are still serviceable, and are guarantee kills against helicopters
Read the rest of my reply.
If you make CAP available early game but then not CAS, all the CAP will either 1) fly around aimlessly and lead to their team losing on the ground or 2) try to in most cases uselessly strafe tanks and die early, then not be available when CAS spawns later on.
Thus the block on spawning CAS early game must also go for the same reason as the one on CAP should.
Instead of trying to reform a fundamentally stupid system like RB’s SP, just replace RB’s system with that from Simulator’s SP system.
Can’t really balance the mode around skill issue. The same can be said for people that rush the middle of the map, die and just feed the enemy SP.
Doesn’t that have the same problem as RB? I find SB even worse CAS wise. Helis in the first minute of the match raining ATGMs from 8km while your CAP is still warming up their engines.
Yes but also no. Helicopters spawn much closer to the map, which is half the problem there. Second, helicopters are way easier to control in Sim than planes are, so things are very badly slanted in helicopters’ favor.
RB would not have as much of an issue in this regard due to mouse aim plane control. But it would still need the following changes:
- Implement Sim’s idea of 1000SP per player, no ability to earn more through any action
- Remove all separated helipads from the map - instead helicopters spawn on a pad integrated into the runway complex. This solves several other problems ingame - planes spawn camping helicopter pads, helicopter pads being cramped with junk that makes it sometimes difficult to land on them without crashing into, and helicopters now cannot sit within 10km of the map going up and down on their pads with impunity hitting tanks.
- Give all players default Fighters, CAS, and SPAAG/SAMs in their decks akin to what Naval does with planes. These would be free to repair and have preset loadouts of ordinance/ammo belts. Stuff you grind yourself is of course better.
- Remove the kill camera entirely from the mode. This will cut down on the hatred of CAS dramatically as most players won’t be able to locate their killer without it.
- Forced runway spawns with engines off for all aircraft slows down would-be revenge killers further.
- Removing the giant text message for cap zones changing hands would also help, by no longer announcing to the enemy team there’s an easy target on a cap zone just waiting to be bombed.
And all that is just addressing the “rage mechanics” in the mode, which is only a third of the actual reforms the mode needs to truly solve the CAS issues at their sources.
The other two parts boil down to 2) empowering the counters to the point where no sane player can come up with excuses not to use them other than their own stupid preferences and 3) adding in new objective types for both aircraft and also tanks, which can solve map problems, spawn camping, and others.
To empower the counters:
- Aforementioned forced inclusion of default aircraft and SPAAG/SAMs in every player’s lineup whether they bring their own or not.
- Giving all SPAAGs without radar or with radar turned off a Crew Rangefinding Skill-based lead indicator on aircraft out to 1.0-1.5km range. This shows average players where and when to shoot, and makes all SPAAGs no longer “helpless” against CAS.
- Undoing all remaining antitank belt nerfs to SPAAGs. Bringing back full APCR/APDS belts for any SPAAG lacking such rounds, removing the tiny shell count limit on APDS/APFSDS on higher tier SPAAGs’ belts for such rounds.
- Adding missing antitank rounds to any and all SPAAGs lacking them, unless they’re at such a low BR that they have no need for them currently. 37mm Flak43 is missing APCR, 40mm Bofors L/60 and L/70 are missing APDS, 25mm Chinese AA are missing APDS, 20mm Vulcan cannons are missing APDS, 30mm Russian gatling high tier cannons are missing APDS, just to name a few.
- Allow dumb-firing of all SAMs as if they were HE shells so that if needed, they can kill tanks with them provided they can physically aim the launcher at an enemy tank.
- Give helicopters correct thermal and radar signatures so missiles work properly on them. Tune down DIRCM to what it actually is.
What this all does is parallel to what we saw with the Coelian - give people a reason to spawn SPAAG early game, make it effective, and you’ll be pleasantly surprised when now some of those SPAAG are alive and ready to swat CAS when it shows up.
To overhaul the objectives:
- Take a page from Naval EC by making all caps double as spawns for the team controlling them, and all spawns double as caps. Now a typical [Domination] match has 7 caps to fight over. This helps address spawn camping by 1) giving people more options to spawn at and 2) enabling full encirclement maneuvers where a flanking party can capture enemy rear spawn points for their side.
- Surround each new fused objective with some AI-controlled AT guns, Bunkers with working guns, and AI tanks. Like in Naval EC, all these must be killed to begin decapping the zone. These give tanks, but more importantly planes, useful targets to shoot at other than player tanks. These also help deal with lone wolf spawn campers, and slow down attempts to rush-encircle enemy teams. Bunker-busting HE now has bunkers to bust.
- Make the artillery units called upon by players actual targets on the map, and have them use player tank models so they aren’t carelessly easy to kill. Wiping them out bleeds tickets and disables enemy artillery strike ability.
- Return bombing points to Ground maps like many once had. These also bleed tickets when killed.
- Add supply line trucks spawning at the bombing points which drive to the tank map. Killing them does not bleed tickets, but every truck that arrives adds tickets to its team instead.
Now CAS has a bunch of actually important targets to kill other than player tanks, and actually help their team win by doing so.
U ask Gjn to balance tank vs plane, tank vs heli, but they are not able to balance tank vs tank.
I’m completely sure that the matchmaking problem (practically every battle you play is at the bottom vs uptiers veicles) is done on purpose to force you to buy a premium tank so you wouldn’t have fun at low ranks.
But on high ranks you’ll face “one spawn” players, CAS and Heli problems, etc… etc…
Idn why I should grind to top tier vehicle. its broken and not playable.
No pleasure from game, only desire to delete it.
It’s stupid that in a GROUND gamemode where TANKS are the main vehicle type, you need to prioritise researching a subpar anti aircraft vehicle which is outclassed by LITERALLY every single aircraft of it’s battlerating
Wtf you smoking? :D
Russian devs will bat a blind eye to any NATO/west player, but when their own players start crying they give them things that dont have any official documentation/nato has no counter or equivalent to
I could get behind a proposal to universally drop SPAA BR’s by 1 or 2, as long as they actually fix 35mm APHE and remove their sabot belts. Dramatically cut SPAA research costs too while they’re at it.
I hate cas that much, it’s a goddam cancer.
ive heard enough, make every single plane regardless of rank in GRB 12.0 BR
They could also do something very simple.
Remove the timers on the bombs.
That would stop the lawn mowing by planes, dropping bombs from 10ft up with impunity.
Air has been hand-held for too long, it’s long past time for a change.
I seen em mostly oneshot tbh, sometimes two, but hands down the CMs are the weakest on the Z-10.
The mi28 with the lmur is definitely OP. Probably should have a higher SP cost.
Fighters with air to air armament should definitely go down in SP cost.
Overall top tier GRB is a pain. It feels like every match is unbalanced and a team wipe. Rarely is it competitive. Im horrible at GRB but ofcourse, in ground, im a US main but i actually grinded my way through the whole tree without a premium vehicle and i have a full lineup but its still prolly a skill issue for me.
Overall i think premium players and one death leavers definitely hurt top tier but ultimately the only true fix to balance out matches is probably something a lot of people would hate.
Its probably just to mix the teams up like they do with Air RB. This way even if one country overpowers another, it wouldnt really matter because the teams are mixed.
This was kind of hated in Air RB but it probably would solve some of the unbalanced match issues.
Like i said im horrible at GRB so take my points with a grain of salt.
Because not all nations have the same vehicles or capabilities? Like what are you even talking about. It’s not an issue, you chose poorly cope and seethe l.
Many such cases, this could literally be the punch line for literally every single thread on the forums.
These “people” are not even worth arguing with they are just to ignorant. Probably for the best to keep letting them piss into the wind here screaming onto the deaf ears of gaijin community managers.
Im just talking about top tier. Low tier and mid tier isn’t nearly as bad. Top tier devolves into a team wipe within 3-5 minutes.