Try out “Suppression of Enemy Air Defenses”, An Asymmetrical Battle for Air Supremacy!

Ty

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Kinda cool we got smoke zuni’s aswell with this

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Smoke Zuni’s? Like smoke shells?

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Or smokeless?

It’s a zuni that creates smoke. On the middle pylon of the f4
I think its used to mark the sams for other players in this event but it’s kinda eh

I still don’t get it. sry for not understanding.

Like smoke shells

Oh OK i understand now

Do you think it will be added to the other phantoms? Or to the base game?

Probably base game, and all phantoms that had it

Is the event good for grinding rp? I got 6k from one match in the attackers side but it only gave me 369 rp for the rank ll USSR plane after the Mig 3 is it that they are not premiums?

It’s alright, got 10k rp for my su27sm in 1 of the mig matches, Though i wonder if RP mod’s stack in events?

Does it research rank 2 or rank 4’s good?

Not sure, doesn’t look like it though

Aw i can’t research the P51 or any rank 5 jets? Well that sucks.

Great idea, hurt greatly by a botched minimum effort execution.

I played 8 matches as the attacker and won only once when everyone focused on Air2Air and managed to wipe the enemy team. In this form this is just the usual 16v16 teamdeathmatch with one team limited to 1/3rd of a map and forced to weave in the weeds with 2/3rds of the team doing A2G, all while the enemy team is full of dedicated fighters with an auto-win timer and a safe zone protected by a wall of highly deadly AA. Most matches end with a lone surviving helicopter hiding from the entire enemy team until he is inevitably found by one of often entire unscathed team of MiG’s.

I didn’t have a chance to do any serious testing of AA sites but from what I could gather it is just the regular autoaim bot with simplest LOS scan followed by 100% accuracy. For Zu-23-4s’ combined with usual desync of tracers it means you don’t even know if fire is even aimed at you before you get killed by a first burst at ~3km

Mandatory changes prior to implementation:
1. Asymetric team numbers
Attacker needs a numerical advantage as some players will take helicopters, some will ignore A2A and focus on A2G leaving Attacking side with much fewer fighters than the defender in addition to the wall of deadly ground air defence

2. Asymetric team goals
With asymetric team sizes mission should not end with the death of the defending players, instead even if all defending players are eliminated attacker should still have to clear the SAM sites to secure a win. Defenders win if attacking team gets eliminated or they manage to delay them long enough for the timer to run out before the attacker destroys all the SAM sites, the players should NOT be required to have even one surviving member to win.

Optional improvements:
1. Implementation of sensors simulation for AI
Simplest line of sight and range check dome was tolerable for WW2 flak but not for radar AAA or SAM’s that are effective at tens of times the range.

2. Encourage prioritizing the fighter role for the attacking team first spawn
Be it by soft measures like an on screen hint instructing the attacker to deal with enemy fighters first or if not enough by hard measures preventing the first spawn in a helicopter or with A2G ordnance with ie. spawn points. Many players didn’t even expect to meet enemy players thinking this will be a PvE event!

In current state however SAM sites could already be implemented in a limited form of an isolated SAM site as a random objective for EC (SIM EC included) as to not strangle the other styles of gameplay

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This is a good arc of mission development.

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Higher tier jets that I am crap at, and helicopters that I am even MORE crap at - no thanks.

Try something a bit more inclusive please.

Thanks for trying out new game modes Gaijin! Been waiting a very long time for this day to arrive so I’m super stoked

To start off with: I hope in the future this won’t be exclusive to a limited time event. One thing is for sure though. My dream for an ARB EC+ mode we can hop in and out of on the fly (similar to SIM battles) just got a tiny bit more realistic:

  • Multiple airfield spawn points
  • A dynamic and moving border
  • Summonable AI AWACS with spawn points
  • Summonable AI Aerial refueling with spawn points
  • Multiple type of targets objectives
  • Convoys
  • Ships
  • SAM sites
  • Radar installations
  • Detailed military bases with multiple bombing targets
  • Precision bombing on strategic targets so AI tanks can take over a city

The sooner we can be part of a huge RTS type of dynamic battle in War Thunder the better in my opinion!

As for this event, my feedback is as follows:

  • Like everyone else has stated: The Shilkas are overtuned
  • SAM Sites outside the map borders are frustrating
  • It would be nice if we could set a longer lasting mark on the map that is visible to all team members. This would enable easier communication regarding SAM Site locations. It would be even more amazing if we could use recon planes for this
  • The matches feel rather crowded with 32 planes and 9 SAM Sites (7+2 out of map borders). I think teams of 8 or 12 players are a better fit
  • The asymmetrical gameplay design is unbalanced at the moment. 16v12 or 12v8 would be better suited
  • The lack of enemy markers is incredible
  • Respawns are incredible
  • Mutliple spawn points are incredible

Keep up the good job!

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I was excited until I saw this

Can you please extend the length of the event