It will probably only return with World War mode. There’s a chance they give us an entirely different battle to test tho.
See, I would love to try this mode, except I’m already swamped with the Meteor. Thanks.
Good
Honestly, this seems to have backfired horribly. Its incredibly easy to win as the US team now, while it feels nigh impossible to do so as the russians without a full 4 man coordinating.
I think people just needed time to adapt to the gameplay of the event.
Also, as some additional feedback, the Soviet team needs to have some sort of RP/SL reward for winning. With Shilkas and SAM batteries contributing to enemy kills, a lot of the MiGs are ending up with no kills by the end of the match despite doing their jobs in keeping the SAM sites safe. A flat reward for winning as the defenders alongside the regular rewards for kills and assists would go a long way in helping this imo.
They should reduce number and accuracy of ZSU instead of MiG
Nah the Shilkas are fine, I thought they were a little strong at first and felt like random deaths sometimes, but after playing some more, I have no issues with how they are.
Any time I try to zero in on the smoke trail with my Zunis I get beamed.
When I played Russian side they killstole more than teammates
You can zuni well outside of their range just fine, and as for them killing stuff, thats their job. They’re the last line of defense.
I don’t really get gaijin, they live and die by spreadsheets and data, they undoubtedly can compare the kills from different things in the event.
10 of the 29 were from players
19 of the 44 deaths were from players
20 of the 44 deaths from players.
Removing 4 players from the Soviet team changes nothing when they aren’t the ones getting most the kills
US teams are still getting slaughtered en masse because the average player doesn’t know how to hit these targets from a safe distance and those that do and slip through eventually get swarmed when all the meat toboggans are gone
They are the last line of…kill steal!!
Even if you have the best teamates and they respect everything, the Shilka is ruthless. Why let you gring when IT can grind instead!!
By now Shilka has researched the rest of the Soviet tree in 2 days!
Honesty one of the big issues with the mode is the lack of reward for playing the objecting. The helicopters are meant for pinpoint strategic strikes to the radars, which they work well for, except you get practically nothing for it.
Only 90 score compared to the over 600 you get for a player kill. I managed to take down 3 sites and all together I got less than I would have if I just bombed a base in RB.
If you have an objective based gamemode, you have to incentivise people to actually do it or else it just turns into normal rb.
My suggestion is that disabling a radar or killing all sams launchers in a site gives a set amount of score, maybe 400, that way it actually seems rewarding when you help the team win.
Extension please? :)
This mode is a lot of fun even though it’s a bit unbalanced. I definitely think SEAD along with helicopters could be integrated into an Air RB EC mode or something similar to it.
Even if there’s a limited number of respawns for RB EC.
Definitely a fun mode though!
Well, I can safely say that was the most fun I’ve had in War Thunder Air Battles since the testing of ARB Enduring Confrontation. The mode definitely needs more polish, but I as a proof of concept kind of test it worked rather well. I hope we’ll see it again soon, perhaps with a more opened up roster of approved vehicles, kinda like what Tank Sim has.
Also I hope the F-4E being in the spotlight prompts a second look at it’s radar set. I really don’t see how it’s basically impossible to get a lock with it unless you point it at the sky, meanwhile the Mig-21 can sometimes hold lock on a target completely against ground clutter.
I am disappointed no extension. It was definitely a breath of fresh air and I hope more playtests can be done. I personally dislike the normal air RB mode due to the deathmatch-esque nature combined with close-together spawns, markers and lack of respawns trapping lower-skilled players in a loop of “Load in match, take off, get shot down in 20 seconds, repeat”.
Granted my butt was still getting demolished (Literally in the entire event, I only got 2, maybe 3 kills) but I felt more satisfied with the match with 3 respawns, and I liked that I could sometimes surprise people even though I’d lose the ensuing dogfight literally every time. You never get that in air RB because of the markers, and I liked how it felt like I could play somewhat stealthily and how radar was more useful for detection.
I am really hoping we can get a weekend rotation of air warfare modes similar to naval enduring confrontation. I really, REALLY want air rb ec but I’d settle with EC-esque modes with respawns, strategic objectives, semi-historical lineups, etc. I am hoping they don’t gate it behind World War Mode as I’m not in a serious squadron nor want to tryhard and sweat my butt off just because I want to play something other then team deathmatch last man standing.
Relegating these types of modes on a rotation for weekends would be perfect if Gaijin is scared about normal air RB queue times.
great event, but the attackers need to be better, it should be 16v10.
also extend its time
The Mig-21’s radar is very easily chaffed, and one drop will decoy the R3R, the F4E does not have Pulse doppler, therefore it is effected by ground clutter, however the AIM-7E-2 is much better, it has a CW seeker which helps it ignore chaff
I will tell you the truth, normal RB instead of markerless is just trash.
Worse than vomit…
This was good first look at future possibilities with the game.
I thought the reduction in the Soviet team size was a good change. It was simply too much for the Americans to counter 3 threats at once: MIGs, SA-2s, and ZSUs all at once. On day 2, the reduced team size was noticeable, the American teams started taking down more SAM sites.
It takes a couple of trial runs to figure out the best way to counter SA-2s. By the 2nd day everybody was flying low against them. The challenge posed by SA-2s felt appropriate.
ZSU’s effectiveness is probably too high. While I don’t have the data to look at, my experience said a lot of player deaths occurred needlessly to ZSUs. Unlike players in GRB who would normally keep their search radar on, it seemed to me they only activated within a range limit. Unlike GRB where terrain can benefit low altitude-high speed passes, it felt like a 50-50 chance if you could escape cleanly from the ZSUs. You can’t fly too high because of the SA-2, but flying low exposes you to ZSU fire. I think the AI response/behavior can be adjusted.
Overall this was a promising test event.