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
This is a good arc of mission development.
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!
I was excited until I saw this
Can you please extend the length of the event
has anyone tried napalm on the SAM sites?
So there’s definitely the stereotype that US mains suck, and they kinda do lol, but in the 20 or so matches I played, I saw attackers win… twice. It’s a bit too stacked against them right now, and I don’t think skill issue alone explains this one.
- Defenders are entirely focused on air to air; the A2G systems assist them not only in shooting down targets but also in spotting them and denying map space - attackers are split between A2A, A2G with the Phantom, and helicopters, so defenders almost always have free reign and map control
- Symmetric player counts mean that when the attackers are split in roles, the defenders have a great advantage in A2A and then cleanup afterwards. Even if attackers go entirely A2A, defenders control 2/3 of the map thanks to the AA so they can just retreat if needed; defenders don’t have that option
- There’s too much for attackers to worry about between SAM threats, the AAA being honestly too strong, and fighting a losing air war
- Attackers are US, so of course (at least from my observations), there are less skilled players on attackers on average
It all leads to the defenders having a very chill experience as they will always have air superiority and just need to watch out for the occasional attacker getting through the air defenses and hitting the SAMs. Meanwhile, as attackers, you have to sweat like crazy for a chance to win.
With that being said: it’s still great to have something different, with some refinement I think this could genuinely be a great alternative gamemode. I hope this event is extended or brought back frequently (with changes to improve balance of course), and I hope there are more future air events to mix things up.
I also hope that markerless air RB is experimented with more as an alternative gamemode as I find the dynamic honestly pretty fun. Don’t remove markers from normal battles, just… have this as a permanent option or something, like a markerless air RB EC.
Are helis even supposed to be useful? I’ve tried to play them, but they just aren’t able to do anything. They can’t get close enough to really use anything, because they have zero spatial awareness because there aren’t any markers, and they will just get killed by some AA before they can even do anything.
No markers sucks too, and I’m tired of people pretending air RB without them would be good. You could reduce them, but having no markers doesn’t fit the vibe of a mode that’s over in 10 minutes.
Eh, no markers does fit for those that like dogfights. Makes it harder for people to 3rd party lol
For the heli’s eh… yea you right
Having fun with this, i feel like I’d like to see a method for attackers to place more reliable bombing mission marks etc, for CCRP.
Baiting the S-75 sites and getting them to launch is a good way to see them just wish was easier to share them information to accurately than trying to use squad mark + map pings from range. then using that to try and accurately place CCRP stuff is rough.
Everyone spawning automatically on 1 side instead of being spread is a problem for sure.
one side just ends up being completely swarmed with defensive fighters.
No markers would be fine for air RB EC, but not a short gamemode like this. It conflicts with how the mode is designed, and it adds alot more dead time than there needs to be. I’d prefer a reduced marker system like this: