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.
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.
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.
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
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.
Why can a random April fools event last a week, but this comes out, without any prior notice, for a mere 2 days, in the middle of a week and not even a weekend, horribly unbalanced as is the norm, and then it’s gone?
Disappointed it wasn’t extended, I only was able to play about 5 matches or so. But this was a nice change of pace, I have not enjoyed Air RB in a long time and this was the first time I actually enjoyed playing air again. Two things that stood out on the positive side for me:
No arcade enemy markers like in Air RB
multiple respawns
As many have suggested already, some balancing in AI and team composition are certainly needed. But I consider this event a ton of fun and a win. I would be upset to not see something like this moving forward.
Also, one suggestion. Perhaps allow a blind hunt to show the actual players grind location? Some folks just hide and it prolongs the match without any actionable gameplay.
Hopefully this is like a pre-pre-test or something like that and in 1-2 months they test it again with higher BR, new mechanics/ordinance and a bit longer time. I honestly personally don’t mind doing a smaller test like this, though it might be a tad bit too short (Weekend only wouldn’t be a good test time either as the Devs need to be on site to be able to fix fatal flaws quick and perhaps tweak some variables live to see the differences). Best might be doing like 3-4 days like Thursday-Saturday(or Sunday), then they have two days like now to fix important things and then an extra day or two for more players to be able to test it.
Stop blindly hating and provide actual feedback… They were testing a mode for the WWM. Not balance. As said in the post the numbers would be decided by outside factors. This however can be used for us to push for the no marker ARB and bigger maps with respawns… ARB EC. Blindly hating just to hate just makes those pushes get ignored.
How can I provide feedback when I barely had a chance to test it to any sort of meaningful capacity where my experience is actually based on what is going on and not on me trying to figure out what is going on.