TUSK rendered strike aircrafts sitting ducks

Because of air spawn, strike planes lost their altitude advantage. As example f84’s i was currently playing almost an week now, and they were fun to play, suddenly lost all advantage and are just sitting ducks. There is no way to escape death when going after bases or grounds IF you reach there, but you probably wont, and there is no way to gain altitude advantage to BnZ enemy planes, but because your climb rate is usually worse than fighter planes you will be BnZ’d instead.

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Many players have the impression, and were justified up to a certain point, that if they play with fighter bombers or fast bombers, it is an easier chance in battle, collecting silver lions relatively quickly…
Gaijin made sure that it is no longer…

With aircraft like the F-84F, F2H2, F9F and others, it is quite challenging to play…
The advantage is speed and airstart, but that’s where it ends…
You have to monitor the situation in battle quite closely…
If you come across MiG 15 or Sabre, it is usually the end of the game, they are better in the game, in everything.
Low to the ground, if there are Meteors, Venoms or aircraft with swept wings, it is also a quick end for you if you try to dogfight.

Your chance is to collect points outside the area of ​​the current air battle (base, ground AI) and then join in from the second wave, usually one attack from above using Boom and Run, then gain altitude again and repeat…

This pretty much matches real history…

Gaijin made them more like fast bombers, with a secondary fighter option (I would say it’s about greater versatility of aircraft for combined land/sea battles)

A lot of players want to play fighter and shoot down opponents, but you need to find out what kind of aircraft you have, what it can be used for…

Dude, i know how to fly planes, no need to give me lesson. What i told was that things got worse and more difficult because of this arcadeish update.

It wasn’t my intention to lecture you, not in the slightest.
I was just trying to give my perspective on the matter.
The launch is variable, sometimes from the air, sometimes from the airport…
I guess it has something to do with the game balance aka Gaijin devs…
As we were going through this forum, there are a lot of players, I would say from ground battles, who want instant action and it bothers them to climb…
They would like to have instant action immediately after takeoff, max 1 minute of flying, something like climbing…
Usually they are out of the game within 3 minutes and another battle…
So I would say that it is again a pleasant gaming environment for players and Gaijin made it possible…
But even with the airstart they can do interesting things…
The F-84F was not very powerful even in real life and here it is only about one thing, load bombs, bomb the base and back, maybe some ground targets, otherwise, most of the planes they meet in air battles will give them as an appetizer…

When the game has air spawn, I would now do one old-fashioned left side climb, go around, and bomb bases when most enemy planes are engaged in battle. It mostly works. I might even get a second run when our team gets the upper hand — which is rare.

BTW, I find it interesting that the F9F-8 sits at BR 8.3 despite having significantly worse flight characteristics compared to the F-84F. Yes, it can get missiles, but they are overrated.

When the game has air spawn, I would now do one old-fashioned left side climb, go around, and bomb bases when most enemy planes are engaged in battle. It mostly works. I might even get a second run when our team gets the upper hand — which is rare.

Yes, I agree, that’s also the only sensible thing to do on those symmetrical maps if I want to play the battle for a longer period of time, not just rush to the center of the map and head-on or the end…

BTW, I find it interesting that the F9F-8 sits at BR 8.3 despite having significantly worse flight characteristics compared to the F-84F. Yes, it can get missiles, but they are overrated.

For a long time now I have felt that the balancing of aircraft is done primarily according to the situation in GRB. There you play without markers and the game looks different.

A few years ago Gaijin experimented more and there was only one weekend event (ARB EC) where only the own team had markers… A lot of planes that seem unnecessary in the game suddenly made sense…
The last thing like that was the addition of the F-117, no plane was displayed above a distance of 10 km and these planes fairly dominated the results table, then they changed it and they were at the bottom of the table, everyone flew to shoot them down…
I would say that on higher ARB tiers, the symmetrical, easy-to-read and short maps would not be a problem, but the markers should only be displayed on the own team… but it would be such a significant change, combined with a lot of adjustments, that I don’t even hope for it, regardless of the fact that it is a higher level of difficulty and Gaijin has embarked on the path of making the game easier…

It has already been said here on the forum and I think it is real, the primary mode of this game is GRB, Gaijin to He invests a lot of it and everything else is just a number.

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