Update 2.57.0.30

I wont quote all the changes so as not to bloat my post, but they all look like pretty good changes, and an SL earnings buff is always welcome.

I have to agree with some of the other commenters on this post. The spawn cost for aircraft is already quite high, and the added cost of anti-radiation missiles, it’s absurd. At the same time, SPAA deployment costs, especially for extremely dominant systems like the Pantsir series, are way too low. That combination strongly discourages players from spawning in aircraft and contributing to a meaningful combined arms role, which is supposed to be a core part of gameplay.

Instead of increasing the cost of ARMs, the balance issue would be better addressed by significantly raising SAM spawn costs to better reflect their effectiveness and restore parity between air and ground interactions. SAM systems are highly lethal to aerial vehicles, including helicopters, and can even pose a threat to ground units in certain situations. In many cases, they are capable of launching on aircraft almost immediately after spawn, whether from the airfield or mid-air, including helicopters lifting off from their spawn areas. It’s absurd that players go through so much effort and spawn cost to deploy these vehicles, only to be immediately targeted after spawning and often shot down within 1–2 minutes of entering the battlefield.

On another topic, thank you for taking the time to listen to feedback regarding the Nuclear Escalation game mode. The SL and RP rewards felt very low compared to the time and effort required, which made progression feel less rewarding than it should. That said, I do enjoy the operations focused structure of the mode. The larger scale engagements and shifting objectives add a refreshing layer compared to the existing game modes, and it genuinely feels like a step toward something more dynamic and engaging. I’m looking forward to playing it more, and I would genuinely like to see it developed further into a permanent addition alongside the current lineup of modes.

I’m also looking forward to the planned expansion of additional vehicle types and the introduction of more diverse weapon systems across different nations. If implemented well, it has the potential to become a truly combined-arms operations experience on a much larger scale than what we currently have. While the mode is still a bit rough around the edges and clearly needs further balancing and refinement, the foundation is promising. Overall, it’s a strong direction, and I appreciate the effort that has gone into it so far.

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all they had to do was nerf helis but they refuse thats the main problem at toptier right now FNF helicopters like guaridian and MI28NM ETC take zero skill you actually have to be good at toptier to play a CAS plane unlike the lower BRs where its so easy

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Sadly Gaijin cant put that AA at at max BR so it gets to stay at 12.7 with the rest of the AA’s.

Aircraft using FnF ordinance is almost certainly the fastest way to get a bunch of people to just leave the match as it’s the most unbalanced and unfun thing to fight against.

Also with current RP and SL gains going positive still nets you a loss in SL

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personally i find it much more absurd that all a person needs to do is rush a capture point in a fast rat tank, damage and module to get a kill assist, and can then spawn a free 8 kills in a point and click simulator. aircraft is WAY too easy to get and use right now, SPAA need a buff across the board aswell especially against helis which are stealthier against radars than the F-117 in the current state of the game.
i honestly believe CAS arent expensive enough, i also think that CAP loadouts (A-A only weapons) should be much cheaper, like around 100-200 SP

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well you see they did add a fix to FnF helis… only that the “fix” only helps russia

russian SPAA at top tier being optically guided while NATO is all self guiding and usually without a gun is an artificial buff to russia, as only russia has a way to deal with helis while NATO gets nothing.

all they need to do to fix helis is model rotor radar return, so that way AMRAAMs off the NASAMS and CLAWS can actually track helicopters and dont go dead to a singular chaff

On the first point, I get what you mean, but BR compression cuts both ways. Moving that AA up might solve one issue, but then it just creates another gap somewhere else. At top tier everything is already so tightly packed that shifting one vehicle often just pushes the imbalance down the line rather than fixing it. It may just be a fix where they have a set allotted amount of SPAA that can be up at any given time, or even limit what vehicles can be used, same goes for those with ARM’s. But, who knows, they’ll likely just leave it as-is.

Fair point on the FnF weaponry, but the same argument works the other way too. When there’s a surplus of strong SPAA up, it can feel just as unfun to bring aircraft at all. In some matches you basically spend spawn points just to get instantly deleted or forced to play super passively, so there are those who just don’t even bother spawning air anymore, and them too, leaving the match early. It goes both ways depending on how stacked each side is.

I’ve got premium, so that might be why I’m not feeling the full impact of it as much. The repair costs and SL grind are likely a lot harsher without it, so my experience could be skewed compared to non-premium players. That said, it’s still good to see the developers making changes and actively working on the game mode instead of just leaving it untouched.

If only there was a game mode where you could just spawn what ever plane with what ever weapons you want right off the bat with no SP cost…
Oh wait there is, they just don’t want to play it because the other players in that mode are not just helpless targets!

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I lean more toward aircraft and their loadouts being a bit cheaper overall, not significantly, but moderately. A lot of the time their effectiveness is pretty situational anyway, and the costs can feel a bit steep for what you sometimes get out of a sortie.

Yes, it depends on if you can even get those missiles off the rail and to the targets, more times than not, a competent SPAA player can easily intercept your missiles. A lot of engagements feel like they’re decided before you even really get to commit, especially when you’re dealing with radar lock from long range or constant missile coverage. In those cases it can feel like your impact is heavily limited unless the timing and positioning are perfect.

At the same time, as newer generations of aircraft and more advanced electronic warfare systems get added, it feels like it’s only going to put developers in an increasingly difficult balancing position. That said, there will always be a divide in opinion regardless of what changes are made, with some players feeling CAS isn’t expensive enough, and others feeling it’s already too punishing or restrictive as it is.

You also see that reflected in how certain top-tier SPAA is perceived in some lineups, where systems like Pantsir and BUK-type platforms can feel extremely dominant depending on the match. It can sometimes create the impression of bias because of how much area control they exert, which adds another layer to the ongoing balance debate rather than simplifying it. That said, they can be a deciding factor in a match, but it goes both ways. Air can sometimes be the final nail in the coffin just as much as SPAA can shut down large parts of the battlefield. In the end, most matches are still decided more by player skill, the nation being played, and overall playstyle than by any single vehicle or system alone.

i think getting two assists isnt very steep for having the chance for 8 kills every single time you take off

thats where youre wrong. air IS the nail in the coffin always. look at statshark and see the k/d and w/r for different nations. look at the capacity for ground vehicles, because i will admit, the abrams and leopards are wonderful platforms and used right are miles above their russian counterparts. so why is russian w/r so high? after playing any match you can clearly see a NATO sweep until a single MI28NM gets airborne, and then it quickly swaps to NATO being spawn camped. good CAS is everything in a game, much more important than any single factor in the entire game. so why should something so opressive be so easy to get?

tldr; the literal only reason why russia has such a comically high winrate right now is because of its CAS being so opressive, meaning to make the GROUND mode balanced, CAS should cost more. Dont like that you cant use planes in the GROUND gamemode? well air RB is right there, have fun!

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Fix? Its a feature missing targets. Nato weapon afterall.

Not to argue, but I think you’re oversimplifying both points a bit.

On the first one, the “two assists for a chance at 8 kills” argument ignores how inconsistent that outcome can be in practice. That “chance” only exists if a lot of conditions line up: you first have to survive long enough to reach that point in something like a rat tank as you’re describing, stay alive long enough to cap or contribute, build enough SP to spawn air if you don’t already have it, survive SPAA coverage, find targets, and actually get ordnance off effectively. A lot of sorties don’t even reach that stage at all, so the cost vs reward isn’t as guaranteed as it’s made out to be. And yes, I agree that a fast “rat tank” rushing caps and farming assists to quickly snowball into strong aircraft isn’t really healthy gameplay either and shouldn’t be something the system encourages or rewards too easily.

On the second point, air isn’t always the deciding factor. It can be, especially late game when teams are already weakened or out of SPAA, but plenty of matches can be decided well before aircraft even become relevant. Not dismissing your valid points that it can be possible, but ground pushes, map control, and early snowballing still decide a large portion of games. Air can end a match, but it doesn’t consistently define every match from start to finish the way you’re suggesting.

You’re not wrong that CAS can be oppressive, especially with certain premium aircraft and strong strike loadouts. That impact is definitely there in a lot of matches. At the same time, not everyone wants to be pushed into strictly air RB just to avoid it, since a lot of players specifically enjoy the combined arms aspect of ground RB. So removing or heavily pricing CAS out of the mode probably isn’t the cleanest solution. A separate combined operations style mode could actually be a good middle ground for players who want a more air-heavy combined experience, while still keeping ground RB more focused for those who prefer it.

I get what you’re saying, but StatShark’s global stats don’t really support CAS being the sole reason for winrates. Winrates across nations are fairly close overall and shift depending on BR and lineup, not just air power. If CAS alone was deciding games that heavily, you’d expect a much more consistent gap across all modes and BR ranges, but the data shows it’s more mixed between ground performance, lineup strength, and air support together. Russia performing well isn’t just CAS carrying, it’s a combination of ground survivability, lineup depth, and air capability, depending on the BR range.

  • All rewards in Silver Lions have been increased by 40%.
  • The rewards in Silver Lions for the destruction of ground vehicles have been further increased by 40%.

Why only increase SL? Where’s the RP increase huh ???

I play an hour of your butchered gamemode and all I get is only 34k RP WITH PREMIUM ??? Also you should add extra for winning on the inferior US side

Imma hit you with the same response as your kind gives to ground players:
Just spawn tank bro.

But in all seriousness if you can’t be bothered to actually put in the effort to spawn a vehicle that is capable of wiping out all the tanks in the battlefield in a single run (Ahem ahem SPICE 250 spam and LMURs) and kill SPAAs without having to directly aim at them or without direct visual on the SPAA (ARM missiles) then go play lower BRs.
CAS should become even more expensive across the board due to how strong they are.

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Comparing to 90sp top tier SAMs which is still able to spawn when a noob got killed twice and scored not a single kill, 896sp is not that easy to score. For now it’s much higher tho, reaching 1000+sp for certain aircraft.

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Theoretically possible, but only on theory, no actually possibilities. Need to play more in top tier to learn that.
btw u r getting lower than 50wr on M1A2s and poorly 1kd for F15E, where’s ur stats to support ur opinion? If a plane can score 8 kills each time it takeoff, u need to get more than 8kd at least.

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Facts.

Sidearms werent good to begin with tho?
Also can we please change munitions cost based on their performance and not just nerf them entirely? Still makes no sense ir agm65 costs as much as kh38mt. Same for kh31pd and harm.

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Yes! And ordnance count. Some planes might just mount a single bomb and it still costs same as another one able for drop 3. Or some jets just might mount 2 AGMs, others upt to six. Both cost the same amount of spawn points.

It makes no sense to balance out everything cause Suchois + 6x KH’s perform good. It needs to be more specific.

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almost as if its 90% of the time relegated to being a support class in tank mode.

it prevents people from rushing cap in light and Jing out immidiately to hop into CAS.

almost as if some CAS planes can completly wipe the enemy team without much opposition unless SPAA is present.

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