Basically, what types of airfield defenses could be added to help make airfields more balanced?
Mainly when it comes to airfields themselves, its either way to op with hit-scan flak that insta kills you. Or it’s too weak to the point that it’s only an after thought for most players.
Anything really from a.i. planes that chase down players to possibly long range off map AA.
(Or changing the airfield defenses itself)
In regards to AI planes, we already have these in Sim, and they spend most of their time crash landing on the runway, or on maps like Afghanistan, crashing into mountains lol.
I don’t really like the idea of off map - anything tbh. IMO anything that engages a player should be able to be engaged in return.
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This debate is also very subjective, because there are two types of players really. Those who believe base AA should be weak, so it cannot be used as a shield. And those who believe base AA should be strong, so you can rearm / repair / refuel in relative safety. Both have valid arguments in their corner and it’s impossible to please both simultaneously.
Personally I fall into the latter camp and think base AA should be a powerful deterrent, and I think at top tier the Roland’s should be replaced by even more powerful things like Pantsir, but I would also like to see them receive limited ammunition (no differently than if they were player controlled) so people cannot hide behind them in perpetuity.
As for lower tiers with the flak, honestly, very difficult to balance. Perhaps keeping them as powerful as they are, but only make them active when someone is actually on the runway (so people can’t just circle the runway for protection)?
True, I also think airfields should be a safe space to re arm, but not impenetrable defense.
To give my thoughts, I think there should be a very layered defense when it comes to airfields. Making enemy players have to deal with each layer to finally reach the airfields defense’s and kill the players.
Ranging from A.i. Planes that engage 20km from the airfield with possibly Radar only rolands as a secondary defense to them. Then more effective spaa the closer you get like adats. Then the pantsir at the airfield. (This should at least give more time for team mates to re arm and give more purpose to attackers/bombers)
I agree, ammunition would also be a good balancing point to adjust.
Yea. Besides that, the only other defenses could be maybe more flak just outside the airfield? (The stuff that actually has to hit to do dmg) and maybe planes if the a.i. gets fixed.
Imho this topic is extremely complex as you have to consider these things:
Players playing wt as a plain vehicle based shooter define everything what hampers their goal to get as many kills as possible as not necessary.
Players playing wt as a grinding tool tend to play PvE and have zero interest in getting strafed whilst they try to land and rearm.
Players (like me) looking for a healthy mix of PvP and PvE miss the opportunity to kill the enemy airfield as a tactical target. I mean if you play on Pacific maps the battle should be decided if you manage to kill (all) enemy carriers (as equivalent to airfields) - whilst Interdictor aircraft like SU-24s or Tornado IDS should be able to attack runways with stuff like JP 233s or MW-1s - rendering the runway as not operable forces all enemies to withdraw = victory. WT is either not able or not willing to add these possibilities.
WT itself is inconsistent regarding the level of protection airfield defenses are offering - so whilst penetrating af aaa at prop BRs is (almost) impossible (there a few maps which allow very high speed strafing runs) i watch replays of friends at various jet BRs strafing with impunity.
Besides some extremely annoying issues like getting killed by Roland SAMs at prop BRs (Air RB) a main purpose of airfield protection got completely lost (at least for Air RB) - the protection is there to protect the airfield infrastructure like runways, shelters, towers etc.
Your concept of layered defenses is implemented irl - adding such things into wt in is current form would just create gigantic no-fly zones.
From my pov airfield defenses should reflect the difficulty and the importance of airfields as high value target whilst being also a target worth (and possible) to attack - not just for a player kill.
So the question is just partly about balance - the question is also what players expect when they play wt and what wt is willing to offer for the often contradicting player demands.