What airfield defenses are there to add?

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)

But what are your thoughts/ideas?

(And say what BR these would be at)

Change hitscan lasers to 40mm trucks

Nerf the Rolands to their old state

Limit ammo for all AA

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)?

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Troll answer: Desert Fangs

Would stop airfield strafers pretty effectively :)

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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.

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Grab ASB aircraft carrier AAA guns for prop brackets and put them around airfields in prop air RB.

It would solve the hitscan issue while still punishing loitering and careless flying.

Imho this topic is extremely complex as you have to consider these things:

  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. 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.

  6. 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.

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Add in era appropriate ww2 spaa corresponding to the tiers with modeled shells
GAZ AA for 1.0, wirblewind for 4.0, you get the idea

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Make them all heavier and multiple sets of missiles, like the HAWK system.

Remove AAA and have runway immortal zone. If one made it back, he can be safe. If he stays grounded, he’s safe and inactive. If he takes off, he can’t camp af.

The PVP game really doesn’t need any more non-player assets that affect the outcome of matches. Its already bad enough in that games can be decided by RNG completely without player involvement.
PVE or even in EC, sure, but not PVP.
Airfield AA is to provide a “protected region” game mechanic. Its effectiveness is like mid-field AA, in that it appears to be a slider that the on-call game server admin changes at whim. Often to the detriment of game play.

And gets shot down before they can get wheels-up…

So j out.

When there’s no teammates out there and enemies’ camping af, it’s already a lost game ain’t it

I’d rather replace the Roland with:

MIM-23 Hawk + MIM-14 Nike (Conventional Warhead) for Blue team
and
S-125 + S-200A for Red team

those missiles would be implemented in a Realistic way, this means that it’ll force the airfield Snipers into defensive manouvers much earlier on than with the current Rolands, and although dodgable those missiles would still put the attacker at a Disadvantage until they get closer

Sometimes players try to camp the AF before. Look at what happens at the FAREPs that don’t have any AA. You’d get the same thing at all of them. Not a good plan.

Any of those could start shooting down planes as soon as they take off on most maps…

They still got bombed…

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I assume SA-2 is enough…

on small maps yes

this is mainly a suggestion for late Jet age/Top tier where you have bigger maps