What can be done about the short matches?

Why we still have a single AF (to spawn at) is beyond me.

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you were making arguments about prop matches though.
talk about jet matches. on topic.

I got a 1 day ban on one account and I can’t remember any tk on purpose. Only false missiles.
So there can’t be many reports. But the time to the ban is way to long in my opinion.

An automatic system with a direct punishment would be better, especially for takeoff TKs or TKs before the first attack.

I find it hilarious that they’re the reason ARB matches last for 2 minutes while in AAB you can kill them 13 times over and they’d still keep spawning in 15 minutes later
Their also needs to be a higher level cap, or at least base it off of matches played / in-game playtime.

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I wasn’t the one talking about prop matches, but they weren’t wrong in their analysis of why matches are so short and compressed.

Spreading the players out and reducing player counts is by far the best way to make ARB better. A 10v10 limit above 12.7 is good, same with removing all enemy markers for enemies 10km+ away. Multiple spawn points also need to be added.

I very rarely see top tier matches take longer than 6 minutes, and that’s an issue. Currently there isn’t a mode for players wanting longer matches that isn’t sim (which has it’s own issues). ARB should become that mode that fills the 10-20m match length niche, while arcade and sim are suited for shorter and longer sessions/match lengths.

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There is hope.

Coming back to my own thread, I think the solutions to short matches will be incredibly easy for gaijin to implement.

Remove the idiotic airspawns from 10.7+ that negate certain aircraft to the point of being nearly worthless.
Reduce playercounts above 12.0 to 10v10 or 8v8, because arcade 16v16 does not belong in air REALISTIC battles.
Force Sim maps with multiple airfield spawns points above 13.0, and add all of the new top tier maps to air sim to allow for greater map variety. If anyone claims the maps are too big, they aren’t. Sim maps in air sim are too small for 14.3 with 1/3rd the player count of an air RB match.

It has since been reduced to 4-5 minutes being the average. With how short matches are it’s quite literally impossible to progress F2P since dying early even with 2 kills will maybe give you 2000RP on a good day. Spading planes takes 300-400k, so have fun playing your plane for 100-200 matches just to be on par with everyone else.

8v8 above 13.7 is needed too.

A collection of matches I deem to be too short, and their consequences are shown by low RP rewards.



Screenshot 2025-08-20 164609

Meanwhile a good match that wasn’t over in the length 5 minutes:

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Personally i want the biggest maps possible. And maybe one day even with air refuelings, awacs, carrier operarions. I hate the short maps with radar jets, feels very arcade and with air spam even worse

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Half spawn cost + more recruit crew slots for more tanks to be spawned. 4x the map size.

Coming back once again to say that absolutely nothing has improved, and that 7 minutes is on the longer end of match length at top tier. It’s pathetic, and it’s genuinely not that difficult to fix. Under no circumstances should an air RB match last 4 minutes.

Decompress even just a bit.
Tone down multipathing.
Stock chaff.
10v10 above 10.7, and 8v8 above 13.7.
Remove the forced airspawns above 10.7 because they are objectively bad.
Force EC maps above 12.3. If an EC map doesn’t exist, one should be made, or atleast a full size map with multiple airfield spawnpoints and base locations should exist.

And give us RB EC, it’s not hard to implement at all, and it is needed if top tier air wants to survive.

Here are some recent matches, can you spot the issue with their length?

Ultimately, removing the multipath (eliminating the problem) will be the most optimal solution.
Increasing the airfield or reducing the number of players will only cause everyone to rush to the center, slightly postponing the problem.
Have them maintain their range with appropriate drag. If you can naturally create distance between allies and enemies, and between allies themselves, missile spam and fleeting furballs will inevitably disappear.

Yes… removing options for not dying will make matches last LONGER… really quirky logic

Shortens matches.

I think it would eventually force players to learn to dodge instead of relying on it, leading to more drawn out fights. However we will need stock chaff if it is ever reduced to historical levels.

There is some good news about the next update, and that is that the airpsawns/airfields on some maps have been moved back above 10.7, and hopefully this will lead to slightly longer matches. I think this will help, but reducing player counts to 12v12/10v10 would be overall more benefical.

Make air rb similar to ground rb where u get spawn points and a full lineup

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We clearly aren’t playing with the same playerbase.

Players adapted to 100m multipathing to the point where many don’t rely on it, and they can adapt again to it being lower. Moving it down to 40m should be the next step IMO, at the same time as stock chaff is added, followed by another reduction to historical levels later.

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They adapted so well matches are getting shorter and shorter by the day because players die to the 1st missile they see.

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The majority of playerbase learn nothing!
Takeoff/airspawn, rush in, headon/bombing, dying. THAT’S IT!
The rest chases an enemy through the whole map or do other dumb things.
The same mistakes from 1.0 to top tier.

If you ask them about it, 90% you get the same answer: Grinding/Quests.

I do every battle pass (min lvl 80), every event, only by playing the game, primary goal winning the battle. I have no clue how this works for me without grinding…lol

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Great invitation for base bombing gang.
Less competition for bases while having less enemies around at the same time, basically a win-win situation.

Or they’ll just switch to base bombing ?
If you lose your opening engagement in a drawn out fight, you’d basically spend 5-10 minutes for nothing and gain very little RP out of it. I don’t think WT is going in that direction to be honest.

Matches being longer due to the increased idle time doesn’t really fix anything and at this point you’re just chasing numbers for the sake of it.

40m MP height doesn’t work with our gigantic trees.

The only feasible way of achieving longer games without turning ARB into a Sim-like mode.
Even Sim has respawns to let players engage in the match for longer.