What can be done about the short matches?

you can go climb high without participating in the furball.

bro would get shot down in 7 seconds. just like in real life. you think you would have an awesome dogfight with many players in the team however they would be able to know that there is an enemy in the dogfight and they would hear there and get either of you. extended dogfights are a death sentence if you decide to have them at the start of match and your points only apply to there.

you can have these nice dogfights when you have low amount of players in the game with the current system too. and you wont get missiled.

ill just shoot a missile up your ass.

There’s no missiles anywhere the F4Us, Bf109s, zeros and the like.

In ARB, battles only become fun if both teams mutually anhiliate to a 4vs4 or similar. ARB is not even able to consistently support propeller/gunfighter jet eras with its current objective design.

In ASB, barring zomber lobbies/fixed games and the like, you’ll have fun almost always flying most planes at prop tiers. Taking a low-BR early war plane into a 128x128 map that’s 3v3 zombers zombing sucks. Taking late-war planes into same lobby on a 12v12 or 16v16 was a lot of fun. Tunisia is almost always fun.

ok we were talking about high tier as per the OP’s post. so dont stray from there.

Was grinding the air event last night and had multiple matches where 4-5 people didn’t even manage to take off from the airfield. If we had to start at the beginning - taking off would be a good first step.

Or TKs. Had an F-15 intentioinally ram me out the sky and then shoot down a teammate with an AMRAAM.

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That too. When they handed out all those bans for tk, I thought maybe we had turned a corner. Especially during a time when missing out on gametime would mean missing out on the event. But nope, tk city, still.

Similar principles apply. Spreading out the targets (and especially bases) spread out the players which leads to longer matches.

The issue is, TKs like how the F-15 got me, by knocking out my rudder and then resulting in me crashing, counted as a suicide not a TK.

I did report them in the replay, but most cant be bothered with that and so I guess loads go unreported.

So tweaking the automated system to log when a crash is caused by a collision with a teammate would help a lot.

ARB is broken all across the board though. Matches are far too short even at prop tiers. They end at the first merge and usually turn into a unfun straggler chase or impossible odds.

These issues affect all ranges of ARB and the solution remains functional throughout for at least dogfight-oriented/short range brackets -

  1. Objective design improvement
  2. Spawn placement and forced spread that respects premade
  3. Match length.

Time to 4.5K is usually around 3-4 minutes for P47 variants/p51-D-5 while at 280 km/h IAS while minimum ideal turn speeds usually sit around 320-340 IAS. Climbing at ideal minimum turning speed makes this take even longer. Furball merges ~2 minutes in and the battle is over by the time you’re at a speed where you can turn effectively and have altitude to maintain that speed (because props and early jets provide the unique advantage that competetive turn rates either slow you down as your engines cannot sustain the energy cost or you must pay with altitude in a descending spiral.)

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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.