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.
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
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.