What is it with Gaijin and adding undertiered CAS planes?

Recently in the new major update, Heavy Cavalry, I would like to mention a new CAS aircraft that have caught my attention: the the IA. 58 Pucara. But before I look into those vehicles, I want to start by addressing existing CAS planes, that in my opinion, are undertiered and should move up in BR.

Existing Strong CAS Aircraft
6.7-7.3 BR is a prime example of my statement. At this BR strong CAS planes like A2D-1, A1H and the MB 326K and MB-326B. Here is the suspended armament of these aircraft:

A2D-1 (7.0 GRB):
image

MB-326K (7.3 GRB):
image

MB-326B (6.7 GRB):
image

As you can see, these aircraft have a versatile loadout, with varying munitions. At such a low BR, SPAA’s have a low effectiveness of shooting down fast-flying aircraft, not to mention if the player is experienced, they will avoid contact with other planes and keep their speed high, making them virtually untouchable. Although I do not have access to K/D’s of these aircraft, I can most definitely say that in most matches I have played, the players using these aircraft often achieve a high number of kills while using them.

New Strong CAS Aircraft
In this update we received the IA. 58 Purcara; for Germany, placed at 4.7 BR.


A screenshot of the IA. 58 Purcara’s suspended armament.
My issue is that if the previously mentioned CAS aircraft are already performing well at a higher BR, then how well would a plane with virtually the same munition versatility and a relatively fast and manuverable airframe, for it’s BR, at a significantly lower BR, perform?

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Why?

Thats easy.

HERE COMES THE MONEY~~~~~~~

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*sigh

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Also forgot to mention that while the other planes have 19x FFAR per pod, the Purcara has 133…

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I am going to wait to see how it performs, however in the Dev server the plane wasnt exactly what I would call peak capabilities in terms of movement.

If it was at a higher BR it would be extremely easy to shoot down by SPAA and enemy aircraft potentially if it still acts in a similar fashion to the dev. People originally claimed that the premium Albatros would be too powerful but in reality its pretty crap for its br in GRB as a good example (you can do an attack run sure, but GL getting out of it with that woeful speed loss the plane gets when trying to evade/pull up).

I am on a wait and see, however do note that gaijin put its price on the store at 40% higher then the other store rank IV planes and you get half the premium time.

Having lots of rockets or bombs is 1 thing, being able to actually use them is another.

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My maus is retired because he is sick and tired of getting bombed by this flying chit named a2d or whatever

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Ty for the insight, didn’t actually think of that, however do remember that this is 4.7, meaning that it has a decent speed for it’s BR. I also suspect that it’s acceleration will be much better than the Albatros since it has prop engines and a lighter airframe.

Under-tiered?
7.3 is valid for a rocket-slinging only barely a jet.
Pucara’s bomb armament is similar to F6F’s armament. F6F is 3.3.

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Look at this!

meanwhile you need >750lbs of explosives to reliably kill anything heavier than an M18 without laser guidance precision

Definitely not, although the bomb armament isn’t anything impressive, the rockets are. You can literally carry 133x FFAR in total. And if the player is skilled, they can very easily one-tap tanks, meaning they could easily rack up a high number of kills without having to resupply, for a prolonged period of time.

Edit: I’ve tested the Pampero rockets, I’d say they’re even better than the FFAR, wielding more overpressure capability.

Cold war jets should be nowhere near seeing ww2 in a downtier.

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Non-CCIP FFARs are rather eh at best.
Even the rather superior F4U-7 doesn’t get consistent play despite facing SPAA of the same effective range.

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I’ve just tested the Pampero rockets and you can reliably get one-taps if you aim for the hull or turret. You get 30 of these rockets so they’d last about 7-8 runs before needing to refill for more.

I don’t understand what you mean by consistent play, could you elabrorte further?

Been a while since last time that I saw CAS to contribute to the match. Wait and see.

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Consistent play means commonality in matches; how common a vehicle is to be in a match.
Despite being one of the most powerful 6.0 CAS, it’s not common to spot because the SNEBs are hard to aim on moving targets, & salvo them still involves a lot of wasted rockets.

That and controlling the ground secures wins while playing CAS does not.

Gaijin whenever they give an OP vehicle to a major nation (its always a prem pack)

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Every new document they get seems to come with a brand new version of the facts

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This is my personal experience with CAS at 6.7 BR - there are always A2D-1’s flying around, racking up kills for me at least. dunno abt you

Well CAS can actually contribute quite significantly, by destroying any ground targets attempting to cap points or just helping teamates in sticky situations. It’s basically a trump card; you see A being capped? Just call in CAS to eliminate the target. You’re surrounded by 3 tanks? CAS. My take on it is it’s a versatile tool, if used correctly, can make significant contributions to the match.

For CAS to contribute more than tanks, a CAS player has to frag over 5 tanks at mid-BRs, and over 7 at higher BRs for the spawn cost to equal spawning more tanks, and that’s without the ability to capture & defend zones.
Sim is different cause no spawn costs, but for realistic battles CAS is a negative.
It use to be as-good as spawning tanks in spawn cost, but that’s when it was spammed out until spawn costs made it mathematically unsound.

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