Conveniently missing the point that it’s still the strongest 12.7 jet, and you’re bombing in it and then wonder why your performance is bad.
Like are we just going to ignore it is at the same BR as:
The F-16AJ - only 9Ls and half the 7Ms
The F-18C early - slightly better 7Ps but worse in every other way
The Mig-29 (9-12) - this thing has 11.0 R-60s at 12.7 and 2ERs (compared to your 4 7Fs)
MiG-23ML/A/D want to say hi to Tonka GR.1
And F-4E want to say hi to Hawk 200 RDA
Honestly, idk why Gaijin just overrates majority of strike jets ‘because of bombing capablity’ or ‘it would be doublr whammy to fighter jets if we balance em with a2a capablity’
When bombing is not viable option to win And Fighter jets also can form better than those
TBF, the RDA being at 11.3 is prob rooted in it’s a2a kit - 9Ls and sparrows with a full PD radar. Though I am aware its in-game flight performance is rather subpar
11.3 tornados are just sad though - not much excuses there. Then again its kinda stuck where it is - it can’t go below 11.0 because 10.7 is subsonic 9L territory, while 11.0 will unlikely change anything for it.
Then we’re not on the same page since I was talking purely about reward/grind efficiency. Since you replied to me, I assumed you wanted to discuss that.
I’m confused by your prior statement… Are we talking about grind efficiency again?..
So…
From what I’ve seen, the rewards/activity time seem to fit linearly. I’ve had similar SL/min and RP/min from bombing a single base and not doing anything else for the test in short and long matches.
So this means that extending matches is not a bad thing but won’t help you extra… Unless you’ve already secured a 4 kill reward multiplier for example, then it would be totally worth it to extend the match as much as possible if you think a win is also in the bag, because it would be uncommon to secure that multiplier in every match.
(and you are also avoiding the time you aren’t playing at all where you come back to the hangar and wait for the next match, which depending on the BR and time of the day can be a big factor)
It depends. Basecamping is worth it if you are an attacker/bomber and managed to do a lot of actions or severely depleted tickets to the point that the enemy will likely lose. Especially if you know you have no chance to fight back against multiple people waiting for you while spamming avenger/blind hunt lame orders.
The rush grind is often more efficient yes, but if you manage to do more than your average match it might be worth it to be more cautious for the rest of the match to survive as long as possible, especially if you have a decent kill reward multiplier too.
My understanding of “base bombing trap” is talking about:
Rookie players willing to progress but unwilling to invest time learning how the game can be played are actively lured by Gaijin’s reward structure to follow the illusion that there is a rather easy tool like base-bombing in the game mode Air RB.
The ability to progress with an ultra-simple task like base bombing even without having any clue about what Air RB is, how it works and what to do is actually detrimental for the game mode and for those players which invested time and efforts - just because that a large chunk of your matches are decided by how many clueless players each of both teams has.
That gaijin offers premium aircraft like Ju 288s or Wyverns optimized to do exactly this rather useless (regarding game/match impact) task base bombing is no accident. Most people have not realized that gaijin created a win-win situation for all participants.
Why win-win?
The players interested in progress without effort can progress with base bombing whilst the players interesting in getting more or less free kill can farm these bombers and gaijin sells their products for both roles.
Regarding your overviews:
I acknowledge your efforts with such things but i do not believe that the average wt player doing base-bombing tasks is anywhere near the position to assess the actual relevance for him or his game play.
That means that a player struggling with bombing a base will most likely struggle with a smart attack pattern to kill ground ai and survive for more than a few minutes by extending / retreating at the right point in time (to avoid getting killed ) in order to increase his RP.
I agree with this 100%. It boils down that you need a match in which you killed all 3 types of targets (players, bases & ground ai units) to avoid an apples with oranges comparison in order to have a clear picture.
My initial claim (base kill 2-3 times higher for player kill) can be proven with just 2 examples (25 min and a 12 min match). As i can’t use screenshots via xbox i wrote for each match a sort summary behind a spoiler (no premium time, but i used premium FR-1).
2 examples
Example # 1 (1 fighter kill, 1 base kill, a hell of ground ai, full uptier):
Whilst flying the FR-1 i had a lot of good matches after killing the last enemy fighter (whilst being the last guy in my team) - and playing 1 vs 1 vs the last enemy player in a bomber like Pe-8, B-17 or Ju 188. As i die mainly just due to gunner return fire i avoid attacking anything with 360° coverage and decided to ignore the guy in the Ju 188 as he was obviously stock and i had a massive ticket lead.
I mean killing ai targets is also a way to get mission score in a running grinding event 😎 and a 25 minute match allows my stock enemy to spade his ride and get progress in grinding events. Win-win.
A single enemy aircraft kill granted me 470 RP - whilst killing a single base (after killing this bloody A6M5 and rearming) with 2 mines gave me 880 RP. Whilst the majority of the 13k RP out of this match came from the 25 minute game time.
This is almost twice the value of the RP for a fighter kill - and this is a rather bad example as it was a full uptier to BR 5.3 - that means i can kill just one base in one run and the RPs for those base kills are lower than in BR 4.7 matches - as i can kill 2 bases in one run with one mine for each.
Example #2 (1 fighter kill, 2 base kills, BR 4.7 - 12 minutes):
In this match (replay link) i killed a 109 F-4 and 2 bases. I bombed 2 bases (one was slightly damaged) for 910 RP and killed the last enemy with 5 hits for 370 RP - the short match time granted me just 4,3k RP.
You would get very little to no RP/SL if you didn’t kill anything but still spent time in the round flying about, which means your activity score is tied to your actions.
From my findings, a single player kill, or around 4 light pillboxes worth of ground pound, will net you better rewards in the end than a single base kill. The instantaneous rewards you get from bombing a base seem better, but in the final match calculations it ends up being worse than the other methods
You know me better…I never talk about grinding efficiency, because this word isn’t in my head at all. Play the game properly, become better, and grinding isn’t a thing at all.
To repeat myself regarding to the topic (What is the real problem with bombing in planes?):
The core problem still is the reward system doesn’t fit ARB in general, because it guides players towards a gameplay that opposes the primary goal, to win a battle.