Big planes and seaplanes currently spawn over the runway after landing, so they’d probably do the same instead of runway takeoff due to being physically unable to in some cases.
Glad to see you understand the rest and agree with it.
Only once the screaming stops (or at least lessens) can anything of substance be discussed.
I personally believe using Simulator’s SP system is the only true way of achieving “balance,” because no matter how you change the weapons or where they spawn, in the current system, one team will “rush” to get air up before the other, and the other then complains how “overpowered” it is in the neverending cycle of utter nonsense.
Sim does the following: 1000SP at match start, no ability to earn more through any action. Obviously this would mean no more nukes in RB unless it was changed instead to get a number of kills without dying like it is in AB.
This means that both CAS and CAP could be first spawns with any loadout. However, both teams equally get access to this at match start, meaning it no longer matters which team has the faster cap-rushing meme machines anymore, and that spawning SPAA/SAMs early game actually has some value. Furthermore, since both teams get equal access to it, they can cancel each other out.
I would go even further by undoing many nonsensical nerfs to SPAAG and SAMs, both in their ground-to-air and ground-to-ground capability. The former to make them easier to learn and use, the latter to encourage the average joe to do more than sit uselessly in his own spawn.
And lastly, I would use Naval’s default plane concept, so every player has BR-appropriate fighters and CAS (latter with preset unoptimized loadouts) in their decks ready to use if they simply wish to learn how to use it. Nobody is able to be truly “defenseless” any longer unless they choose to be. If they still choose to gimp themselves, they forfeit all right to complain how “overpowered” air is when they’re doing nothing to defend themselves or their team.
CAS is 50% an objective and spawning problem, and 50% a player opinion one. Empowering the counters to where they are too good not to at least try using and making them guaranteed available to every user will begin to uproot the opinion of “CAS is too hard/impossible to counter” once and for all.