I feel like being in a very weird position of being an air main that’s also anti-cas…
But, air RB/AB/sim exist and have existed without ground forces being a thing - so a TO mode wouldn’t lead to access being deprived.
I’ve only ever been shot down by Airfield AA in ARB. I know they added mid-field AAA for a while that was kind of like sim convoy AAA, but afai experienced, it got nerfed/removed (1.0-10.3, idk about higher. Granted, I fly fighters.) In sim, I’ve gotten shot down by a random fleet or convoy passing near an air superiority point with their laser guns, and gepards made ground-striking a significant challenge in my sabre and banshee.
You just turned into a sitting duck with your lack of acceleration and terrible energy bleed.
In ARB, you get 1 life per spawn and are locked in before going into battle. In sim, you do have more but nations tend to have tendencies.
And yes, ground RB maps are terrible if you dare play anything that isn’t a hulking behemoth or fast brawler. Fun times all around for british tanks.
ARB maps are already way too condensed to be in any form playable that isn’t chaotic, mindless furballs. Ground maps make for terrible CAP experience - you barely make a turn and you’re within enemy AAA range (and planes phase into reality a mere 5 km beside you)
All you’re doing with your idiotic “add player SPAA to air” is diminish and weaken the arguments for fixing the grossly unbalanced and broken CAS in ground battles.
I half wonder if it’s not intentional - make the people wishing for balanced CAS look ridiculous and dumb by sheer association.
CAS can exist. It needs to be balanced
- Airfield spawns, not air spawns. Some slow/heavy WW2 propsand early jets can get air spawns right above the airfield like the PBM and other hydroplanes get in air sim
- Airfields should be moved back dynamically to about 10 km rank 1,2; 20 km for ranks 3-5; and whatever distance maintains time-to-threaten for ranks 6+ (I only have fighters so idk about guided ground-strike weaponry’s effective range)
- This benefits flying CAP by giving you room to maneuver, chase, intercept enemy CAS without them flying 5 km to be within a magical flak box that hits you no matter what
- This benefits CAS by letting them spawn in and fly smart to evade interception and long-range SAM
- This benefits ground by making the mean time between bomb drops take ~5 minutes (90 second to fly out, N second to drop bmbs, 90 seconds to land, 30 seconds to rearm (or 15 with maxed crew), 90 seconds to fly out again from the current ~3 minutes.
- Make air-to-ground armament cost increasing SP for ease of use and have it scale with BR (1ton dumb bomb at 4.0 is broken as all hells. 1 ton dumb bomb versus MBTs is much weaker)
- Make CAP be able to progress ground-trees. As present, flying CAP is a massive punishment. First - ground RB is the least fun way to fly imo (it’s way too claustrophobic, planes phase into reality), it’s unrewarding (2 kills in ARB - 5000 RP. 2 kills in GRB: 1000 RP). Second - none of the already pitiful RP you gain goes towards ground research, effectively making it so when you fly CAP you might as well not be playing at all.
- Fill SPAA gaps. Having to use a oversized drunken & pregnant cow of a truck at 7.7 britain with very long reloads to fight jets is an exercise in significant frustration - especially with presence of super mobile semi-modern IFVs.
These help with CAS issues.
“Add spaa players to air sim/ARB” does not. It just makes the “I want CAS to be balanced” side look ridiculous and idiotic.