Why do CAS players so vocally oppose any suggestions

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

  1. 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
  2. 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)
    1. 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
    2. This benefits CAS by letting them spawn in and fly smart to evade interception and long-range SAM
    3. 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.
  3. 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)
  4. 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.
  5. 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.

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This would require a much larger number of players per game, so I don’t know how Gaijin would make that happen. Your suggestion is fine though, it’s what a true combined mode should look like. What we have now is an half-assed try of that that’s obviously flawed to the bone.

I haven’t just proposed to add SPAAs to Air, other changes would need to be made too as I stated.

No one would be forcing them to have SPAAs, but not using/having them would reduce both their and their team’s competitiveness. Just like it is with air units in GRB.

Rigging anything isn’t my goal, I’m just copying combined aspect from GRB into ARB.

I’m just following on the implication of other user that AI in ARB isn’t really that dangerous.
Same goes with AI units making a game mode combined, I disagreed with that already.

I was referring to depriving players in RB GFs access to their (player controlled) aircraft in lieu of AI, which would make RB GFs a quasi-TO.

I seldom play RB AFs anymore; still, over the years AI AAA has remained decently potent (intensity has varied). AI Airfield AAA has been a problem with the meta since 2015 (at that point, it was incentivizing camping at your own base to allow the AI to slaughter the enemy team).

Is WT imperfect as-is? Absolutely.
Flawed to the bone? No, not really.

As for my suggestion, one reason I never really bothered putting pen to paper is the laughably doomed EC and especially World War modes. I don’t see a future in such grander set ups as large matches…most players don’t have the patience for it.

I’m still not seeing how the SPAAs are supposed to figure into RB AFs in the first place.

If they were placed in reasonable positions with reasonable BRs, they’d be liable to be dodged on range limitations alone (at most BRs anyway).

Small maps tend to do that.

Wouldn’t mind more spawns in ARB.

ARB maps are already much bigger than GRB ones when comparing effective ranges of both. GRB maps already suffer from being chaotic, mindless furballs especially higher up you go.

This is about making ARB combined, which would really suit the Gaijin’s idea of combined arms game.

Those are some decent suggestions, definitely would help.

But every true combined arms map/mode should be pretty big. You’ll need space to accommodate ground, air and naval units with their respective objectives. If most of the players don’t have patience or aren’t interested, maybe it’s for the best to ditch that combined concept all together.

Just how planes have multiple BRs for various modes, SPAAs could as well.
Range limitations could be fixed by making maps smaller and forcing players to come near certain objectives. SPAAs could also be incorporated from a given tier/BR, just like helicopters or strike drones are in GRB.

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Not really, as ground maps are very small in regards to air space in RBGF. The only thing that would help ground would be much bigger maps so planes would have to make an effort and find a target. Its not the same finding a vaiable ground target in 3x3 km map with 1.5x15 km active AO in regards to 10x10 km map with 8x8 km active AO.

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This is literally what I proposed?

Move the airfield back.

Your plane has 2 bombs and flies at 400 km/h casually, can accelerate to 500 km/h.

Currently, airfield is like 7 km away. My speedrun bomb to rearm to be able to drop again without practice in the f4u-4 came out at…

Drop bomb at 01:06
Land at 02:13
start Take off at 02:45
Be able to dorp bomb at ~04:10

So, time between bomb drops without maxed crew and without practicing stupidity-style landing where you stall out and belly land on top… you can drop 2 1000 lbs bombs every 3 minutes in the ideal cases at 4.0

Why is this the case? The airfield is 7-8 km away. This is fine for interwar and early war aircraft that struggle to reach 250, 300 km/h.

It should be 15 km away at ranks 3, 4 and 5 (maybe even push to full 20, 25 at rank 4 and 5 since speeds allow it). The time between bomb drops would encourage using strike aircraft rather than fighter-bombers.

You did not. You only proposed air travel increase. Ground maps are still too small and finding targets is way too easy especially on high BRs with targeting pods.

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I would also like to see removal of that “Enemy team is/stopped capturing zone” message. That thing is basically a giant beacon for CAS.
I don’t know why we should be privileged to information on capture point’s status, if you’re close by you’ll see it yourself, you don’t need any stupid messages.

We could save something like “Enemy has captured zone” message, so the position is revealed only after capping has be done and CAS don’t have like 30 seconds to engage you.

5 Likes

It’s always visible at the top of the screen anyway. Remove the text all you want, doesn’t change a thing.

It’d be easy to remove that animation as well.

It sounds like you’re proposing abandoning WT being WT…which is a non-starter for WT’s future.

As for the other bits, I agree–I figured an RB GFs map like [(RB AF) Alt. History] Krymsk could accommodate multiple battles (perhaps even more than 4 GFs battles) operating on the ground while the bigger RB AFs match occurred overall…but I never went ahead with writing out the whole breadth of the idea.

The combined idea I have is much further reaching than what is currently had…but it’s hardly a reason to give up on what is. To give up on what we have now is to give up on WT period.

The main fault with the SPAAs in RB AFs concept is the mobility limitation (and players’ attention spans)…particularly when you consider the vertical ‘roads’ often seen on RB AFs maps.

Without naming the exact quadrant it’s in on the Britain map, I recall seeing a ‘road’ that was just plain vertical. Humorous as that is, it’s a commentary on the fact that SPAAs would need far more than what they have to traverse RB AFs maps.

I have no idea if it’s a glitch with the patch or not, but these continuously jam now. Capture point control shifts stay on the screen for minutes at a time nowadays…and it’s irritating.

I don’t particularly care about the status notifications myself…with/without them is fine by me, you just have to monitor the board well.

Didn’t WT start as a plane-only game ?
Seeing games grow and include more various modes/maps/etc. is a natural thing, but if players are reluctant to engage in the true combined aspect I think Gaijin should take that concept way more leniently, allowing much more freedom to players (separated standalone modes for all military branches).

Never said it would be plug and play. There would surely be some needed changes, but if Gaijin is so keen on making their game combined arms, I think doing those wouldn’t be an issue.

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AI ground fire is harmless unless you’re within 3km of an airfield.

It’s just giving the same treatment to Ground Realistic that Air Realistic has enjoyed all these years. What’s the issue?

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Air modes were what made WT successful at first–but the game has always been abput CA gameplay.

Trust me, that concept is ridiculed for good reason.

I seldom play RB AFs anymore, but I remember my surprise at being blasted by mid-map AI AAA…it was an unexpectly potent encounter which leads me to doubt how watered down mid-map AAA is.

I don’t think it’s insta-death, but it has teeth I’m sure.

That idea is inconsistent with WT values. RB GFs is the player-centered CA mode (RB AFs is complemented in part by AI due to distances).

Why would a CA game start by being non-CA ?

Yeah by people that mostly play Air and wouldn’t want their mode to change. That concept is perfectly viable, you’ll just need to do few changes before it’s ready.

Not really. If GRB has player controlled ground and air units, ARB should as well. That’s literally giving both modes the same treatment and it would go hand in hand with combined arms aspect.

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I can’t figure out a way for that to made enjoyable and good for everyone, unless there is a 64v64 ground/air battle on a full size ARB map with a larger playable ground area. But then you run into the issue of it being a ground battle with an ARB match happening at the same time.

How could something like that be done?

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I think it would be pretty simple to make ARB combined and playable, just take GRB as an example. As for the enjoyable and good parts, I can’t really tell since combined stuff would be harder to balance, with GRB as a living example of that.

ARB needs to be redone from scratch, and this is the perfect moment to do it, seeing how it’s getting worse and worse every year.

Give it GRB treatment, make maps pretty small and put objectives to incentivize people to hang out. This is where player controller ground units would come into play.
It doesn’t need to be combined all the way down from 1.0, you can introduce it at a certain tier/BR as well.

Absolutely not. Some planes need alot of space if they want to use their advantages well, such as bad dogfighters like the F-104s (the only time I’ve felt claustrophobic in a plane was on a 64x64km map in sim in the F-104G). Most American propeller planes are screwed too since they need space to climb or else they will be wrecked by a 109/spit/yak.

Objectives being too close together is one of the primary issues that ARB has, it forces everyone into a small area instead of spreading everything out. It also has the side effect of most matches being steamrolls that end in a 1v5.

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Same goes for ground vehicles, but seems like Gaijin is fine with having that in the game,. This is simply a more-or-less copy of GRB but with air units.

It’s surely not perfect by any means, but it’s hard to make proper combined modes with only 16 players on each side. GRB is a prime example, but if that’s the Gaijin’s idea of combined, implementing the same system in ARB shouldn’t be a problem in their eyes.