rip speed is the only thing that even makes a little sense, but like i said before the airspawn alts dont really corroborate that
i miss the simpler times, when we took off from the airfield
Better question is why did gaijin introduced air spawning for high tiers?
Due to flight performance of high tier jets air spawning should be removed from 11.0+ Mm.
If high tier players can’t even take off then they dont deserve to be playing around those brackets.
I genuinely think it’s because people crashed taking off from the airfield so often, I really miss airfield spawns
But thats kinda the point.
Props and Lower BR jets, taking off, climbing, positioning, etc etc is actually relevant. Few actually have decent climb rates and even those that do, have to factor that in to their gameplay. It also helps balance those aircraft against those better suited for lower alt turn fighting.
At top tier jets, even higher BR jets in general, its largely irrelevant. Its just 1-3 minutes of extra match time for the sake of it.
But the advantages of air spawn are actually kinda meaningful at top tier.
Players start spread out and could be spread out a lot more rather than everyone taking off from a single point.
By starting at speed and alt, the average distance between the teams for the early game is increased
It does help balance out some of the aircraft, a few arent as good climbers and it allows them to stay reasonably competitive.
TLDR, its getting rid of rather monotonous and meaningless part of the match and actually gaining a few meaningful things that make the match better, especially with the tiny map sizes.
If I really cared about taking off and landing, I play Air Sim.
on the other side of the coin, at top tier with new ESA radars and air spawns, everyone is visible on radar as soon as you spawn which means there’s no flanking or terrain masking to reach unsuspected positions. Also, the whole
argument results in boring gameplay where every plane feels the same.
I tried to flank/terrain mask in ASB to stock grind the new typhoon.
It was impossible due to everyone having ESA
that could be the case because enemies were already at 10k meters when you spawn-in since ASB is an enduring confrontation.
If everyone spawns at the same time on the AF, then enemies need to climb to certain altitudes to see into crevices, giving a terrain masker more time to reach position.
Also w Air Spawns, those engagement distances and time decrease, which is less conducive for terrain masking, since you are almost in range immediately from spawn.
Except for the fact that you may already have the entire enemy team at alt, circling for targets even before you’ve joined the match, as you are more than likely joining part the way through
Time decreases yes, but distance is actually higher, as you dont have a period of people low and slow, climbing whilst also closing the distance before firing
Back when AF spawn was the norm with the Typhoon last year, the enemy was around 40-60km away when I started thinking about engaging someone. Now its more like 90-100km
Solution is simple.
Bring back AF spawn, increase map size to 300-500km, add AWACS and actual objectives alongside with more sophisticated weapon systems and EW suites.
Now that is great for both ARB/ASB.
I agree, I would be 100% down for that. Also multiple AF spawns for both gamemodes too.
But with the postage stamp maps, TDM gameplay and single AF spawns. I think I prefer the current setup
To somewhat add. The f117 until recently spawned almost at its rip speed, At least in ground battles.
Pretty sure that they’re just manually adjusted when they’re first introduced and only changed when a dev decides its a problem if they’re to fast or slow. (In short, lack of communication between devs on what the game should be like.)
if everyone started with greater potential energy i.e. Air spawns, those engagement distances are increased which increases range of missiles, which means players are engaged sooner, which leads to positional confrontation sooner. Sorry I meant to say engagement distances increase and time decreases in my last reply. I’m open to hearing why you think this isn’t the case.
As far as I’m aware the airspawn speed is based off a certain fraction of absolute top speed in TAS.
That is unless the flightmodel file has a string called “SpawnSpeed”, that will override the default calculation and is used on planes like the f-111a which might rip their un-retractable wings (if their outer pylons are loaded) instantly upon spawning.
Or the MiG-25 which just has an absurdly high top speed but very low IAS limit (although if you spawn on a carrier you will get airspawned at like nearly 1800kph or something and yes, it is possible to land a mig-25 on a Forrestal).
That doesnt explain why the Su-30SM2 spawns so much faster than pretty much everything else at top tier, even though there are faster aircraft
1310 isn’t really that low, especially since stuff that rips at slightly higher speeds spawns much faster. Even the JF-17 that rips at 1417 spawns at Mach 0.7, while everything else that’s faster spawns at higher speeds.
It just makes no sense with how inconsistent everything is.
Tons of comments but simple answer “RUSSIAN BIAS” if it is balancing mechanism then F-18 should spawn at 5 mach not the slowest 0.8 mach, if it is about top speed what about F-15/Eurofighter? If the Russian plane’s crappy acceleration needs balance, then I want four extra missiles for my Eurofighter, F-15E, Rafale as a “balance factor”. AF spawn doesn’t work for russian planes because of acceleration. Gaijin’s choice between realism or balance is always whichever is better for Russian vehicles.
Fulcrum
as of the current dev it seems like theyve fixed this, at least for all the planes ive tested, seems everyone spawns around mach .9 now which is nice