If it has no purpose to you, just don’t use it. Then you have just removed it for yourself. All is well.
It is the best (and for some vehicles only) way to research SPAA in AGB
I think they are just too lazy to “think” about it.
They could balance how planes spawn relative to each other(like in the past), they could balance loadouts or even the planes that can be used to avoid having things like B29 with 2000lbs bombs killing half the team, they could bring back markers but remove the tank type from them to avoid free or easy kills on light or armored top tanks.
But especially, they could start by playing their own game to see what is wrong with it.
If it works as you say it is totally absurd. One of the two takes the air with no option to anything. It is in my town is to be tricked.
If they don’t know how to solve it in a logical way they should remove it. It occurs to me to increase the time in flight and that they do not leave one after the other, trying to make the skill come into play.
Can’t really sign that. If I need a kill, getting a fighter up seems a rather reliable and cheap way to get it. Sometimes before, sometimes after the plane dropped. Maybe not all players are trained with planes?
I don’t play Arcade Ground Battles at all the game mode is a waste of time both in rewards and in general.
As it stands the only possible benefit the game mode could provide would be as a ground only game mode that completely removed aircraft. Considering that the mechanic which adds aircraft to the mode is already pointless it’s a no brainer.
our comment is really silly. In AB, I get my tanks up fast.
You always attack Arcade like a jealous girlfriend:D
Was always like that…and in fact it will always be. Even if they find a way that checks all data (positions, speeds, acceleration, weapons, enviroment) and calculates an exact 50/50 chance, there will always be players that complain…one way or the other.
I guess they add RNG so sometimes it favors one side or the other…i can live with that as long as it is random.
As it was required IMHO…planes were too strong in Arcade, and even now they can change the battle if well used. Planes should be fun but not dominant. IF WELL USED they can make a difference, but this goes both ways. Again if RNG works.
Err…if system allows both outcomes, then it is working no? What would you prefer?
If it is the RB system, then i disagree…i prefer fast and short air raids and then back to the tank…it was one of the major selling points of WT. In this way it is not possible to dominate the game with a good fighter bomber or helicopter as it happens in RB…planes are fun to use, can have an effect, but their presence is short in the overall game. If anything, i think air raids are a bit too much…glad the latest changes made open top vehicles less vulnerable to air attack.
We used to spawn facing the enemy planes/helicopters, interceptors ALWAYS had the chance to intercept and CAS ALWAYS had the chance to dodge and avoid interceptors, friendly fighters/helicopters ALWAYS had the chance to protect their CAS. So no, it wasn’t “always like that”.
We don’t need such system cause it’s Gaiijn that decides all those relative position, speed, acceleration, weapons, environment, etc… they are the ones manipulating the CAS mechanic from what it was to what it is now.
What people complain is about precisely that, the “RNG” that Gaijin added to the CAS mechanic. Before it was a matter of skill mostly to either intercept CAS or to avoid being intercepted, now it all depends on Gaijin’s “RNG”.
Ok…i wasn’t clear. I meant that game would always place an interceptor close to the bomber and an escort close to the interceptor. Angles and distances varied over time.
I think that the previous implementation would make the fighters to go head to head vs each other and REDUCE the number of bomber interceptions. The present system places the bomber in the sights of the interceptor, so benefits the bomber interception. I prefer it this way as it seems to reduce accurate bombing runs…but was fine with previous system.
I believe that a good player (as you) could avoid/kill the escort and get the bomber…but MOST players would go for the escort and not engage the bomber, either by death, damage or simply not caring after the fighter-vs-fighter combat…
I can actually agree…but the end result was a very large number of bombers getting trough unopposed…and this means more accurate bombings…and i am not so sure this was good for the ground game…
You had time to kill the escort and still intercept the bomber, or if you were playing the escort you had the chance to actually protect your bomber. As it is right now(and for a while) you either don’t have the chance to even reach the bomber or you don’t have the chance to survive as a bomber cause Gaijin spawns interceptors at 0.5km from you and escort is not in between. I don’t remember CAS to have such an impact in the match as it has after they changed it to the current system. Worse than now only when we spent months with the “sticky bombs” “bug”.
Right now like half of the bombers are unopposed cause you simply can’t intercept them. Before, even if you didn’t intercept them, at least you would always had the chance to do it.
The old system was fair for both sides.
Closest thing that we can get to get rid of the stupidity of air mission RNG is to push for having the same aircraft spawn system as in the naval AB, so please vote for this suggestion here: Use Naval AB aircraft spawning system for ground AB and possibly submit it in the roadmap survey form here: [Development] Collecting Your Ideas for the 2024 Roadmap - News - War Thunder
You have a lot of faith defending the logic of CAS.
If they wanted to reduce effectiveness with the RGN. Why put planes with 10 bombs that take out 4 or 5 enemy tanks … For example.
It completely detracts from the battle.
Now many times, if the game is against the bombs end up ruining the game.
Absolutely right
There was a change in the system? I think it’s still the same as it always was - the “RNG” meaning the game tinkering with odds to have the outcome it wants.
You mean the good player that doesn’t need to destroy the bomber for his tasks. It was always like that, that the odds were in favor of the one that needs to win the air mission less for his tasks.
I’ve talked about it on the old forum, but I had multiple situations where in my client the bomber was already shot down, while two of my squad mates have taken down the interceptors with the cover fighters and told me that I’m clear to bomb, while I was already crashing into the ground, and when I got back to the tank, my plane was flying straight with my squad mates beside it.
Similarly, you could have a bombing run where you want to cover your teammate in a bomber or take down the bomber and keep shooting the target and have literally no hits, or no critical hits despite being 0.5km from the target with something that has 6 or 8 x 50 Cals.
I’ve also had situations where I dropped the bombs precisely while keeping the aiming reticle on the target location, jump out of the plane to get back to the tank that is about to be attacked, to only see the bombs gain horizontal speed the closer they to the ground, so they would miss by one or two streets on a city map.
I’ve also had many situations where I leave my vehicle in a cover behind the hill or rocks or walls, just to get back to it being destroyed out in the open as if I kept moving forward or never got back to cover.
The game can and will tinker around, and both sides loosing is the outcome of air mission is a possibility because the game wants you to spend more time in the game. The best outcomes you get when you’ve finished all your tasks and you’re just chilling and now everything is somehow effective.
With a spawn system where you have your own plane, at least you will be able to have repeatable situation where you can know how your plane behaves and you will be prepared to capture situations where the game obviously tinkers with the odds and outcome.