Last I checked, only helicopters can be grinded by playing tanks. Playing planes requires using a plane. Using a plane in GRB is trolling yourself as it has far lower RP coefficients and the skill bonus is at 9, not 4.
Also flying planes is trolling yourself out of tank RP as well. You cannot grind planes with tanks. You cannot grind tanks with planes.
It is not. SPAA are obtainable by playing tanks. Planes are not obtainable by playing tanks.
And This argument especially
is ridiculous.
Should we introduce the ability to spawn up-BR vehicles in other-lineup game modes because someone got a kill-streak?
Should someone with 8 kills get to fly me-262 vs wildcats in ASB/AAB?
Should someone with 8 kills in a a destroyer at 4.7 highest BR go and spawn a battleship?
Until SBMM and role queue exist, we can only talk player versus player in pub game modes.
Reason I use Dota is because it’s a very well known, kitchen-tier know-about competitive game that’s massively successful and is the definition of a good competitive video game. If you are a gamer, or even just a random person of university age or under 30, you know about either DOTA or LoL (and through LoL, know about Dota).
Also lolwhat?
Explain, because you’re inventing things out of thin air or you grossly misunderstand terminology.
Yup. IMO one or two recon/CAS planes are OK, but once I had a match w/ only two people being tanks. We basically spawn CASed the enemy until they only had 2 tanks left.
As much as I hate CAS, I have to admit I enjoy when I see 6 planes in the sky, which means that all the points are undefended. Sure, bombs are annoying, but not as annoying as losing everything because you decided to hide in the sky instead of playing the game correctly.
Oh lord you’re one of those people still hung up about that vote from years ago.
Flawed logic.
Why fight a losing battle ever if there is no reward for it?
Why fight an uphill battle if the likely outcome leads to no reward?
Why try to reverse a disadvantage when it’s easier to retreat and only fight with an advantage?
Why bother with fighting to the last when the reward for that is nothing? (Gaijin actively encourages players to fight to the last, in case you didn’t know.)
Why do anything that risks losing when the reward for losing is so terrible?
Congrats, you kill competitive games. Not as if people have spent thousands of years figuring out psychology and game theory before you, learning that a punch to the gut for losing is a great incentive to get people to stop playing to begin with; even if the reward for winning is a huge high.
Listen can you actually read what I say? It’s getting pretty annoying to see you misunderstand my VERY clear words. English isn’t my first language and maybe not yours either, but this is getting ridiculous. Read again what I said and then make an actually intelligent comment please.
I am REALLY not going to explain at length again why this is. To dumb it down for you since you evidently did not understand it : Option 1 I died before getting enough spawn points to get in a plane to MORE EFFECTIVELY kill other planes → spaa that is significantly cheaper to spawn and less effective in turn. Option I was useful enough to get enough spawn points to get in a plane that better contests other planes → get in a plane, kill whatever planes there are, and then you get to live and either do cas yourself or go and target enemy planes as a priority. If I need to make this clearer to you please ask as I know you are not experienced in grb.
How is this ridiculous? Something that costs more sp to spawn should be, in turn, more effective? Or does this logic not make sense to you?
No to all of these utterly ridiculous and abusable mechanics.
No, I don’t know about it as I say. This is a war thunder forum, please keep it about war thunder. If you can’t explain your examples in terms of war thunder they very clearly are not relevant. Nor do I know anything about league of legends except that it is a competitive game. SBMM has also ruined the majority of the games it was implemented in. I really do not need to explain this.
You and runa seem to have the same issue where you don’t understand basic English.
Do I need to go through and explain it word for word to you? It’s pretty easy to see, even from the quote you used, that I advocate for LESS rewards for losing, not NONE. Your first point shows me that you didn’t understand even that small quote at all.
competition in game is lower than it was before. Mainly due to there not being a big disparity between losing and winning in terms of rewards. Increasing that disparity could maybe galvanize the terrible playerbase into trying to win more and to improve their skills.
I am curious why neither you nor runa play cas in grb nor are you good at air to air? I have a theory that people start crying at cas because they do not take the trouble of either learning how to fly well (the main issue) or do cas themselves. For someone that has been playing for so long I would have expected a better understanding of the game but it seems that I am to be sorely disappointed.
Never in my life will I ever need to think about ever playing tanks. I can take a rank 1 reserve plane in AAB/ARB/ASB, use it and over time unlock rank VIII top tier aircraft without ever feeling disadvantaged for not having a tank. Maybe in ASB to offset the absurd spawn costs at rank V jets, but a premium solves that as does playing rank 3 games to save up for your rank V grind.
I play tanks.
You say, that playing tanks I should not have the same experience as with aircraft and I must play game modes with planes to play tanks?
Do you not realize the absurdity of this?
If I play planes, I can progress without any friction to top tier using only planes.
If I play tanks, I must be punished for wanting to play tanks and not planes (or even if I want to play planes - not wanting to play planes in game modes/rulesets I don’t enjoy).
My record for “most useful” yak-9k spawn was driving a Kv-1 Zis-5 to C on advance to the rhine at spawn and getting an assist on a panther before dying to CAS. I was so very useful to my team. Game-changing, truly.
And I’m not alone.
Consider:
ULQ is a good player.
But in no universe can you say he was “useful” for his team in his sacrifical M2A4:
Your argument that CAS deserves dominance falls apart at first examination.
Even you agree that one player gaining utter dominance over peers without the ability to return fire with appropriate use of their chosen vehicle is ridiculous and abusable.
Good job.
You grind SPAA with tanks.
You get zero plane RP with tanks.
You cannot get any clearer logic than this.
I can play ARB/AAB/ASB without ever touching any vehicle from the other branches (ground, naval) and have maximum enjoyment without handicap.
ARB/AAB/ASB have issues, but this point cannot be denied.
GRB/GSB should likewise be playable without ever touching naval/air trees. Helicopters I can see as justifiable purely to maintain consistent logic and prevent presenting a surface for you as helicopters CAN be grinded by only playing tanks (although inverse still fails to provide RP for tanks).
First: Competition is better at lower BR (prop tier, rank II, III, IV) than at rank V jets in ASB. Idk about rank VI/VII/VIII as I don’t play those. What might be the cause?
Maybe the fact that at prop tiers, when you die you don’t go into an irrecoverable debt spiral - so you respawn and keep trying and trying and trying until the match ends or you get bored/tired. You can do that in a yak-9k, bf109g14, spitfire and so on. You cannot in a Horten unless you have a premium account or a massive amount of saved up SL.
Here’s your warthunder example. Making it not impossible to play and gain progress even while losing improves competetiveness.
Could also offer a personal sampling, but we play with different control schemes (which makes neither of us superior or inferior, better or worse - just confounding factor for comparison due to lesser experience in the other’s style. We could draw comparisons in both of our chosen styles to account for this. I’m quite keen at new experiences and happy for opportunities to improve my flying even if it’s an unusual context!)
I dislike how awfully tiny the GRB map is for flying planes, making high-speed mid-altitude dogfights effectively non-existent (which are what I prefer - 3-4km altitude band at 450-550 km/h starting speed).
Coinciding with the map design is the match duration - a fun dogfight can easily take 3-5 minutes on its own depending on whether you count from first shot fired, the merge or the preliminary jockeying for energy and position before the merge. Airspawns is also another thing I hate (only heavy bombers unable to take off or have awful climbrates should get airspawn) , alongside vicinity of airfields - I prefer being as far from airfields to not get an oil leak by hitscan flak.
I also dislike how my preferred planes (Corsairs, Mustangs, Bf109s) feel with mouse aim (too much rudder, flop around like a dead fish, constantly try to level wings out).
I also, rather shockingly, want to play with my T-34/KV, tiger/panther, my firefly/comet/centurion (and her variants) not fly planes. If I wanted to fly planes, I’d go to the mode where I fly planes and has neither of my issues (controls, map design, mission design.).
A terrifying concept, I know. Someone deciding to play ground battles after flying around for a week to play with cool tanks and not with planes (which they adore, but not in this context.)
Edit:
SBMM and ruining games.
SBMM is such a crucial aspect of competetive gameplay, that before there was an official AOE2 matchmaker, players created their own tracking system for ELO. Without SBMM, competetive AOE2:DE couldn’t exist.
Without SBMM, competetive Dota2 and LoL couldn’t exist.
And Dota2/LoL, in addition to SBMM, also necessitate a “Role queue” (players tell you what role they fulfill before queueing, with different ELO/MMR for different positions filled. Not honouring the role queue is a reportable and punishable AND enforced offence.) T
This is necessary because teamwork is necessary to win. Without a “Pos 5” (someone who has powerful early game advantage and falls off rapidly into late-game, transitioning into a utility position then), “pos 1” (powerful late game, but pitiful early game and mid-game) cannot be played. Pos 5 would dominate pos 1 if not for pos 2 and 3 whose job is to weaken the enemy pos-5 and maintain presence and create “space” during the mid game. Pos 4 is weird and either helps protect pos 1 like pos 5, but has better mid/late scaling or assists pos 3 in suppressing enemy pos 1. The decision making is only possible because SBMM ensures all 5 positions/team are equal in skill and game knowledge and role queue ensures both teams have all positions filled.
“Pos” is “Position” and refers to priority of “farm” (resources), with pos-1 getting primacy (you should farm even if there’s a fight happening except to clean-up until you “come online”) and pos-5 “you should never farm unless it’d go to waste or to the enemy”. Of course, there’s additional nuance and ways to break position rules at high skill levels.
You suggest increased reward for winning, but don’t understand that gaijin will not freely give that.
As you suggest a “larger disparity between wins and losses”, the maximum possible disparity of which is a negative or net zero reward for losing. Gaijin will not increase reward for winning without decreasing reward elsewhere (for losing) to offset that and maintain their carefully calculated economy and monetization scheme. Therefore, if your goal is to “encourage winning” by maximizing reward for doing so, the reward for losing must also be minimized based on gaijin’s constraints.
I’ll ignore the poorly veiled “skill issue” reply as it has no value in the discussion.
“Maybe galvanize the… playerbase to… improve their skills.”
Rewarding individual skill over team performance is the more efficient and effective way to encourage people to get better. You conflate winning with skill when that is currently not true. Winning in this team game is done by teamwork. Four coordinated mid skill players have a significantly higher, more consistent influence on match outcomes than one high skill player. Yes, even if nuke instant wins are in the equation.
The ability to coordinate with others is a different skill than knowledge of the game and included mechanics.