I’m not ranting & raving about anything right now, FYI. Just a simple fact that both Gaijin and also Wargaming are Russian companies that portray Russia in an exceptionally positive light to not run afoul of the law, arguably overcorrecting while doing so.
Where a company bases itself for tax purposes =/= where its management and workforce are actually located. Gaijin Entertainment began in Russia, later moving to Belarus and now Hungary for tax evasion, the upper management is still Russian, they speak Russian in all their interview Q&As, etc.
Is there some national bias there? Probably yes. I bet the same thing would happen if War Thunder was owned by an American company with American vehicles getting excessive favoritism.
My point is that nationalistic bias is not the only likely cause, but rather a mix of things.
Gaijin is Hungarian, but yes, founded in Russia. Wargaming is Belarussian, but they separated and NOW wargaming is pro-ukrainian. So they’re as I said not connected to Russia. And how do you think Russia can influence to Hungarian company? If I make a game in a middle of nowhere where T-14 Armata is a bit worse than Abrams X, Putin will get me and ban my game? Seriously?
It’s more that they do not know what Putin’s aging irrationality could cause. Thus they overcorrect in trying to avoid that question.
Neither is fully separated from Russia so long as they still do business there, either. Only if they do not serve customers in Russia, have no management with ties to Russia, and have no workforce in Russia can they truly claim they are “completely independent from Russia” in my viewpoint.
Even the Me-163 has little fuel available, but it’s at BR 8.0. It makes no sense to keep the BI at 6.7. It needs to go up in BR. It’s absurd that it remains at BR 6,7.
Man, I literally explained the problem that has been going on for years. If anyone here is annoyed because I pointed out this problem, it’s you. At least I was much more civil than you and didn’t call you a monkey.
Turn fighting is the easiest and most reliably way to beat another plane. Which is why most people default to it. Don’t pretend being a great turn fighter doesn’t give you a big advantage. And that dodging a fly by from a BnZ fighter isn’t relatively easy if you see them coming.
Oh, and allows you to often turn, reverse, and get a barrage off at them in turn.
What’s absurd is the difference between the two, where we differ is how to close said gap.
I was not calling you specifically that - I was referring to the general line of thought by seemingly the large fraction of the community over anything deemed “OP.” You aren’t, but that mode of thinking, which anyone, myself included, can fall into when sufficiently angry, is.
The gap between the two is indeed large. However, you should also remember that during that time, RealShatter occurred, and as a part of that, all gun ballistics on aircraft weapons were reduced, making the already bad MK108 velocity even worse, and generally making German MG151/20 considerably worse compared to all other jet guns as well.
Therefore, I instead propose to lower all the Komets (Shisui included), and leave the BI-2 where it is, unless the BI-2’s fuel supply is increased.
And in a mode like Ground RB with no idiotmode red markers, it’s also not possible to use Target Tracking Cam, lock-on to the enemy marker, and then faceroll on your keyboard in perfect sync with enemy movements to deny them a killshot when they’re behind you. At best you can randomly wobble around, which is far easier to find a mistake in and take apart.
So a faster plane coming up suddenly on a Yak-9 that’s turnfighting (be it a K or UT) will without a doubt die and die quickly if the faster plane has even a few brain cells.
At low throttle settings the BI has enough endurance to get multiple kills and is basically identical to a standard min fuel prop with normal fuel loads. You don’t need to fly with 100% throttle in that plane unless you really screwed up and need the full acceleration to get out of a bad engagement. 30% throttle is still enough to climb, accelerate and dive with.
I am aware of this, but even with snail’s magic making rocket engines have physically impossible efficiencies, it’s still not exactly a lot when you factor in finding enemies and actually fighting them. I spaded the Ki-200 recently, which gets all of 4min tops, and even though it can cruise at similarly low throttle numbers fine, you’re still going to run dry far faster than most of your opponents.
I still think the Komets need to be lowered instead of the BI-2 going up.
Wow, almost like that’s applicable to every plane in ground RB.
Oh and I almost forgot that the Yak-9T and Yak-K have literally the same performance as the Yak-9B at 3.0, but worse because they are heavier.
The only reason they ever ended up at 4.0 is because ShVAKs had really pathetic firepower, while the 37/45mm dealt like 4 times the damage, which isn’t the case anymore.
So they are already completely outperformed at 4.0.
Indeed, and it’s why Air RB badly needs to see the idiotmode red markers removed.
I knew they were bad but that bad? Damn…
I do think making ShVAKs good is generally a good thing, but now the bigger guns are mostly irrelevant. Out of curiosity, was an APHE round developed for the 37mm as well or just the 45mm?
And I wonder if we’ll ever see the Yak-9K (57) with an even larger gun, just to make the special snowflakes cry more about CAS. Maybe the best time to add that would be after (re)buffing SPAAGs, lowering CAP costs, and forcibly giving everyone Naval-style default planes specifically so they can’t whine with any actual substance after a plane like that is added.
That explains why outside of this thread most people don’t mention much about the plane in actual matches, despite it being quite common to see.
And how many times can I say that the current Naval setup inspired what I propose?
Effective SPAAGs that are as easy to swat down CAS with as CAS is to bomb or rocket tanks do not require AI-controlled guidance. They require rounds which function well against aircraft, and enough guidance by the game to teach average players both where and when to shoot, which even Arcade currently does not.
We have already seen several recent instances proving AI-guided weapons are not needed to remove anti-CAS whining.
The Coelian APHE buff caused a whole bunch to get used by generally skilled people, and because the Coelian could not just barely defend itself, but go on the offense melting most tank sides it ran into, now it was actually in position near the front line to swat down CAS trying to harass that front line. If non-radar SPAAGs received a short-range lead marker like I have proposed, they would become vastly more effective. Likewise if they also saw the inclusion of their currently-missing anti-tank rounds, and global rebuffs to all APCR and APDS were seen that the game badly needs in general.
Similarly, while I do not play top tiers, I saw the storm of forum threads and YouTube videos about how adding the current top tier SAMs really did help solve much of the problems with CAS, which plainly shows that most people will get off their asses and use the available counters if they work well.
And then most recently, the addition of default SPAAGs to every user’s lineup also helped reduce anti-CAS complaining, which proves that I was in fact correct here also.
Naval’s combination of AAA that works given to everybody and default planes given to everybody will shut down all the nonsensical complaining about CAS. Then with the useless white noise taken out of the picture, all of the actual structural problems will be laid bare to see for everyone.
Honest question here about cannon CAS in general from someone who isn’t biased against anything that flies: would all other cannon CAS be problematic if they had the level of shooting accuracy that the NS-45 currently has?
My guess is no, given most of the platforms are bricks that any fighter with more than one brain cell screaming “headon, and give me ramming speed!”
Works because You don’t have to switch vehicles in order to deal with the air, that is the biggest difference You are ignoring.
As long as people have to die in order to spawn into SPAA/Air, that “fix” won’t work for people wanting to just play tanks, so the issue will still remain.
Talking about naval system ignoring that naval units have AI AA and don’t have to switch vehicles is just misleading.
Oh well, people can’t go brain-off and see CAS kills get racked up, boo hoo. I remember a couple years ago just screwing around in my German T31 premium DD, and even though that thing has only 2-3 20mm AAA mountings, I got five plane kills without attempting to manually shoot them down, in addition to 10 ship kills. I really do not think that level of batshit-insane “effectiveness” is necessary to solve CAS’s problems in War Thunder.
People wanting to play just tanks should not have joined War Thunder, or if they did, they should have known full well that their “preferences” would work against them.
And FYI, given that the Air RB mode is such stale dogshit, I would not mind retiring that and expanding EC into a Combined Arms longform battle mode. Which would remove the “but Air RB exists” part diehard tankies love to refer to. Anytime someone brings that up shows me they really don’t know what they’re talking about.
It inspired my proposed changes, plain and simple. And based on recent events when existing SPAAGs got buffs or when new ones got added, lo and behold, AI-guided AAA that people can brain-off kill enemy CAS with is not actually necessary. On a 16-person team, if the intended counters work well, then at least a couple people will go use them at any given time.