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Because the word “realistic” has nothing to do with realism and Ground RB and Air RB have different approaches to fill the gap between Arcade and Simulator.
So whilst Ground AB and Air RB works similar the focus of Ground RB is shifted to the real challenge (= spotting the enemy first) whilst the focus of Air RB is centered around more realistic flight performance, friendly fire, absolute and relative positioning vs enemy aircraft and aiming of weapons with limited ammo.
So it seems logical that the SPAA player (without radar) has to no markers of enemy aircraft - whilst the pilot in Air RB has a marker but the challenge to get in the right position for killing enemy aircraft whilst preventing the enemy from doing the same.
Whilst interceptor spawns are mainly a balancing aspect (i do agree that a real interceptor would not need an air spawn) the purpose of the forward air spawn for strike aircraft is to allow them to score a few points before low skill fighter players have the chance to drop on them.
I do agree that certain maps like Frontline Mozdok & Korsun are a pain in slow climbing aircraft. You have to reverse climb (=behind you own and away from the enemy airfield) in order to join the fight later with sufficient altitude.
Btw: These maps are not really small - the issue is that both maps are very old and the airfields / ground targets are packed too close to each other.
Whilst i agree that the spawn altitude especially for strategic bombers (standard 4.500 meters on most maps) looks at least 1.000 meters too low your request for realism is not working as the game allows way too high cruising & top speeds for bombers - which they could not use irl as their fuel wouldn’t have lasted to make it back to base.
Regarding “refill”: Your job is to bomb a target with maximum efficiency (=optimal loadout) - RB requires limited ammo. Refill = Arcade.
This is a result of the very low skill ceiling (imho even lower than for mouse aimers in Air RB) to use an aircraft in Ground RB in order to get player kills - most of the players are dedicated tankers and use aircraft for more or less free kills vs mostly helpless ground targets.
Killing tunnel-visioned tankers looking for revenge bombing the guy which killed them in their tank 10 seconds ago is no challenge.
while I do know there is differences between their approach, I do believe the one chosen by ground RB is the better way (minus the removal of friendly fire, having friendly fire in ground rb would be better). you have no way of surprising a player except if as you said he has tunnel vision. you pretty much light up everything in a 6km straight line in front of ya and 2km around. the maps are small enough so that you know where the enemy plane is (or should be) so you could hunt down the last remaining enemy.
I do believe spawning on the airfield would still be viable as the fighters could provide cover (while currently, they are getting obliterated by the enemy fighters as the allied ones are 5km behind at best)
I think there is a quiproquo, I’m not asking to have the 1-3 min timer for a bomb refill, i’m asking for an “exit point” the same way that existed in the april fool event this year. provide an exit point, and allow respawn at that point (at a lower altitude still, but not at ground 0, since it pretty much prevents any second run for any bomber)
while true, there are indeed tunnel vision players, even when you have players that engage in fighter to fighter combat, I find the flight model to be more enjoyable, you rarely have a one sided fight as you can have in air RB
Hey, there are already threads on the topic of air rb. Please make constructive comments in threads already created instead of creating a new one for the purpose of ranting.