Addressing the CAS Spam problem

Being player specific doesnt stop 20 inviduals spam the planes, even 1 of them would have cooldown.

If 2 players suicide, they don’t have that plane anymore so it is not 10 but 8. Then you shoot 3 down, then its 5 not 8. You get my point. And if planes had to Return to base to rearm, with cooldown for them to be used again, there you have it, no more spam.

I would spend more time in Fighter if I knew that my efforts really hurt the enemy and not that he will respawn and suicide bomb again and again.

Introduce repair costs and I am away.
This game is so refreshing without the fear of dying.

Never ever a game with repair costs for me again.

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that make us 2 of us.

repair costs are simply stupid and limits the gameplay more than what it offers, hated it on hng.

never again.

That’s exactly what happened with artillery and mortars though. We went from a feasible utility to a useless squad in under a month.

Yeah, some points made during this discussion made me reconsider, maybe increasing spawn cooldown is a better option (needs testing, though). But this is why we have the discussion section afterall.

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Ignoring the suicide pilots, planes in general add absolutely nothing to the game. They’re plain and simple anti-fun cancer.

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Tbh if vehicle whores ala Battlefield Refugees want to leave after their crutch is taken away then good riddance
:wave:
The outright spam of planes needs to be addressed 100%

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I never say I agree with suicide bombers. I hate them too. I was speaking of another things

CAS is so boringly overpowered I get bored doing it honestly.

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Yyes it is a good idea.
I also think, that the most important changes for reduce CAS performance :

  • As commented before, reduce HP in aircrafts (I hitted more than once a plane with an anti tank cannon and plane rockets, and see them fly away like nothing happen).
  • make take cover be useful (i think that they are developing this at the moment).
  • Following your idea of having random AA shell explosions… Maybe we can have a skill for the Radioman that allow to have AA support in a zone for some time (like artillery shots) so we prevent planes to reach important zones, and we make the radio squad more useful at the same time.
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You might like killing 25 people, but if your way of doing this leaves them no reasonable way of retaliating, it is bad gameplay, and you didn’t earn it… So what’s there really to feel good about? “Suicide your squad, ignore your objectives & team, and spawn more planes” is not reasonable gameplay.

People are mad at you, because you seem to be the type of player, who suicides every infantry squad & cruise controls planes to team defeat and #1 score. Your suggestions seem to indicate you want to do whatever you want, and other people should be forced to conform. You know why you can’t spawn two planes in a row without suiciding? It’s because you’re not supposed to be a sky-camper.

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how about moving the restock farther away, like adding a 9 km flight between the two

This is what I have been saying since the beginning in several different posts on the forum,

but I would go even further as an idea:

  1. players can have hunter and a fighter, but if their planes are destroyed they can’t take them back.

  2. Kamikazes should have a very severe penalty to really punish this kind of behaviour.

  3. Remove the bombs on the hunters so they can actually play their role with a double or triple score if they shot down a plane. If a hunter focuses on killing only bots, he will not receive any score points.

  4. AA guns should have an improvement on the speed of rotation and elevation in order to counter aircraft.
    If the AA gun kills a plane its score is doubled, but if an AA only focuses on bots, its score is halved.
    Also valid with the anti tank, if the sapper destroys a tank with his score is doubled, if he uses it to kill bots his score is divided by two.

  5. Tanks too, if the player’s tank is destroyed he won’t be able to take it back, we see more and more players once they lose their tanks doing massive suicides to get their tank back.

  6. Mortars:
    Mortars should only be able to use that their own ammo boxes if they have sappers in their squad, as unfortunately I see some taking advantage of other boxes that are made for the rest of the team and thus preventing the infantry from refueling.

and this is a bit of a fantasy, but after 5 minutes the mortar player should be marked by the game for all to see, it’s not right that it’s really the only squad in the game that can’t be dislodged, or reduce the range of the mortars so they take a bit of risk like everyone else.

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the rotation is pretty realistic as is though

While this is a decent proposal they need to make bombers ACTUALLY involved in the game IMO. WTF is with the AA being better for infantry? The only reason controls are so bad is so perks can buff them.
MAKE AA USEFUL AGAINST PLANES, MAKE THE POINTS WORTH IT!

Planes currently play their own game, outside the field of play for 90% of the game. Why make them run away to reload? Why allow suicide bombing? If they suicide give them a harsh score penalty, or spawn delay.

realism doesnt matter here, this is an arcade game. ‘Spawn points’ arent realistic either.

it was quite literally says it in the advisements about the game and on the banner, and the info?

It’s not that easy to tell whether it was a suicide or a crash due to damage. People will rage if they get suicide penalty: “I did not suicide! My plane was damaged and I couldn’t exit the dive in time!”.
This is why in my original post I avoided using this mechanic.
It seems our only viable option is an increased vehicle spawn cooldown.

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Realism =/= simulator