oops, are tanks fascinating when they drive up to a minute and a half to a position, getting stuck in the landscape?
Now planes are kamikaze missiles, and the low time from respawn helps that.
possible, but the flight time from the place of appearance must be at least 40 seconds, otherwise it is impossible to shoot down the plane in principle, and it does not matter.
Now it is much more profitable to appear, drop missiles in 15 seconds and crash.
depending on the map tanks can be very fast in position (on some it can even start to shoot from the start). and even when you need some time to get in position at start, advantage is that you stay in that position and can continue to get kills. so with tanks you see actions all the time when you are in position and with planes you see bombing targets once every minute.
also getting stuck is separate issue cause tanks movement needs to be based on tracks and not on wheels.
why would you even need to shoot down plane when it hasnt even dropped one load. if you kamikaze, there is already penalty so you cant spawn for 20-25 seconds afterwards. also planes need 20-30 seconds to get to objective from spawn (on some maps spawn is farther away than rearm point).
also many times i was shot down on first approach cause enemy plane finished bombing run and spotted me approaching (gotta love ju188 for that). having counter in air and shooting at you before you can even drop the bombs is really fun… specially cause you spend around minute doing nothing (approach+penalty spawn timer) without chance of dropping bombs.
it is not. At least in Normandy, the plane’s arrival time is less than 25 seconds. This is not normal, because it is impossible to hide or take action.
I’m already tired of explaining to people that it’s not normal for a person to do huge damage to the map after 15 seconds from appearing.
Avoiding the suicide penalty is easy, but I won’t tell you how. And even that measly +10 seconds doesn’t stop anyone from spamming p47 in every game
just went to check the times for normandy (d-day). around 18 seconds from spawn to target, and around 1 minute and 15 seconds till second bombing (so to rearm point and back to target). also weather was foggy and couldnt see shit. team hardly marked any tanks and i couldnt see tracer and when i spotted enemy tanks i was already on approach and couldnt adjust targets.
i dont see problem in plane arriving that fast at first spawn considering far rearm points. and it is normal for planes to do big damage, that is how air force works… considering all they even do too little damage considering buildings stay undamaged and all people inside buildings stay safe. also you complain about big damage, but that is so situational. i consider myself above average pilot and still most of my bombing runs net me around 4-10 kills per run in ju188. if enemy is aggressive and they actually try to take point i may get 10+ or even 20+ kills in one lucky run if they arent in the building. but that is rare.
also i know you can eject to avoid suicide penalty, but that still wastes time. it takes around 5 seconds to land and then it puts you in default spawn where you need to run back to battle.
What difference does it make how far to rearm if players kill themselves after the first hit?
It’s too profitable. It’s easier to move the respawn by 40-45 seconds, so that you can not instantly clear the point of suicide attack (personally, I often won and lost this way), but put the recharge somewhat closer (again, on certain maps), I definitely remember that on the station map recharge point is slightly further than 1km from the battlefield, which is absurdly close.
Now the scourge is p47 - it has 10 missiles and a bomb. This is enough to destroy all life on the point, after which your team quietly captures it, or 100% destroy the enemy tank. You know, it’s not very nice when for some reason an enemy plane kills you 1 minute after appearing. Hitting huge German tanks is not hard, and even 1 missile 100% takes out the tank.
If there is a p38 or p47 in the sky, you will not play the tank. Will you shoot it down? By the time you get off the fighter and get on the tank, the player will have already rotated again and will take the Thunderbolt again. This is clearly not the norm.
I like to fly in this game, and I agree that planes start too close to the battle and going too fast.
It’s very easy for an unexperienced pilot to crash on their first dive, and it incentivises suicide bombing since it takes no time and even a 30 second penalty is faster than flying to the reload point and back.
To be fair, a ww2 aircraft would probably have a cruising speed of about 200 km/h, and the altitude would have been dependent on what the aircraft’s intended mission, which in this game is either CAS or intercepting CAS aircraft, both demanding the aircraft remain mostly close to the ground with the exception of dive bombers like Stukas and the SBD. However, from a gameplay perspective, moving the respawn and rearm points back would just further incentivize kamikaze attacks, and adjusting the the spawn in speed just not going to happen, as most of the spawn in speeds are close to the real aircraft’s cruising speed taken from War Thunder, which the devs probably won’t bother to tweak because there is no point.
you are fundamentally wrong. If the kamikaze will fly 50 seconds from the revival point, and it will take 25-30 seconds one way to recharge, it will have no desire to crash, because it will be better to make a second run.
Now 15 seconds from the respawn, 40 to the replenishment point (on most maps).
I think people are absolutely stupid to defend kamikaze and think that 15 seconds is an adequate approach time.
You mentioned nothing about moving the rearmament point, only moving the respawn point back. Still, that does little to discourage tactical uses of kamikaze against a single tank which is what you seem to be griping about, as most people who want to kill a tank with kamikaze don’t need to take that calculation in mind, as they have already done a calculation which states that killing your tank is worth the wasted time and squad, and the extra 30 second you impose will probably not change that. I am not defending kamikaze, but the system for spawning aircraft we have right now is not as bad as you are making it out.
most f2p players have tanks as their primary vehicles. because f2p players are restricted to only have one vehicle slot, while premium player are given the luxury of having 2 vehicle slot meaning they can always pick vehicles that could counter said vehicles
Heres an example:
you spawn as a tank stacking bodies > enemy team spawned as planes that could kill your tank > you change into a fighter plane to counter the plane > repeat
aa gun are pretty much useless against planes but not infantrys. But why ? its called “AA” gun, it stands for anti air guns.
Because you’re already dead the moment you spot a plane fly towards you
Well, first of all.
I proposed to make the flight time from the respawn equal to 45 seconds with the notification "enemy aircraft appeared.
Engineers will be able to start building an anti-aircraft gun, and someone will be able to take a fighter (leave the respawn closer to them)
In 45 seconds a tank will try to change position if it is not stupid.
That’s the best I can suggest. If you have any ideas on how to stop this, suggest it.
I would reduce the accuracy of all missiles and lower the damage on tanks, so that on a bad hit missiles like m8, which only have a couple of kg of explosives
The extended flight time from the respawn and the notification of the appearance of the plane should give engineers a chance to prepare.
You correctly described the sequence of equipment changes for “rock-paper-scissors”. But that’s dumb and not interesting. I’ll end up playing a stupid imposed carousel instead of playing it the way I want to play it.
Well someone can just mark the tank, and then the kamikaze will continue uninterrupted. I honestly don’t know how you stop kamikaze especially against tanks, because it will always be worth sacrificing a plane to take out an enemy tank in a annoying position.
I’ve often gotten rockets in the first minute of a trip for the last month, so I don’t think anyone is tagging me.
I think an approach time of 50 seconds and a refill in the 30-40 range gave more sense to not kill the plane.
The presence of more threats aircraft (miniturrets or the ability to take anti-aircraft like Wirbelwind at the Axis instead\in addition to the tank)
Warning of the appearance of the plane, so that the tank could try to seek cover.
Reducing the accuracy of missiles and their damage (applies to m8 and hvar, they fly very accurately)
HVAR has similar levels of dispersion to the WFRs on the 110, and the M8s really arn’t affected by dispersion because they are so light, and I don’t know what the devs can do about that. Also, you appear to really underestimate how often tanks get marked, I know for a fact that I have many times gone for a marked tank only to get the shield icon pop up on screen, noting that the tank literally just spawned in as it was marked.
Pardon me, I read it as “the same splintering”.
I disagree. The Hvar is missiles, like the WT fly into the center of the screen, not parallel to each other, which allows you to aim 2 missiles.
And in general the hvar flies faster and more accurately than the German missiles.
Well the fact that the hvar is 2.5 times more (10 vs. 4) than the German rockets you literally shoot at will and hit.
Thats not dispersion, that’s drop. the WFR has the same level of dispersion, but has more drop due to the weight so you need to adjust for it. in terms of precision, they are about the same. Sure, there may be 2.5 times more HVARs, but as you said the WFRs have 3 time the explosives, so the payloads are about equal when you add the 500lb bomb.