A new way to balance higher performance CAS and tanks: Increased respawn intervals

Do you mean like in the Titan Rise event?

The way that score system was implemented, it was still super easy to spawn in mechs.

Yes

This because i said

Is A simple system who i think can work perfectly for regulate veichle usage withaut need add time limitation

(Plane already have it still…)

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I just think that any form of restriction is unnecessary.

  • because nobody except a minority wished for plane nerfs, or other vehicles nerf. Which means things are fine atm.

  • Because a new ultra restrictive mm system is already underway anyway! Every vehicle will have it’s mirror opponent, there won’t be any variation whatsoever and as such… restricting those even more is not needed: they will not be overpowered anymore because of war thunder BR.

In short. The nerf devs wanted to implement and thankfully put on ice, is not needed at all, nor is any restriction whatsoever. Vehicles are in a good place atm.

2 Likes

Let’s say I’m spawning in planes.

P-47
P-51 (The one with 500lb bombs)
A-20G

If it’s tied to a scoring system, these planes merely need to kill a sufficient number of infantry before the player can spawn the next vehicle. This means that unless and only if they are shot down before they can achieve the requisite score, they can perpetually continue to spawn these planes, which is something relatively easy to do.

This is why I proposed both a time limit and an increase to the number of other squads needed to be spawned before reusing the same vehicle.

But 3 plane squad cycle is not common outiside high intensity match, this mean with the future BR only high level BR Matches have this kind of problem, same with tank

I would say let them do this and add some limitation for reduce the veichle usage, in the end is not important in how is done but it need be fair for everyone

So… Basically this thread.

If they want to spawn constantly, they can just respawn in “weaker” vehicles.

O let them can spam their strong veichle all the time they want in their BR Matches if they have sufficient score point, you know limit playerbase spam is a issue, expecially people who spend a lot of money dont like a system like your who force them use something else than what they like, it never see the ligth

Is a playerbase problem nothing else, for the stone im not aganaist your idea, im only offering an alternative way who dont make people to much pissed

And based on what?
EqUiPmEnT.

Well. So I guess T-34 M1941 and Tiger II are on par because similiar grind level and star level.

Yeah and wont work because people will simply start to skip-die with some bailout squads to get their vehicles again or use premiums with similiar tanks (which people partly already do).
Timer is stupid because most matches barely reach 20 mines, sometimes not even past 10min mark and people wont feel the urgency to waste their lifetime to get something they may can only use one or at best twice a match if they are lucky.

While I like your thinking, what to you determines “high performing”?
The M8 Scott for example is a low tier tank, and against other tanks gets obliterated. However, being an artillery type tank, decimates infantry.

A lot of it comes down to how its used. I’ve seen Stuarts FL on Pacific that sit at the top of a hill and barely get any kills, because they are trying to use it for something it was not intended for. Bringing the “performance” down.

Planes need to be restricted. And this is coming from someone who loves flying. They should be powerful, but also high risk high reward type vehicle. We shouldn’t have the ability to crash a plane then spawn another within 10seconds. That’s just crazy spamming if multiple people on one team have that ability.

3 Likes

A bit.

I’d prefer those “deployment points” to not be connected to score as it is a positive feedback causes a snowball effect. It may end up in good players slaughtering noobs, gaining points and spending them on better gear to stomp noobs even harder.

So I’d prefer those points to be an independent currency that everybody gains passively over time.
This way even noobs can have fun with “OP” gear if they save enough.

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Hence the timer.

10 minutes is subject to change.

Not to mention. Why would you bring up match times, when in cases where the match is short, it’s often a stomp for one team, so cycling isn’t even a problem in the first first?

While you make a great point that certain tanks are better for killing infantry than other tanks, but not the other way around, I wouldn’t know what would be considered high-performance. The point of bringing it up is to have another metric to judge tanks by.

In that regard, performance won’t be strictly limited to armor and weapon caliber. Same goes for weapon payloads for CAS.

Influential but rare. I share the same sentiment.

If it’s going to be a time-restricted currency, why would the system I proposed be not ideal?

Assuming, say, I modify my proposal a bit, and remove the cycling requirement in favor of just turning it into a timer between spawns.

Hi,
You mean like the titan event right?
Some points needed for light tanks, more points needed for heavy tanks?

2 Likes

And timer wont work anyway.

You did it in the first place with your idea so what do you want from me now?

Your idea wont make it stop either so why bother to ruin fun for the bot farmers if at the end, bots are still the farmed ones anyway?
Its not like a few Sherman less will bring back all those Axis Tunisia players back.

Basically. Though not a point system, but a timer that dictates how frequently they can spawn.

Not necessarily tied to “light” or “heavy” tanks but by performance. What metrics should be considered is a point of discussion.

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The spawn score system can actually act as a timer, increasing the score by time, which prevents the player from being unable to deploy any equipment.

Powerful equipment that costs more points may take longer to wait.

Common equipment such as a team of bolt-action riflemen cost less points.

It depends on the details of the design.

The purpose of sspawn score does not need to prohibit players from deploying things like what they doesWar Thunder, but it can be used as a balancing tool for affecting frequency of different things in the game.

https://forum.enlisted.net/t/flexible-examples-show-why-it-works-spawn-score-mechanic-for-custom-games-or-mod-missions


In any case, it is much better to nerfing or powerup weapons in games, and it is easy to control.

Nerfing weapons is also ultimately a crappy way to try to restrict players to use useful weapons, it’s essentially a restriction and takes away the fun from the player.

After all, if there are no restrictions, players will easily abuse all the best things. I can accept unrestrictions mode as a default game mode. But that shouldn’t be all of this game.

2 Likes

I dont think I like a lockout timer, But I could see it following the 3 squad rotation lockout.

Gives a window for someone else to have a go, and if you just suicide squad cycle to get it back you throw precious tickets. (And someone still has a window to grab it before you can)

Personally, I think the planes need to require more squads cycled through before they are allowed to get them back again. The exception to this is if you manage to land your plane successfully, as it is now, then you can get it back quicker. Rewarding those that actually take the time to use planes properly and reducing spam.

In addition, those found to be rapidly cycling squads (especially self-killing) just to get the vehicles back need to sustain penalties such as being suspended from vehicle use for a few games.

I agree in regards to direct score. How about to anti-vehicle score instead? Points to use toward vehicles (past the initial free spawn that all players are allotted), earned from damage and destruction of enemy vehicles, as well as repairing friendly ones?

This would help to encourage things like higher usage of AT soldiers and squads, Field guns, AAs, AT mines, etc. As a means to get more vehicles for your team, while still reducing the spam of vehicles overall.

Could just limit suicide to 4 uses every 4 mins or some such. Refreshes after 4 mins.

Shouldnt be suiciding that frequently

Yet I see players do it frequently. Either by using the button or just grenade/ burning themselves. Almost every time its to get back into one of three squads:
Tank, Plane, or Flamethrower