disclaimer: I am a good pilot, and usually fly air cover in fighters, usually managing to stay airborne for an entire match. I am also a decent CAS pilot
Playing over the weekend, I found myself getting really frustrated at the ease with which pilots on both sides can rack up insane scores and kills by simply dropping the payloads of tac-nukes that many have unlocked.
Control Point in a standoff? Drop a nuke right on it and all enemies are cleared of point for an easy capture.
We need some way to make bombs more high-risk for their high-reward state. Right now the blast radius of some of these bombs take whole squads out from 100m away (the average distance of spawnpoints from a cap in invasion). Itās shitty gameplay.
My suggestion is to make all bombs friendly-fire enabled. Make pilots make double sure that their target is cleared of freindlies before dropping their nukes.
the communication between pilot and foot soldier is too minimum let alone communication they even barelt mark stuffs and if someone does communicating i doubt foot soldier would follow them vice versa, heck even some player cant even understand english
itās not IRL where soldier would run for their live if bomb is coming,
friendly fire is already bad enough in lone fighter just dont bring that thing on squad mode
Had the same idea.
If you get closer to your destination, your team m8s are shown and a pilot can decide on those information if it is a good idea to drop or stop.
You donāt need communication, as _GER_Mupf said under 1000m distance all friendlies are shown. If you still choose to drop your load with a bunch of allies underneath you get your just desserts
Griefers / Clowns who donāt know what theyāre doing
It would also make already-difficult points even harder to capture.
Assuming griefers/incompetents get automatically kicked in an invasion map after they bomb the team, what happens next? Pull someone from matchmaking into another match mid-game to meet the 10-player quota for both teams?
Understrength teams and people joining mid-match. Itāll be a negativity spiral of people quitting, all because of a single clown who gets kicked.
With the bomb loads of late-campaign vehicles, thatās asking for an auto-kick.
What will be achieved from turning FF on?
āMaybeā less CAS spam
Points overall harder to capture and defend
CAS now focused on bombing enemy spawns instead of the point. Fun for the whole family.
Too much trouble. Messes with the gameās pace and complicates things too much, with hardly any real merit.
if bomb friendly fire exist then foot soldier friendly fire will too and to preventing friendly fire pilot would just aim for enemy spawn since it is the safest way and sometimes thereās always friendly in middle of bunch of enemy turning the game into spawn killing fest
For starters lower 250kg/500lb bomb radius that is 100% deadly for infantry for gameplay purposes (no more instant kills only because someone decided to bomb hill somewhere above). Also no bomb bigger than these should be released in future.
To get rid of kamikazes, just introduce the ābugā that simply did not credited dead pilots for their kills.
Have you played Lone Fighters, much? The net result of having friendly fire for bombers is in that mode is that people rarely bring bombers ā or any aircraft at all, because nobody wants to get kicked. CAS spam quickly became a self-solving problem.
Just turn on friendly fire for everything, and let the griefers get kicked.
Iād opt for friendly fire, but the concerns about griefing and mass teamkilling are understandable.
In this sense, I second the idea of āgroundingā a player who exceeds X number of TK for that match. But in that case, Iād say 5 TK is more than enough to identify a careless bomber. In squads, allied infantry is clearly displayed by markers, mistakes happen but thereās no āI didnāt know they were thereā excuse.
About spawn bombing, thereās nothing preventing planes from doing that right now.
I support buffing AAA. Flak emplacements could use more ammo, slightly faster traverse and longer distance for targeting marker. I also support the addition of AA vehicles, as long as they are balanced by being strong vs infantry and planes but almost helpless against tanks.
If the objective of this idea is to mitigate the effects of CAS directly on the point, then weāre better off with ideas that would control the presence of air so that CAS cycling isnāt an issue.
AA definitely needs a buff, traverse is waaaaay to slow for it to be in any way effective. That 99% of AA builds are to lock down a cap/road/door(ffs!)/avenue of approach against infantry speaks volumes . . . .! (and yes, i know they were used this way historically on occasion but weāre talking specifically about planes/anti air here!)
Almost feels like its set up with slow traverse & reloads currently to balance its anti-infantry use instead of encourage anti-air.
I like the idea of a āgroundingā or loss of pilot licence, would need to be for X number of games or X days though to stop people just swapping out to another plane squad for next match and cycling round and round ths way.
Leaving FF off and reducing bomb radius would also work, CAS can have its place but currently its OP for the purchaseable super bombers.
Also - what about the role of fighters??
Appreciate all the chat about P51 and 109 bombloads but your actual job in these boys is to be shooting down enemy bombers and covering the tails of your own bombers. Get a bomb run in if the sky is clear but if not, dump them to improve your maneouverability and focus on shooting stuff down!