I only voted yes because 50kg bombs are horrible on br V. If we had 100kg on high br it would be a bit more of a improvment. We also should revisit separating smoke from other strikes, and lowering the amount of time between the bomber strikes.
To save others from a wall of text here’s the information in the below drop downs.
Bomber strike rework
How I would solve this is have the planes arrive sooner after hearing the air raid sirens, still have the same cool downs, still have the same time for the initial arrival of the planes.
My idea is shave off 2-5 seconds between the siren and the bombs going off. This would also put more pressure on high level poilets to prioritize bombers more instead of spamming the ground with rockets and bombs to frequently, making them the air support that’s not just bombing the objective the entire match.
You would still have time to find cover after the bombers enter the objective area.
With this every deployed bomber would have a tail gunner that targets the enemy when they get to close as they do for each faction and more durable planes in BR V.
Smoke strike rework
- Remove this from the cool down of the ammo box
*Introduce a new cooldown that allows a strike from smoke at the same time as a regular strike.
- Radio ops would be restricted to 1 strike of any type on a cooldown of 15 seconds.
The above mentioned 15 second cooldown would stop players from using regular/rocket/bomber strikes in combination with smoke almost immediately after or before.
The original timers would still be in effect and would just check for smoke strikes during that time a strike was requested and vice versa.
Examples in practice:
Regular strike, 8 second pause, smoke strike called - smoke strike failed to request, regular artillery strike continues to count down.
Regular strike, 17 second pause, smoke strike called - smoke strike called successfully
Smoke strikes would become bigger the higher the BR your in. Looking at it in a distance going in a straight line we can see this is how different of a change per BR.
For example numbers:
BR I - 25/30m
BR II - 45/50m
BR III - 65/70m
BR IV - 80/85m
BR V - 100m
This takes in to consideration the length of a smoke trail in a straight line over a set distance.
Artillery, rockets and ammo boxes remain the same.
Radio op II------------
This shouldn’t be event specific, that’s plain and simple. We have had a issue with P2W/Limited run event squads locking off specific squad mechanics behind a gross overvalued high cost or 1 off limited time events. This creates time gating and player fatigue when they see these used often enough against them and can’t obtain them due to time or financial constraints. This goes for all fomo mechanics that are used with squads, some are exempt because of reruns are often enough for squads that can make all basic engineering buildables and things like AA/AT.
To carry this on, this can also go well with a rework and update on AA guns which can be visited in various other topics (I also have my own). All numbers are subject to what would be the most balanced to implement these changes to Radio OPs .