Why is CAS getting nerfed?
Posted: 2017-07-07 18:45
I wrote it off as just a coincidence in the beginning but over the years a clear pattern emerged:
-Introduction of unrealisticly low speeds for helicopters.
-Introduction of significantly reduced manouverability, removal of proper dive capability for many helicopters.
-Removal of ability to quickly release multiple missiles or bombs targeting different spots at once (to be fair, this could have been considered an exploit, but afaik aircraft IRL have similar abilities).
-Reduction of missile turn rate and agility.
-Reducing the number of CAS assets on different maps and increasing their spawn time.
-Tampering with gunship cannons in different ways (increasing overheat, decreasing damage, increasing deviation).
-Making flares way less effective and making ground AA systems more effective. Preflaring used to work mostly and rewarded smart players while at the same time it limited the time they could loiter and engage targets significantly and forced them to RTB often.
Now it is very random and you might aswell just wait for a lock and then pop flares.
-Making flares burn out and disappear way too fast.
-Introduction of extremely unrealistic high jet cannon drop.
-Serious consideration of DEV team to remove almost all splash damage from jet cannons.
-Serious reduction of jet cannon damage to armour.
-Removal of splash damage from helicopter miniguns and 50. cal.
Like viirus already lined out, with a game engine like this, that actually leads to unrealistic ineffectiveness of those weapons. Very obvious when using the littlebird on the newest map now. I dare say IRL it would be way easier to incapacitate soldiers with that helicopter than ingame.
-Removal of many potent assets from maps, like gunships, jets and ground attack jets and their replacement with less potent variants of assets like light attack helicopters (OH-58, Z-9). Some powerful variants not featured in any map now: US AH-64, Z-10, Hind-F.
- Removing the capability of firing more than one AA missile per second. Don't know if this is even realistic, but it robs the player of gameplay choices. Before you could spam missiles but risk that none of them hit anything because of bad conditions or you could decide to conserve them to be able to engage more times. Now the game forces you to only play one way.
-Introduction of sneaky, small changes that are not mentioned in the changelogs and over time add up and alter the gameplay meta. Which implies clear intent imo. Latest example is changing physics on some helicopters making flying them and aiming as pilot harder.
-Sometimes the DEV team throws CAS a small but insignificant bone, like giving jet anti tank missiles slightly better splash against armour, but overall the pattern is clear.
To some extent armour also got nerfed, see the latest change to coax machine gun overheat.
But certainly by far not to the same extent than CAS. Armour actually got a huge buff with the armour update.
Overall to me it seems that PR got turned from a game that was equal parts about infantry and asset experience to one where infantry comes first and assets, especially CAS, are just the sideshow now.
Your thoughts?
-Introduction of unrealisticly low speeds for helicopters.
-Introduction of significantly reduced manouverability, removal of proper dive capability for many helicopters.
-Removal of ability to quickly release multiple missiles or bombs targeting different spots at once (to be fair, this could have been considered an exploit, but afaik aircraft IRL have similar abilities).
-Reduction of missile turn rate and agility.
-Reducing the number of CAS assets on different maps and increasing their spawn time.
-Tampering with gunship cannons in different ways (increasing overheat, decreasing damage, increasing deviation).
-Making flares way less effective and making ground AA systems more effective. Preflaring used to work mostly and rewarded smart players while at the same time it limited the time they could loiter and engage targets significantly and forced them to RTB often.
Now it is very random and you might aswell just wait for a lock and then pop flares.
-Making flares burn out and disappear way too fast.
-Introduction of extremely unrealistic high jet cannon drop.
-Serious consideration of DEV team to remove almost all splash damage from jet cannons.
-Serious reduction of jet cannon damage to armour.
-Removal of splash damage from helicopter miniguns and 50. cal.
Like viirus already lined out, with a game engine like this, that actually leads to unrealistic ineffectiveness of those weapons. Very obvious when using the littlebird on the newest map now. I dare say IRL it would be way easier to incapacitate soldiers with that helicopter than ingame.
-Removal of many potent assets from maps, like gunships, jets and ground attack jets and their replacement with less potent variants of assets like light attack helicopters (OH-58, Z-9). Some powerful variants not featured in any map now: US AH-64, Z-10, Hind-F.
- Removing the capability of firing more than one AA missile per second. Don't know if this is even realistic, but it robs the player of gameplay choices. Before you could spam missiles but risk that none of them hit anything because of bad conditions or you could decide to conserve them to be able to engage more times. Now the game forces you to only play one way.
-Introduction of sneaky, small changes that are not mentioned in the changelogs and over time add up and alter the gameplay meta. Which implies clear intent imo. Latest example is changing physics on some helicopters making flying them and aiming as pilot harder.
-Sometimes the DEV team throws CAS a small but insignificant bone, like giving jet anti tank missiles slightly better splash against armour, but overall the pattern is clear.
To some extent armour also got nerfed, see the latest change to coax machine gun overheat.
But certainly by far not to the same extent than CAS. Armour actually got a huge buff with the armour update.
Overall to me it seems that PR got turned from a game that was equal parts about infantry and asset experience to one where infantry comes first and assets, especially CAS, are just the sideshow now.
Your thoughts?
