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All time low...battle time!!


RoadToRuin
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This game just is not fun anymore. Forget the graphics issues and server freezes since the update, I just played an arcade battle that lasted 2:35 (that's 2 minutes and 35 seconds!!). It took me longer to log-in. I somehow had just enough time to get three kills and die twice (I finished 1st on my team [with 3 kills??] and we lost...apparently very quickly). The opposing teams highest scorer had a whopping 5 kills, so it appears nobody had time to rack-up any significant numbers (how could you?). It was yet another Air Domination map, so it's not like the few bombers in the game did any ground target damage, which sometimes ends a battle early. This game followed a string of very, very quick wins and losses for me prior to this battle as well. I don't know what has happened to change this particular issue, but it's annoying as hell (even more annoying than the 50% increase in Air Domination maps and twilight/night battle maps I have been suffering through lately too). All of this I have noticed since the last big update, but I can't figure out why the random map selection and battle time aspects would change based on just that update. Is anyone else seeing these issues or have I just played this game to it's conclusion? To think, I used to enjoy this game...now it's over so quickly it mirrors my sex life, which is why I'm playing the game to begin with...:secret:

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11 hours ago, blastedryan said:

Because your team didn't play the objective and all dove down into the furball so the other team capped the point.

That might explain this last battle (although in that amount of time, the furball IS the cap, because that's all there was), but not all of the short games before it. My question was if anyone else is noticing the same thing...I have seen, albeit rarely, where an entire team spawned bombers and won a ground assault rather quickly, but Air Domination always took more time that a few minutes in the past. I still hold that something has changed and it's not team tactics related. Oh well, maybe this is the new norm.

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15 minutes ago, RoadToRuin said:

the furball IS the cap

I think the CAP has an ALTITUDE.

 

If your entire team dives, they are all below the CAP altitude...and a single enemy plane will cap it...will be faster if more do it.

A huge furball of 30 planes close to the ground will do nothing to the cap point...and while you are at it, the enemy is capping unmolested...

 

Never saw it happen...but i assume it is theoretically possible...can this be it?

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7 hours ago, RoadToRuin said:

I still hold that something has changed and it's not team tactics related. Oh well, maybe this is the new norm.

You can find 5 year old youtube videos explaining Air dom and 99% of the stuff is still relevant.

27 minutes ago, Nemesis_one said:

I believe that around 800m is the minimum altitude to cap, and I think that there also is a ceiling of the A sphere.

To my knowledge it's a cylinder from ~1k to ~4k

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10 hours ago, GhostSoph@psn said:

I think the CAP has an ALTITUDE.

 

If your entire team dives, they are all below the CAP altitude...and a single enemy plane will cap it...will be faster if more do it.

A huge furball of 30 planes close to the ground will do nothing to the cap point...and while you are at it, the enemy is capping unmolested...

 

Never saw it happen...but i assume it is theoretically possible...can this be it?

If that is the case than it could very well be the reason, but why make this possibility part of the game (rhetorical question, bear with me)? If a team can cap a battle simply by being at high altitude in just over 2 minutes, then what is the point of this Air Domination map? The game is supposed to be fun and challenging, so the players engaged at low altitude (lets assume equal numbers from each team dogfighting) get shafted by non-participants circling above them? Wow, if this is the case, this needs to be fixed. Thanks for the reply, I didn't consider this option because I couldn't see a reason for it. I assumed we were fighting over a point (A) from the ground-up. Who cares about the air space from 1000-4000m above that point if there are no ground targets and therefore nothing to protect? With a low/slow BR plane, it would take all of 2 minutes just to climb high enough to engage them...they could just keep climbing away. Like I needed another reason to hate Air Domination maps...

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49 minutes ago, RoadToRuin said:

If a team can cap a battle simply by being at high altitude in just over 2 minutes, then what is the point of this Air Domination map?

Because you let them by choosing not to fight for the A point

Edited by blastedryan
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9 hours ago, RoadToRuin said:

If a team can cap a battle simply by being at high altitude in just over 2 minutes, then what is the point of this Air Domination map?

Err...dominate that part of the sky :yes_yes_yes:...your team eventually made it easier by not even trying :)

We can discuss the 2min time, would be necessary to see how many planes the enemy used and know how it could had been prevented (if a single opposing player would be enough, etc...), but i am guessing in Arcade many players actually prefer SHORT battles...so numbers are adjusted that way...

 

All Air Domination i played (before last update) actually went on for a long long time...as neither side seems to be able to dominate it...so you either saw a fluke (an odd game where everyone on one team decided to do something unusual) or something changed on last update.

 

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Air Dom usually was very lenghty, since a lone enemy in the cap zone was enough to stop the timer (correct me if i am wrong), even if most of your team is capping. And from what the TO describes both teams were fairly close to each other since both scored kills. I can only imagine a team looses victory points at a high rate with planes destroyed.

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3 hours ago, ziggi57 said:

Air Dom usually was very lenghty, since a lone enemy in the cap zone was enough to stop the timer (correct me if i am wrong), even if most of your team is capping. And from what the TO describes both teams were fairly close to each other since both scored kills. I can only imagine a team looses victory points at a high rate with planes destroyed.

One player of the other team is still enough to stop the capping.

The only thing they changed is, that every death now will reduce the tickets of the team (of the one who dies). Or every respawn, not sure right now.

The may have reduced the timer for the battle too. 

At last battles now won't end in a draw, because both teams are still in the capzone and didn't manage to annihilate each other.

 

Beside the max matchBR 3.0 for this mode, they didn't changed more.


Afaik they did test a evac air zone for repair, but never seen it. And it wouldn't work for that mode.

 

 

 

 

 

If that mission is over in 2min, it is still the fault of _everyone_ in the loosing team, because only one player would have been enough to not let it happen.

Just stay in the riffled zone at the map/minimap (the A will be marked if you are inside) and stay between (roughly) 1000m and 4000m (slightly different for every map).

At last if you want to cap or prevent capping. Winning the match usually needs other things too, like driving away or luring away the enemys.

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  • 4 weeks later...

I sadly beat my own record today. Previous short battle was 2:35 (original post) and I just lived through a 2:24 "battle". It was a ground attack this time [City] not air domination like the last really short one and my team had 4 bombers, opponents had 5. This should have been a good (even) mix of fighters and bombers to at least make the battle interesting. Highest air kill score on either team was a whopping 3. This battle was hardly worth playing. Only saving grace for me was that my team somehow won. Games like these just aren't fun and I know Gaijin doesn't care (which is why I have never paid for anything related to WT) but PTP players must really hate this type of battle. It's disappointing to say the least.

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On 09/12/2020 at 16:05, GhostSoph@psn said:

I think the CAP has an ALTITUDE.

 

If your entire team dives, they are all below the CAP altitude...and a single enemy plane will cap it...will be faster if more do it.

A huge furball of 30 planes close to the ground will do nothing to the cap point...and while you are at it, the enemy is capping unmolested...

 

Never saw it happen...but i assume it is theoretically possible...can this be it?

 

I've capped early because of this plenty of times yet. The zones altitude is 800-4/5000m, so you can also go too high. The vast majority of players dive down to 300-500m and never bother going up to 800m if someone starts capping. Not like the game tells you altitude though. You have to figure that out yourself from playing and actually try to either cap or stop the enemy team from capping to figure it out.

 

I have been on the receiving end of short ground strike maps though, but the same few maps and have been happening for a long time. Tend to just be a ton of 75% bombers and attackers and my teammates mostly diving down to the ground immediately and then not enough fighters actually up high to kill the boatload of bombers ending the game fast.

Edited by stephanovich
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