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Teir IX Germany, MR vs GAA


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qu33kKC #1 Posted 13 August 2019 - 12:29 AM

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I am closing in on a pair of Tier IX German planes, and I would like to invite commentary on which would be the best first choice.  (I can afford both, but would like to know which is the better option to get first.)

Blohm und Voss P.212.03 bat plane with the rockets.

 

Messerschmitt Me P.1099 B-2 GAA

 

I have less experience in GAA than other types of planes, but have been doing fairly well in the Tier VIII German GAA.  The multi-role batplane at Tier VIII is a lot of fun, but SO fragile.

 

Comments and analysis appreciated.



SpiritFoxMY #2 Posted 13 August 2019 - 01:23 AM

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Wish you hadn't posted this at the start of my workday. You'd have gotten a complete essay otherwise XD.

 

OK, so both of these are my personal favorites in their classes so you're really solid either way.

 

The 212.03 is a lot more durable than the 210.02 but, more importantly, it has ridiculous energy characteristics. As in this plane just refuses to slow down and accelerates like a bat out of hell. It's rate of roll is also crazy good and these combine to make it a vicious high speed dogfighter. It's biggest weaknesses lie in its soft stats - it has almost nonexistent rudder authority and its elevators don't work so good either. Also its inability to bleed speed rapidly means that you're at a disadvantage in a classic turn fight. It can beat an unspecialised 1092 in a dogfight but because of its weak controls, a specialist 1092 will be nigh unkillable. Instead, bully slower, less maneuverable planes and use your guns and rockets to put your targets down quickly. The rockets are your ace in a hole so strive to end dangerous opponents instantly with a rocket volley to the face.

 

The 1099B-2 is fast for a GAA and its long range sniper guns when fully upgraded mean that it can rapidly neutralize enemy Flak before they can become a threat. High speed, decent altitude and agility means you can actually kill enemy CC bombers in a pinch. The quad mk103s are devastating to airplanes when they hit and good against ground targets. With four bombs, you now have enough ordnance to kill a pair of medium GTs in a pass. Use it as a ground attack but don't be afraid of engaging enemy aircraft that fly a little too low and slow in front of you. Also, because it can fly so slow and it has excellent low speed agility, you can dogfight some of your faster opponents if forced to. I have won dogfights against Spitfires in this thing. Just... Don't make it a habit - people will hate you for it. 


Edited by SpiritFoxMY, 13 August 2019 - 01:25 AM.

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CorvusCorvax #3 Posted 13 August 2019 - 01:32 AM

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I love my T9 Batplane.  I stopped there because the T10 flavor did not appeal to me.

 

I can't comment on the T9 German GAA.  I still am playing with the T7 flavor.  :)



SpiritFoxMY #4 Posted 13 August 2019 - 01:40 AM

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View PostCorvusCorvax, on 13 August 2019 - 09:32 AM, said:

I can't comment on the T9 German GAA.  I still am playing with the T7 flavor.  :)

 

Actually tier 7 Me265 but with jets and sniper guns is probably the best way to look at this plane


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losttwo #5 Posted 13 August 2019 - 02:09 AM

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Bat plane. 

Batman

 

I fly GAA a lot and if I had the XP I would have the bat plane ASAP

Looks more fun to fly than the GA. 

Don't get me wrong I love my new 1099 and the tax break but those bat plane

look exciting. 



wylleEcoyote #6 Posted 13 August 2019 - 04:45 AM

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View PostCorvusCorvax, on 12 August 2019 - 08:32 PM, said:

I love my T9 Batplane.  I stopped there because the T10 flavor did not appeal to me.

 

I can't comment on the T9 German GAA.  I still am playing with the T7 flavor.  :)


Remember all the things you liked about every German Strike Plane in the game? Imagine that wrapped up in one plane!
 

Spoiler



The real difference between the tier 9 specialist and 10 is that the 10 is about 8 ~ 15% better at every thing the tier 9 does.
As you do when you move up a tier.
And the Tier 10 does Not get a Tank Cannon :(


Fair warning. My success rate at speculative guesswork is very hit or miss. Usually I start on the right track and then a make a weird left turn and get lost in the weeds ... 
And yet it doesn't stop me from speculation.
Specialist Planes i have:
USA: XP-31, F1C-2, Model 81A-1, P-40, F4F, P-38F, P-39N-1, P-47B, P-38J, XF15C, XP-58 

USSR: Tu-1  UK: DH.100 F1. Japan: not even once. France: SE 100
Germany: Fw 56, He 112, Fw 190 A-5, Bf 109 B, Bf 109 E, Bf 109 E-3, Me209 A, Do 17 Z, Do 217 M, Hs 123, Ha 137, Hs 129 A, Ju 87 G, Me 265, Me 1099 B-2,  Bf 110 C-6, Me 410, Do 335 A-1,


Postal_Monkey #7 Posted 13 August 2019 - 12:50 PM

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View PostSpiritFoxMY, on 13 August 2019 - 01:23 AM, said:

Wish you hadn't posted this at the start of my workday. You'd have gotten a complete essay otherwise XD.

 

OK, so both of these are my personal favorites in their classes so you're really solid either way.

 

The 212.03 is a lot more durable than the 210.02 but, more importantly, it has ridiculous energy characteristics. As in this plane just refuses to slow down and accelerates like a bat out of hell. It's rate of roll is also crazy good and these combine to make it a vicious high speed dogfighter. It's biggest weaknesses lie in its soft stats - it has almost nonexistent rudder authority and its elevators don't work so good either. Also its inability to bleed speed rapidly means that you're at a disadvantage in a classic turn fight. It can beat an unspecialised 1092 in a dogfight but because of its weak controls, a specialist 1092 will be nigh unkillable. Instead, bully slower, less maneuverable planes and use your guns and rockets to put your targets down quickly. The rockets are your ace in a hole so strive to end dangerous opponents instantly with a rocket volley to the face.

 

The 1099B-2 is fast for a GAA and its long range sniper guns when fully upgraded mean that it can rapidly neutralize enemy Flak before they can become a threat. High speed, decent altitude and agility means you can actually kill enemy CC bombers in a pinch. The quad mk103s are devastating to airplanes when they hit and good against ground targets. With four bombs, you now have enough ordnance to kill a pair of medium GTs in a pass. Use it as a ground attack but don't be afraid of engaging enemy aircraft that fly a little too low and slow in front of you. Also, because it can fly so slow and it has excellent low speed agility, you can dogfight some of your faster opponents if forced to. I have won dogfights against Spitfires in this thing. Just... Don't make it a habit - people will hate you for it.

And you didn't even mention the 50% damage buff since you get 3 guns instead of 2 guns on the tier VIII Batwing. I rather enjoyed the Bv P210 but the Bv P212 is a buff in all ways and is certainly a keep at tier IX.


 

Then again, many people would claim the 1099 is a keeper of GAs as well. So a win-win for the OP :)



SpiritFoxMY #8 Posted 13 August 2019 - 02:55 PM

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View PostPostal_Monkey, on 13 August 2019 - 08:50 PM, said:

And you didn't even mention the 50% damage buff since you get 3 guns instead of 2 guns on the tier VIII Batwing. I rather enjoyed the Bv P210 but the Bv P212 is a buff in all ways and is certainly a keep at tier IX.


 

Then again, many people would claim the 1099 is a keeper of GAs as well. So a win-win for the OP :)

 

I kept both and specialized both the old fashioned way - without tokens and with the Win Only condition. Its only a shame that tier 9 is basically a dead tier these days with all the tier 10 meta-cancer going around. :sceptic: both of these are really really fun planes but then someone shows up in a Specialized EF131 or XF-90 and ruins your day


***

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And a laurel to crown each end


hoom #9 Posted 13 August 2019 - 04:10 PM

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There is possibly an advantage to taking the GA first:

The BV P.210 top engine is the 2nd for the Me 1099 B-2 so you skip part of the stock grind.

If you complete the grind for Me P.1102B first you won't have to research the Bv P212.03 top engine.

 

Not relevant if you've already gone to T10 on one of the Light or the Heavy lines though as you'll already have all the engines researched.


Edited by hoom, 13 August 2019 - 04:16 PM.

C'est magnifique, mais ce n'est pas le SerB.

desert786 #10 Posted 13 August 2019 - 08:21 PM

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stop grinding GAA's and grind bombers. GAA's have become obsolete. plus the 1099 it the weaker of the two GAA's, by a wide margin. the bomb are bad and u have to rely on gunfire to flip caps. this makes it ability to flip a cap very slow. it top "gun's" the 5cm and quad 30mm are "sniper" cannons, GAA do not get autoaim while shooting at aircraft. this makes defending yourself difficult, not impossible, but difficult. especially with the 5cm. the 5cm makes hitting aircraft almost impossible, GAA or bomber not withstanding, since they are large targets. the 1099 is just a weak over all plane, even specialized with both gun slots filled it still caps slowly. the 1099 only advantage is is mobility, which mean nothing now, since both the bombers are 100-200kph faster than the 1099. just grind past this pos and get the 1102. which is better in every way, but still obsolete. 

 

as for the tier 9 MR the BV is just a better version of the tier 8. its a good plane. the ten is hot trash though, legit the worst tier ten in the game. the FW 252 may contest the title of worst tier ten, but in my opinion the BV is just hopeless.



qu33kKC #11 Posted 14 August 2019 - 01:07 AM

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View PostSpiritFoxMY, on 13 August 2019 - 01:23 AM, said:

Wish you hadn't posted this at the start of my workday. You'd have gotten a complete essay otherwise XD.

 

I'll be happy to wait for the essay!  :medal:



Stygian_Alchemist #12 Posted 14 August 2019 - 01:15 AM

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Truthfully? The planes themselves are a -dead- tie.

For me, the tie-breaker is the T10 that comes after. In the case of the GAA you end up with one of -the- strongest T10 planes.. in the case of the MRF though.. you end up with... I won't call it a weak plane... just.. I can't call it overwhelming either at T10. It's fun? It's kitschy? it's very very niche-ey. Whereas the T10 German GAA will print credits even in a bad game and you can pull out some -real- funk-nasty wins with it if you learn to fly it well.

Wylle is right about the T9 vs 10 GAA and the T10 being an incremental upgrade.. which also means to me that the T9 is a wondrous beast to behold. My only sadness about it is that it forces you into the 30mm MGs to specialize it.

Otherwise.. -just- looking at the T9 vs T9...  I got nothing.. they're equally joyous and capable in skilled hands. I will admit to a slight bias with the German GAA as it -was- my first line I ground to T10.. but I've never regretted it. I still unmothball her regularly to go smushy smashy 

wylleEcoyote #13 Posted 14 August 2019 - 10:33 AM

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View Postdesert786, on 13 August 2019 - 03:21 PM, said:

stop grinding GAA's and grind bombers. GAA's have become obsolete.

 

as for the tier 9 MR the BV is just a better version of the tier 8. its a good plane. the ten is hot trash though, legit the worst tier ten in the game. the FW 252 may contest the title of worst tier ten, but in my opinion the BV is just hopeless.


I feel it is important to remind you (and other readers here) that one man's trash can be another man's treasure.
I do not want to invalidate your experiences flying GAA that encouraged your "obsolete" conclusion. 
But that has not been my experience with GAA.
Germans in particular.
When i got used to the Idea that my guns are my primary weapon system and the bombs are just 2-4 bonus "kill that armored thing NOW" devices that refresh faster and faster as the tiers progress; the whole line beyond tier 6 stopped being a grind altogether. 

Spoiler


 I should also mention that the release of high teir bombers has encouraged the heavy fighters that have the firepower to delete me in one pass to be elsewhere chasing bombers. With proper forethought the stealth options granted by nav radios only encourages this.

The only threats left to worry about  are other GAA that are usually to busy flipping the cap.
And Light or Multirole fighters which require double or triple the time to kill me.
Which gives a  player more time to flip caps or address the threat directly with the help of a local bot or human wingman.
 


Fair warning. My success rate at speculative guesswork is very hit or miss. Usually I start on the right track and then a make a weird left turn and get lost in the weeds ... 
And yet it doesn't stop me from speculation.
Specialist Planes i have:
USA: XP-31, F1C-2, Model 81A-1, P-40, F4F, P-38F, P-39N-1, P-47B, P-38J, XF15C, XP-58 

USSR: Tu-1  UK: DH.100 F1. Japan: not even once. France: SE 100
Germany: Fw 56, He 112, Fw 190 A-5, Bf 109 B, Bf 109 E, Bf 109 E-3, Me209 A, Do 17 Z, Do 217 M, Hs 123, Ha 137, Hs 129 A, Ju 87 G, Me 265, Me 1099 B-2,  Bf 110 C-6, Me 410, Do 335 A-1,


GonerNL #14 Posted 14 August 2019 - 12:34 PM

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View PostwylleEcoyote, on 14 August 2019 - 11:33 AM, said:

the stealth options granted by nav radios only encourages this.

 

Does that help a lot on GA ??

Until the Nav radio became available I trusted on the seasonal camo and stealth (no boost, no shooting) to evade the enemy and cockpit armor to survive once attacking, but if it really helps to conceal your GA and AA resistance I'm willing to give it a try.

 

Gives additional bonuses when upgraded: increases concealment, firing accuracy, view range, and resistance to AA guns' damage. Mounted in the Cockpit slot. Available to purchase using credits. Can be mounted only on aircraft of period III.

 


Edited by GonerNL, 14 August 2019 - 12:35 PM.

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Captain_Underpants53 #15 Posted 14 August 2019 - 12:49 PM

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View PostwylleEcoyote, on 14 August 2019 - 05:33 AM, said:


I feel it is important to remind you (and other readers here) that one man's trash can be another man's treasure.
I do not want to invalidate your experiences flying GAA that encouraged your "obsolete" conclusion. 
But that has not been my experience with GAA.
Germans in particular.
When i got used to the Idea that my guns are my primary weapon system and the bombs are just 2-4 bonus "kill that armored thing NOW" devices that refresh faster and faster as the tiers progress; the whole line beyond tier 6 stopped being a grind altogether. 

Spoiler


 I should also mention that the release of high teir bombers has encouraged the heavy fighters that have the firepower to delete me in one pass to be elsewhere chasing bombers. With proper forethought the stealth options granted by nav radios only encourages this.

The only threats left to worry about  are other GAA that are usually to busy flipping the cap.
And Light or Multirole fighters which require double or triple the time to kill me.
Which gives a  player more time to flip caps or address the threat directly with the help of a local bot or human wingman.
 


:medal:

 

I don't know where this idea that GAA are obsolete came from.  <aybe one lone voice in the woods crying, 'WOLF!?'   I see them as very competitive in the game.


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Stygian_Alchemist #16 Posted 14 August 2019 - 12:53 PM

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View PostGonerNL, on 14 August 2019 - 06:34 AM, said:

 

Does that help a lot on GA ??

Until the Nav radio became available I trusted on the seasonal camo and stealth (no boost, no shooting) to evade the enemy and cockpit armor to survive once attacking, but if it really helps to conceal your GA and AA resistance I'm willing to give it a try.

 

Gives additional bonuses when upgraded: increases concealment, firing accuracy, view range, and resistance to AA guns' damage. Mounted in the Cockpit slot. Available to purchase using credits. Can be mounted only on aircraft of period III.

 

I've switched several planes to NRE because the benefit to detection reduction is -that- amazing when stacked with camo



GonerNL #17 Posted 14 August 2019 - 01:36 PM

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WG really should consider 2 cockpit slots for GA ... also, why 2 airframe slots and no engine slot at all ?
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Stygian_Alchemist #18 Posted 14 August 2019 - 02:52 PM

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View PostGonerNL, on 14 August 2019 - 07:36 AM, said:

WG really should consider 2 cockpit slots for GA ... also, why 2 airframe slots and no engine slot at all ?

The germans have double gun carriage, an airframe, cockpit, and an outboard weapon slot. I suppose an engine slot would be nice... but the airframe on it isn't bad either. I still don't understand the theory for the Russian GAA's equipment slot layout however.



SpiritFoxMY #19 Posted 14 August 2019 - 05:14 PM

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View Postqu33kKC, on 14 August 2019 - 09:07 AM, said:

I'll be happy to wait for the essay!  :medal:

 

Alright then... *deep breath*

 

Ok, so the B.V.P.212.03 is a high-speed, high-altitude fighter, despite its designation as a multirole. Although it looks like it, it doesn't really compare directly with its predecessor - whereas the B.V.P.210.02 is a lightweight dogfighter with excellent agility, the 212.03 trades some of that agility for speed and acceleration. That's not to say that the 212.03 is less maneuverable, rather as mentioned above, it has weaker soft stats in terms of all-around handling when compared with its smaller brother: it has poor rudder authority and its elevator is almost as bad. What this means is that it takes longer for your control inputs to take effect when flying this plane and, when they do, their effect is a lot weaker when compared to other airplanes its tier. This isn't an issue when duelling at high speeds but once airplanes start turning, your lack of control authority will make it difficult to keep up with players utilizing their manual controls even against planes with similar turn times. On the plus side, the airplane's rate of roll is phenomenal so tracking targets from a distance is easy since the rapid roll somewhat compensates for the other weak controls by allowing you to rapidly shift direction as necessary.  

 

What it lacks in control authority, the 212.03 makes up with acceleration - compared to the 210.02, this plane is a rocket. In fact its acceleration is probably second only to the J8M and it simply refuses to lose speed, even when pulling radical maneuvers. This is a mixed blessing, however, since it means that you recover rapidly from evasive maneuvers and can easily stick with a Heavy or rush up to altitude, it also means you are simply incapable of sticking with a rapidly maneuvering target since the 212.03 refuses to lose speed... but its target does. Overshooting is a common hazard in the 212.03, even with full airbrakes and controls hard over, it feels like a skidding car on an icy road - your speed just refuses to bleed off forcing you into wide turns that fighters with stronger control authority can easily exploit. One other notable point is that it actually has the highest dive speed of any tier 9 airplane short of a heavy fighter. Combined with its massive acceleration, this plane can rapidly disengage if it runs into trouble just by diving away with the pedal to the metal.

 

What all this means is that this plane is all about high-speed maneuvering, specializing in barrel rolls and scissoring your opponent. You can easily stick on the tail of anyone you jump on but you don't actually have the maneuverability to take them into a turning fight - your controls are just too weak, your speed just too high and you'll quickly find that smart pilots will exploit that to force you into overshoots or just trap you in a turnfight that they will eventually win. Instead, pick your engagements using your speed and acceleration to get you to your target quickly and shred them before they have a chance to use your weaknesses against you. This fighter opens well but has trouble closing off a fight. Use your rockets to end things as quickly as you can so you don't get sucked into a spinning tail chase that you will lose. If the fight looks bad, point the nose down and boost away, taking advantage of your superior dive speed and all-around acceleration to break off and come back when you can. 

 

Building this fighter is a matter of preference. Adding a full turn build adds control authority but you'll never make it stick against dedicated turners. Alternatively you can build it for speed but this will mean that your already weak control is further penalized. For a long time I operated this with the High-Octane consumable but swapped it out for the boost consumable a while ago. I'm still on the fence as to which consumable is better and you only get one engine consumable slot. Overall its a very competitive plane at tier 9 that can hold its own against most enemies it might meet. I've considered it as a Mega-plane but it just doesn't quite have enough of an edge to be competitive against the current meta at tier 10.

 

 

I like the P.1099B-2 better than the tier 10 1102B, not because its a better plane - the 1102B is clearly superior - but because its actually the easier GAA to use. The 1102B suffers a bit from the same affliction as the 212.03 in that it really doesn't like to slow down. This is a problem as it means you do have to be a little careful when taking your plane into an attack run at speed; I have flown into more solid objects in the 1102B than any other GAA thus far. This isn't helped by the 1102B being equipped with quad MK213/30s which are powerfuly but relatively short ranged which means you have to get closer to your targets to shoot... increasing the likelihood of me pancaking into it instead.

 

The 1099B-2 is, otoh, a relatively idiot-proof GAA. Its top 4xMK103s allow it to quickly take out defenses from a safe distance and engage targets at a comfortable stand-off range.Heat cycles on the quad 103s is decent and the guns themselves hit hard. There's some argument as to whether the 4xMK103s or the 1xMK214 50mm "Narwhal" is the better attack configuration, but I think the general opinion is that the quad MK103s are better all-round weapons while the Narwhal is better at hitting purely ground targets; you use them as long ranged shotguns since GAAs don't get any autoaim on their weapons so throwing four shots instead of one means four times the chance of actually landing a hit. 

 

Performance-wise, the 1099B-2 is a lot faster than the 329 that precedes it... but is still slow enough and loses speed fairly rapidly unlike the 1102B to be easy to manage for a fairly inexperienced player. It also gains useful altitude which allows it to do some silly things like chase low flying bombers and bomber flights. Still, its the speed that really makes the two high-tier German GAAs stand out since you can get around the map fairly rapidly compared to the slower Soviet GAAs. The flipside is that it takes longer for a German GAA to cap compared to a Soviet GAA because of your limited ordnance loadout; like the other German GAAs, picking your targets is a priority; four bombs is enough to take out one medium target with a bit of gunnery assistance (or gold explosives) but that's kinda it. Again, this is why I prefer the 1099B-2 over the 1102B - the quad MK103s allow me to one-shot light targets at long range rather than trying to mow them all down at close range and high speeds.

 

Overall I'd say this plane rewards a rather more deliberate attack pattern, taking the time to pick off light targets and AA positions from a distance before moving in to administer the coup de gras with your bombs. It works best on relatively soft targets like Garrisons, Airfields, Airbases and Missile Bases where a single large hardened target or two smaller medium ones can be taken out with a single four-bomb salvo with the rest of the lighter targets being picked off along the way. Command Centers and Fortresses can also be taken on because of your superior flak suppression capabilities but Mining Plants are a problem since your four bombs are simply insufficient and your quad MK103s don't have enough DPS to burn down quite that many hardened targets in a go.

 

 

This kinda nicely segues into the discussion about the obsolescence of the GAA as a class overall and I know that a lot of people are crucifying desert for his blunt assessment of the class - but he's right. 

 

A lot of arguments around GAAs is that they are still strong and capable airplanes that can carry a game. This is true. There's also an argument that with Heavy Fighters distracted by the bombers, GAAs are left unmolested to do their thing. This is also true. The thing is, no one is saying GAAs are useless and that they cannot win games. What desert is saying - and I agree - is that all things being equal, the bomber simply does what GAAs are supposed to do better. Just as it is entirely possible for a 215.02 to carry a game and have monster scores, it is entirely possible for a GAA to carry a game and have a monster score, even against bombers... provided the bomber player is either inexperienced or being heavily headhunted and/or the GAA player is experienced and being left alone - both of which are highly conditional. Maps play a role too - more compact maps with large numbers of light targets like Garrisons and Airfields favor the GAA player who has better sustained dps vs. ground targets compared to the bomber, along with better survivability in the face of heavy opposition.

 

But, all things being equal, the bomber simply does what a GAA can do but better. Bombers have higher transit speeds which means they can more easily get around the map to attack undefended targets, they have heavier ordnance loads which means they can more quickly take down heavy targets in a single pass and actually have faster reloads than the GAA. To compensate, the GAA pilot has to be able to fully utilize his superior DPS to outpace a bomber's superior DPM in a cap by a considerable margin simply because the bomber, in addition to having as much as a 50s reload advantage, also carries twice the amount of explosives almost 50% faster. In a pure capping race between a bomber and a GAA, the bomber will win every time all things being equal. Which is why some of us feel that the GAA is obsolete. Its not useless. It just doesn't do the job it needs to do as effectively and efficiently as a similar (or even lower) tier bomber. 

 

You can still have a lot of fun in them. You can still carry games in them. Just don't expect to be competitive at a level where you will be required to outcap something that can fly 50% faster with half the reload and twice the ordnance.


***

But a truce to this mournful story

For death is a distant friend

So here's to a life of glory

And a laurel to crown each end


desert786 #20 Posted 14 August 2019 - 07:01 PM

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    01-26-2012

SpiritFox pretty much summed it up.

 

at all tiers HF's try to counter bombers, which is rather annoying at low tier and some mid tier when the bomber has pretty much no counter other than going to space and even then if your bottom tier, the high tier HF's dont care about your idea of "space." Now at high tier you have the speed and defensive firepower, if used properly can defend you from opposition. Still if you get engaged "properly" from a HF its most likely over. also high alt AA, which can be negated by "dodging" lol or blowing them up which is what i prioritize if i know the cap requires more than one pass, but then u run the risk of killing a ADA with tail gun which could have one past the cap if i went for high value targets. lots of what if's. there is a time to play safe and there is a time to take risks.

 

now GAA have to get shot by the high rate of fire low alt AA, ADA and planes both player and bot controlled. sure you may gave a health pool to tank dmg, but a competent player can make your life hell. A HF can one pass you as well as a few MR's. LF's and MR's can dance around your tail gun. GAA can also engage you and even a bored bomber can fly by and bomb you. all the while your pedaling around at sub 700kph(hopefully). to put that into perspective, how many planes can fly 700+ at tier 9 and ten with little to no issue.

 

Playing GAA in the game currently is much more difficult than it was back in the early days of 2.0, for that i am thankful. To me playing GAA is almost painful and enjoyable affair. This combined with how ineffective you are currently at your roll makes me see GAA's as weak. It just seems crazy to me that someone wants to put themselves thru what i see as torment and how people try to debunk this from what i see from both a statistical and experienced point of view.






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