This guide will be a comprehensive and in-depth look at the best options for base camping, as well as some tips on how to use them.
War Thunder is a free-to-play MMO game that allows players to pilot WWII era planes. This guide will help you get started with the basics of tanking and give tips on how to improve your skills in the game.
Do you recall this post from a week ago? ZenX essentially explained why many players believe Base AA should be removed from the game. In some ways, this is a follow-up to that post.
This is a reference post. https://www.reddit.com/r/Warthunder/comments/p1k81r/airfield aaa does not belong in the game
One of ZenX’s errors, in my opinion, is that he emphasizes all of the justifications that players come up with for “base camping,” while failing to define why most players find it so irritating.
I began playing this game when it originally came out, but it wasn’t until COVID-19 and a lack of things to do that I became really “serious” about it. I joined AirRB because I like the original Xbox 360 Birds of Prey and I enjoy flying in general. (If you ever came across a three-stack of Bf.109 G-6s in BoP, it was definitely me.)
However, as a PS4 user, I spent the most of my time playing tanks. It’s terrible to be playing Air RB on a console and having no clue what to do. Tanks stinks since it’s a silver lion losing game style by definition… particularly when you’re attempting to build a viable line-up and at the very least acquire fire extinguishers for your tanks. I understand the frustration of having to purchase premium time or grind silver lions in RB by flying a bomber. It’s a dreadful sensation.
What’s more, guess what? This article isn’t actually aimed at you. Players that grind SL are generally not harming the game in ways that are not inherently Gaijin’s fault, despite the fact that it is a disadvantage to their team composition.
Basecamping is a term that refers to a kind of camping that takes place
There is some misunderstanding about what base camping is. Some gamers believe it is the opposing team that is waiting for damaged aircraft to depart their base. Some believe it is restricted to landing on the runway and utilizing the J-out scam to just wait out the game.
To put it another way, base camping is when one side takes use of the existence of base defenses to gain an advantage, avoid dying, or unjustly influence the game’s result.
The final point is bolded since it is the most essential aspect of the debate. When someone in an AD-4 who went ground striking refuses to leave the safe bubble of base defenses, or a bomber spams J to avoid being strafed, nobody in the “toxic fighter primary community is especially enraged. It’s still aggravating, but it’s at least comprehensible given Gaijin’s terrible game design.
What Effect Does Base Camping Have on the Game’s Final Score?
So, remember how ZenX came off as just moaning and bitching about attackers/bombers/bad individual players? He went through each reason for camping at the base, note by note. While I agree with the majority of his arguments… I believe he did not devote enough attention to how it is really utilized.
Fighter aircraft gain the most from base AA. There is no more to say. Because they are speaking the truth, attackers and bomber gamers were certain that they still got murdered when trying to land. In general, they are utilizing the airfield for its intended function, and they are being targeted by players who are eager for any kill early in the game. In order to land, most bombers must place themselves in a hazardous position outside of the defensive range.
Here are some instances of how Base AA is utilized in practice.
JG-3 Style Base Baiting
What exactly is JG-3? Simply stated, JG-3 is a squadron dedicated almost entirely to achieving high kill-to-death ratios in AirRB and a high Thunderskill rating.
The majority of these guys have been playing for a long time and are approximately as good in AirRB as Steven Seagal is at MMA. In the same way that a 12-year-old Taekwondo white belt can beat up Steven Seagal… The average player reading this article can beat any JG-3 member in a one-on-one match.
If you happen to come across someone with a JG-3 clan tag or a JG-3 squad, you’re going to be battling a 3 or 4 man squad, and you’re going to be base baited.
Example of a JG-3 Teamplay
(They lose by the tiniest of margins.) At the end, the XP-55 strikes it rich.)
What is base baiting and how does it work? When you don’t have a numerical or strategic advantage, you withdraw to your airfield and wait for the opponent to respond.
This is effective because it almost always ensures that you will have a chance to win the game.
Let me put out a few alternatives and explain why they seldom work.
Base baiting usually involves hoping that the opposing players will choose Option A. They will only engage in dogfighting once they are within range of safely exiting their base fortifications.
They expect you to either try to dogfight them while they are in base defense, disengage and let them to re-climb so they can join battle with an altitude advantage, or you will run out of fuel and have to RTB.
Why does it operate this this? Because they have a chance to win the game as long as they are within range of their base defenses.
A rookie player will almost certainly perish if they pursue them into the base defense shooting range. And since base defense has a 4km effective altitude range, even a seasoned player will not push them below that because they will almost certainly be destroyed.
The second intention is that you, as a winner, will choose to aim for ground targets in order to attempt to win on tickets. What’s more, guess what? Base camping is precisely what fighters want you to do since it ensures that you are not a danger. There is no map in the game where you can clear ground targets quickly enough to escape a Fw-190 approaching from a distance of 4 kilometers.
The “just go ground pound” approach only works if you have a significant numerical advantage.
Keep in mind that the players that are effective at implementing this approach have more gaming experience than you have… And they believe they are just playing “strategically.”
Is JG-3 the only one?
No. This kind of gaming is very prevalent, and it has become even more so with the latest AAA patch. JG-3 was chosen because it is a model that the community is likely to be familiar with, and their victory rates demonstrate how effective a cynical airfield-based approach can be.
Green Fury is nearly identical as Green Fury. If you attack his team from a higher altitude or in a more challenging aircraft, his whole squad will battle in close proximity to their airfield.
If someone has a Wehraboo-sounding moniker, a JG whatever squadron, and a high kill-to-death ratio with German aircraft, you’ll almost certainly run across this type of gaming. Or hyper-meta US aircraft.
This kind of gaming is so common that it’s a cause of continuous irritation for the vast majority of players.
Compilation of Airfield Camping https://imgur.com/a/KPnog5l
What exactly is the issue here?
Base AA defenders will usually portray the base defense as a last resort strategy that serves a valid function.
Unfortunately, with the constant strengthening of base defenses, it has become the default choice for a large enough part of the player population that knowing the ins and outs of an aircraft is or may be made mostly useless.
To go ahead of an opposing team, fly any late-tier Spitfire. Most of the time, they won’t even try to take use of their plane’s performance advantages… with the exception of the speed with which it may return to its basic defense.
This is why there isn’t much new material on the 5.7 Spitfires, since they’re a pain to play.
It also implies that the number of aircraft that can operate in a scenario where airfield camping is a first-resort option is substantially reduced. Essentially, aircraft that can be readily outrun or that lack weaponry specifically designed for ground pounding are not worth flying.
The Fallacy of the Just Ground Pound Bro
If it’s a whole opposing team vs. a single player, ground pounding to victory is acceptable. However, this isn’t always the case today.
Base camping is becoming more common, and it’s being done by warriors who haven’t been injured… However, even under ideal conditions, bad map design makes it difficult to win on tickets.
The basic synopsis of this video is that the opposing team has a squad of four individuals… There are three fighters and one bomber in the squadron. I eliminate the squad’s three warriors… And the B-24 simply waits on the base since his squadmates are irritated by the fact that they only lost one man. Despite dropping 8x more bombs, killing more AI air targets, and damaging more ground targets, we lose the game due to built-in map dynamics.
And, in many aircraft, hitting the ground is a complete waste of time.
Duel between Mg.151 and Light Pillbox https://youtu.be/E juz8dVjmE
Basically, even in the best-case scenario, aircraft that don’t have a lot of M2 Browning or Mk.103 ammunition aren’t going to be able to acquire a ticket lead at the conclusion of the battle.
Who is responsible for this effect?
Well, to put it plainly… This has an impact on both you and me… However, it causes you additional pain. I’m a no-life poisonous fighter, so I can examine stat cards at the start of the game and remember who to target when they run to base… I’ll have to base my whole match strategy on that.
Even if I don’t like it, I can cope with it. The truth is that I have enough “toxic fighter main” buddies that I can throw a four-stack of P-47s or some other very meta aircraft into a match and win almost every time.
Playing on a loaded squad is very dull, which is why you don’t see it all that frequently. Simply stated, the answer to an airfield camping meta is for experienced players to form bigger groups and win with ground targets. Experienced players dislike clicking on the ground for 15 minutes at a time, and they also dislike stomping on the curb.
(Players that love curb stomping are usually the same ones who will withdraw to their base or quit the game before spawning if they spot another stack of hostile players.)
What impact does this have on the typical player?
Base camping eliminates any motivation or need for intermediate players to improve their aircraft’s skills or knowledge. Why master the complexities of defensive flying in a Fw-190 versus a P-51 when you can never really be on the defensive owing to a protective zone? Why shouldn’t intermediate players, if they’re at a disadvantage, resort to baiting towards their base?
It just gets worse as the scale increases. Remember how I said I could bring three buddies to ensure a victory? That will be terrible for the ordinary player since you only have a limited number of choices while playing against a devoted squad.
Why is it that this irritates experienced gamers to no end?
It irritates experienced players to no end since it devalues the whole Air RB experience.
What was the most aggravating aspect of the Green Fury match-up? It was because when I first took up AirRB during COVID, I watched some of his videos to understand the game’s basic principles. This was supposed to be an exciting chance for me to see how I stack up against a well-known “excellent player,” but all I got to do was watch him engage with basic fundamentals.
The majority of experienced players are unconcerned with base camping since they just want free kills. They are irritated by it because they want you to do better. The process of improving at this shite game is the most enjoyable aspect of it all. They want to be able to compare their abilities to yours.
Reputable The WarThunder AirRB content producers aren’t creating material for the sake of profit. They’re putting it out there because they believe it will help you better your game.
Shit… I want you to improve. I’m tired of facing teams whose initial goal is to go all-in and perish in a trade. I’m tired of battling F-80s that flee after the first turn when faced with a Me.262. I’m tired of battling opponents that rely only on base defense to reduce their risk.
The game is most enjoyable when there are balanced teams with skilled players who are attempting to win the match using the tools that they really control. With the way AA interacts with the game, it’s almost difficult to have a pleasant and balanced experience. Man, all I want to do is play games.
Alternatives to Consider
I’m not egotistical enough to think that in order to succeed, every player must play the ideal game, or that bombers and attackers must shovel a fairly smelly mound of crap. The ability to re-arm and repair is critical to the present game mode’s success.
The ability to re-arm and repair, on the other hand, does not have to be linked to a large no-go zone that promotes misuse.
To be honest, I’m so weary of dealing with base campers that I’d want to see AA scrapped entirely. It hasn’t been nerfed. There is no need to set a timer. I’ve just yeeted into the shadow world fully.
Apart from “git-gud,” what is the remedy to not having base AA? Or should Air RB be completely overhauled?
The answer is straightforward… Change the way replenishment and repairs are done using the tools Gaijin currently possesses.
First and foremost, provide each side with an airborne resupply/repair station capable of returning at least a half bomb load and repairing minor damage. However, if it is placed far enough away, it will not be a merry-go-round for rapid bombers. For bombers and attackers that don’t want to be vulched by fighters on landing or take-off, this would be the safest choice.
Second, additional airfields should be built. When there are many resupply options, it’s far more difficult for opportunistic players to wait for a bomber to arrive. One of the reasons why players don’t sit above the base waiting for a strafe on the France map with no base AA is because there are several airfields to protect.
Third, properly space the airfields so that there is a strong incentive to utilize them.
Maps with 3-4 airfields per side and an air supply station would be perfect. If I had my way, the air supply point would be the furthest back, with a key airfield next to it. There would also be tactical airfields closer to the battle lines.
The trade-off is that utilizing the tactical airfield to re-arm and repair would result in a considerably faster return to combat time, but at the cost of a greater risk of getting strafed.
The aerial resupply station should be the safest choice, but it has certain disadvantages, such as only receiving a half bomb load, not receiving fuel, and only healing a limited amount of damage… I don’t believe the air force should abracadabra a wing back onto an aircraft… However, if it repaired coolant and fuel leaks, it’s unlikely to be a major issue. It should also allow you to exit the game without incurring any penalties.
The fact that your aircraft would be completely repaired if you landed at the strategic airport would be an added incentive.
Isn’t there a way to make it a timed function? Simply stated, I believe you would have the same problem with the timer as you do now. I don’t believe Gaijin will be able to create a timer that will make a difference.
What’s the deal with base camping not being as game-breaking as it might be?
Simply stated, it’s a question of proportion. The vast majority of players do not utilize the Base AA to win the game, and they do not need any prior expertise to do it on a large scale.
This is something that may easily alter. I’ve previously published a tutorial on how to effectively camp the Do.335 airport… I don’t recommend it, therefore it’s not a serious guide. However, if just four players followed the instructions at the same time, it would ensure a victory on most maps. When you take it to its logical conclusion, the game becomes a lot more poisonous.
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