eekeeboo, on 10 June 2018 - 12:46 PM, said:
It was only when i looked into it further and tested why things like the Ta 152 now feel a lot better than before and so close to the 209a considering no actual plane statistics were changed.
Nice example. The Ta152 got nerfed by 500m in altitude. From 3k to 2,5k. Why? There is no need anymore fighting high and it's easy to reach you maximum alt as there is no punishment for being low. Me 209A has been nerfed from 2,8k to 2,5k. Same reason: bring down the fight. The strength of these planes were the "energy" you built at the start of the game. They both are AND were dangerous heavy hunters. Every 262 thinking they gonna outclimb these planes were surprised how these planes were able to follow them. Ta 152 got a buff of 0,2 sec. (not 100% sure about that). 209A I think was nerfed in 360°.
eekeeboo, on 10 June 2018 - 12:46 PM, said:
You yourself I'm sure will remember putting planes with low ceilings at red altitudes was a nightmare pre 2.0. For instance the F2G despite having a nice altitude would suffer heavily above 3k, bcoming almost brick like.
F2G (and F4U-4/1) has intense engines and whoever thought it would be a good thing to fly it over 3k was ....
.. his fault. Yes it was hard if you had a good team against you that had more alt then you and ur mates it was a tough game. BUT if you had a good team too it was no auto-lose. The only fault made by players were shooting at the climbing plane, not at the diving plane (as long as you weren't the target being dived at). In this situation one was able to see who is the better pilot. 
eekeeboo, on 10 June 2018 - 12:46 PM, said:
If you look up at the altitude of each plane and the changes to optimum altitude system so that you are not punished for being lower than the stated value etc. This is why energy management and picking your fight at the right altitude works
[...]
That effect now comes into effect more harshly at the echelons of altitude for your aircraft. You'll see this when you try to climb higher and higher in planes like the XF-90, no matter the speed you have when you start and if you wait and hold on etc, the altitude ceiling for optimum performance on your plane soon kicks in and will have an effect. Interestingly, planes like the J8M suffer less from this because of the fact it's a rocket booster rather than jet engine.
That's exactly (one of) the problem(s) in 2.0 in my eyes. There is no real energy problem anymore despite you go over opt. alt. Partly planes climb at 20-30° without needing boost not to lose speed/energy. Additionally a simple turn downwards is enough for fighters now to reach the "yellow" speed-sector. After that you can stay there with some boost thruts (in addition with fast recovering boosts; and the non-existence of boost-recover-punishment for using all your boost). The energy principle shifted from "it's enough being higher" to "know the optimum altitude and speed of the enemies". Which (in my eyes) is much more difficult as you need one hell of a basic knowledge and the perfect angle etc.
eekeeboo, on 10 June 2018 - 12:46 PM, said:
Interestingly, planes like the J8M suffer less from this because of the fact it's a rocket booster rather than jet engine.
Same as before. J8M was and is a beast when it's up to pure climbing.
eekeeboo, on 10 June 2018 - 12:46 PM, said:
The big thing is that people see the game as no challenge because of a chance to respawn. There is nothing to stop you from challenging yourself to not die, it's what I do. The difference being is you will not be punished for sacrificing yourself or risking something now. You won't be punished for being that person who takes out a free roaming GAA and though you will win before your xp gain etc would be detrimental for it. As for tactical aspect, it may not be "needed" for some, but it's a feature that enriches a pvp/team game in my opinion. Many other games have it, I see no detriment to having it in WoWP.
Wrong, it's still a challenge! But the game-shifting impact by taking out planes tactical got a bit lost in favor for "team-play". Don't get me wrong: 1.X as 2.0 both need a good team, but now the impact is way less a game-changer (e.g. this battle: http://www.bilder-up...-1528656814.jpg http://www.bilder-up...1528656944.jpg I lost.). What I wanna say is: it's not the respawn of myself (my own fault), it's the respawn of the shot-down-plane (game-mode) that makes the difference.
For sure other games have the respawn mechanic, but it was one major aspect for years now. Around this mechanic a playerbase grew.
I was writing under a QnA that it's a fault not to introduce the old mode. It's a radical change of system that had been implemented in 2.0. We are not talking of "i like it" or "i don't like it" it's a question of "grown structures". WG wanted to open their game for a new playerbase (at least I do believe that). That's ok. But I am truly dissappointed that the small but willing base of 0.X and 1.X lovers got their lobby "taken away" within WG.
I will play this game (simply cause I fell in love with the game and y'all). Doesn't matter if conquest or team-death-match. But I would like to see the 2nd one at least on regular event-weekends rather then the other experiments.
greetings,
BiBa
PS.: don't mark me now as a 2.0 hater. Cause I am not, I want to see player numbers like they were 0.X. But the way it is now, it isn't at 100%.
Edited by BiBaBummsebiene, 10 June 2018 - 07:22 PM.