ah1z ‘late’ with agm179 and dircm? maybe red wolf missile too?
also ka52 late?
Yeah but a Nuclear Escalation Simulator mode would be very beneficial both for players and for Gaijin:
First of all, gaijin would have waaaay less server load thanks to ideally fewer but fuller lobbies of on-going matches, reducing the scattering of open lobbies that often plagues Sim battles, leading to 2v2 or 4v1 lobbies as the timer of the match progresses. Open NE Sim EC matches would greatly improve the matchmaking and lobby finding experience
On the other hand, since NE is a more structured game mode and AI targets are actually engaging in battle and being a difficult target to strike, it would basically eradicate the event-grinding bots epidemic that plagues the top tiers of the standard Sim EC. The overall gaming experience would be improved both because such a game mode is extremely immersive and allowing dim-only NE would make it immersive even further, becoming a real competitor for already established players in the market such as DCS and Nuclear Option. Furthermore the presence of bots would basically disappear and lead to elss player frustration whenever bots flying Q-5Ls or other aircraft used for this behaviour J-out before getting destroyed by the intercepting aircraft.
Overall, an option to integrate NE in the existing Sim Mode would be a massive incentiviser for old and new players to hop in the experience.
I really hope Bvvd will consider this
It’s awesome! This mode has great potential for development, and I can’t wait to see what will be added in the future.
Also, please fix this: destroying a ship doesn’t count as a kill for me. Please add a separate counter for ship kills and increase the reward for them. It’s a shame that a tiny tank gives more rewards for a kill than a massive ship, my friends.
We need more AI targets which are easier to destroy. Currently, almost every target is defended by powerful SPAA, which is justified for many reasons, but also is too strong in some cases. Specifically, I am referring to the modern / top bracket, in which the SHORAD systems (2S6, and especially ItO-90M) are overpowered. It is common to see players strongly complain about the ItO-90M in chat during Nuclear Escalation matches. These systems often overlap in areas of defense, and with the exception of those at forward strongpoints, respawn within 12-15 minutes of being destroyed.
I understand that balance is required so that ground targets do not become free kills, but I also think that the current implementation is problematic, when taken in context of the wider picture. Specifically, the high density and low respawn time of the SHORAD SPAA, when combined with the transient nature of the target spotting system, creates an oppressive environment in which only a fraction of munitions, mainly ARMs (with some exceptions both ways), are effective in the gamemode. The A2G component of the game is therefore reduced in diversity. Ultimately, this decreases the range of effective gameplay, impacting the long-term entertainment value of the mode.
I think the issue is best described in terms of a player's experience.
You load in Nuclear Thunder matches, and use ARMs to great effect. Carry out SEAD/DEAD missions, both against long-range and short-range enemy AA systems; there is admittedly a wide variety of fun to be had in this category.
However, after a few dozen matches of this type of gameplay, you will eventually become somewhat bored of this playstyle, and want to try the other weapons available to your aircraft, such as SAL, GNSS, IR, TV guided bombs and missiles, unguided weapons, etc; these cumulatively make up the vast majority of ordnance available to your aircraft.
However, upon trying these weapons, you find that most of them are ineffective, many to an extreme degree (Of course, there are exceptions, but they are few). For example, you lob 4 GNSS bombs at a convoy. They are too slow; the SPAA intercepts all of them, and you return to base, having wasted a non-insignificant amount of time, probably feeling some degree of hopelessness or frustration, alongside other negative effects. You then equip some laser-guided bombs and try to pick off targets which are undefended (ie, targets in locations where your team has destroyed the SPAA present there). You squint at the map, out your targeting pod, but you see no such targets on either of them. Finally, after looking for a long time, dodging enemy missiles and running away from enemy aircraft, you spot an exposed target on the map. At least, that’s what you think, as you go to strike it. You destroy a target, success! - but are immediately fired upon and die to an SPAA which had recently spawned from a depot and driven just in range.
There are many different solutions to this problem which are realizable, but the most important action is to address it at all. Otherwise, the Nuclear Escalation mode could become less interesting for many players over time.
Personally, I suggest having more undefended / less defended targets in the enemy rear (deep in enemy territory). These could be bases, reserve forces, logistics hubs and elements, factories, railroads, bridges, civilian buildings and population centres, larger versions of the fuel/ammunition/armored vehicle depots, etc, etc. These targets would be economically balanced because they require longer flight time and sneaking behind enemy lines to reach. The element would also provide a fun and unique challenge for players.
Overall, this may likely require significant development time, but would greatly add to the diversity and detail of the Nuclear Escalation mode.
Why would you write in colors people can’t read?
Not everybody uses a dark forum layout… = /
really???..
The AARGM (non-ER) would just be an AGM-88C but with a MMW seeker (not even in game yet, unless MMW is the new munition type BVV_d was talking about) and GNSS (which doesn’t even work on ARMs right now, see the AARGM-ER). Not really an improvement at all.
Do you mind elaborating on this a little?
Does it not upgrade kinematics as well?
The anti-aircraft guns in Nuclear Escalation mode prevent us from doing anything, so I gave up on that mode.
As far as I know, it uses the same exact motor as all previous HARMs. It might have a slightly extended range due to autopilot improvements, but that kind of information isn’t really publicly available.
Ah damn, well they can still give the Typhoon all 6 instead of the artificially limited 2 its got currently.
Btw, have you been having this issue when trying to use your HARMs? It seems to me like it happens to at least 50% of my launches.
ALARM seems to be working fine and thats the main ARM ive been using.
I did one match in the Typhoon, saw that they still hadnt fixed any of the issues that meant I didnt want to play the EFT from the last test event and went back to the Tonka. So ive fired maybe 1 AGM-88C in about 3 months
and if I do play it again before any changes come, im probably gunna run the 4x AMRAAM on those 2 pylons instead of the 2x AGM-88Cs which always get intercepted
The 2S6s actually seem to have gotten a lobotomy in the last update and struggle a lot to intercept munitions. Most of the time, I can launch a single harm at one from 10km away and the 2S6 completely fails to intercept it. Though I do still find myself double launching at them because they constantly just miss like in the clip I showed. They even struggle to intercept GBU-53s. I have had multiple times where I dropped my last 1 or 2 GBU-53s I had left at a stray Tunguska and it would fire at least 3 missiles to intercept, but all of them miss.
Last time I tried it, I had a 2S6 intercept 3x Spice-250s and usually always intercept the AGM-88C. Heck they seem to fairly consistantly intercept PW4s too which is really annoying.
