About Nuclear Escalation and the Bomber Damage Model by BVV_d

This exact feature, while realistic, is currently not modeled on tanks, and is rather haphazard on ships.

Yup, NE needs to have “idiotmode red markers” removed from at least all types of aircraft.

For all unit types to actually work well, the AI needs to be thoroughly lobotomized. Snail has generally speaking had AI-controlled anything always be either 1) Terminators or 2) Vegetative State with little in the way of in-between, as making the AI intentionally miss is not necessarily easy to code in. Thus if true “balance” isn’t possible, the game should lean towards the latter.

Common coding to all the AI SPAAG/SAM systems is the likely culprit. Yet another reason why if AI cannot be made fair to play against, it deserves total lobotomization.

Indeed, I have personally seen at various BRs many bombers are prone to all their fuel burning out, leading to an eventual crash. I was experimenting with the Chinese Tu-4 to see how it handled the bomber changes, and some gutsy Tu-95M slowly cruised up behind me, after which I opened up with all my turrets, lit him on fire, and he stayed on fire for almost 5 min before crashing.

Yes, we need the “Lore-Accurate A-10/SU-25,” alongside:

  • IL-2/8/10
  • Su-6s
  • XA-38
  • P-61s
  • Beaufighters
  • Brigands
  • possibly Bf-110s, Me-210s, and Me-410s
  • FC.20bis
  • Hs-129s
  • Ki-109
  • etc. - all the various “bomber-killer specialized heavy fighters” and “heavily armored attackers”

Everything that isn’t meant for air-to-air fighter combat really should get such damage models, because that sort of performance was obtained primarily by making the fighters lightweight, and therefore inherently not all that durable.

The solution is surprisingly simple - make TDM no longer a win condition in and of itself. The entire purpose of bombers (and also attackers) is to clean up the actual objective after air superiority is won. WT’s entire decade-plus-long problem has always been having TDM be a win condition. Being able to win rounds with just aerial PvP means fighters simply do not need bombers or attackers most of the time.

Of course, we need better objectives for nonfighters, but we first must make those nonfighters always needed whether the fighters like it or not.

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I’m of the opinion that the SL spawn costs for cas/sead loadouts should be massively reduced. Using 10k SL to spawn in a cas loadout just to die to PVPers in orbit at top tier, or any tier, makes no economical sense and feels like the game is actively making the objective and fun of the game mode harder to achieve for players, on top of it just feeling like a TDM slog mode. Even when the a2a players earn negative sl. I only earned net 20k sl at top 5 of the team many times at 11.7 uptiers in defeats, without nukes which have the problem you talked about. everyone else who are lower in the team rank definitely had their sl earnings be negative.

Then we wonder why nuclear thunder has such long queue times

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Nuclear Escalation is hugely dependent on the quality of your team ime. If you’ve got a stupid team, you’re going to have no fun, constantly die to S300s and 2S6s because nobody is blowing them up and is just trying to play like a long version of ARB.

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It’s garbage that’s why it has long queues. However it’s the easiest way to spade planes. Get 600pts, go throw nukes and grind mods to play ARB. I think that is it’s purpose.
Other than that, Pre-Alpha state … when while it was event , especially the pre-last event i think was release ready.

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So

S-300s dont need Line of sight, and are impossible to defeat via any method (Notching, Multipathing etc) and dont warn your RWR

Vehicles are no longer lockable with any Tpod (litening III and TIALD both tried) and so you cant track a moving target

2S6s intercept everything

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only multipathing works on s300, and that too reliably, tho the missiles do give a scary jumpscare

They do. The missile just has IOG as well, so once you break LOS, you need to change direction or speed to not get hit by the missile on IOG.
However, since as far back as the April fools run of NE, all of the SARH sams (so the HAWK, I-HAWK, Buk, Buk M1, Patriot, and S300) have an issue where occasionally they will maintain lock and guidance through mountains and hills after you break LOS.

Notching an S-300 radar is going to be just as hard as notching something like a Pantsir or ITO-90 radar. It might as well be impossible, so don’t do that. And multipathing does work. I have not been shot down by a single S-300 missile while at mp altitude.

They do, they are just a little bugged right now so they don’t give solid lock/launch tones. It will do what it does when your RWR detects a launch from another plane or SAM in GRB that isn’t for you where it will give you the launch tone for a second, then go silent for a second. Then give the launch tone for another second, then go silent for another second.

The Sniper pod works fine for me, but I have to be at pretty close range (within ~10km) to track the moving convoy targets

In my experience, they have been severely lobotomized since the last top tier NE playtest. I see them pretty often fail to intercept single GBU-39s/GBU-53s even though they launched 3+ missiles at it.

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You get those warnings the moment your wheels leave the runway, which is completely useless to know whether I should be defending or not.

me and @Beeschurger were shot down dozens of times whilst flying very low and flying defensively, including constant turns this evening

Litening III at less range than that didnt work

Fired 6 ALARM, and 2x 2S6 intercepted them all

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It might help to lower your RWR sensitivity (I have mine at 60%). And until all the frontline S-300s are destroyed, it is best to just assume that if you are getting a launch warning, it is for you. Although I tend to just look in the direction of the launch warning to see if the missile is actually coming for me, and if it isn’t, I just ignore it.

Interesting. I can launch a single HARM at a 2s6 and at least 90% of the time it fails to intercept. But HARMs are bugged rn and miss half the time so I still have to launch multiple to guarantee a hit

That also significantly reduces the range in which you will detect an ARH that has been fired at you, so that is not always a good idea

ALARM dont seem to have that issue, but 2S6s were intercepting nearly everything unless I absolutely saturated the target, Paveway IVs, PGMs, ALARM, etc

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Yeah they are literally swerving AWAY from the target right now lol. According the replay from this clip, the missile literally pulled 12g’s to go away from the 2s6

That is AGM-88 not ALARM

And I said I was having this issue with HARMs

Something needs to be done about team composition now. What is the point of current limits (like no us/israel with ussr etc) now? Red vs blue setting? Its already non-existent because brits, france and others are on red side. And on top of that we copy vehicles which once again ruin any immersion like they did with sim and rb. F5s on red size or migs on blue side. Please make it make sense or remove those annoying rules which dont add to immersion but raise queue times.

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Especially disruptive when you have the same nation on both teams. Weird being in a GR4 and dogfighting a GR4

That doesnt even happen in ARB

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I like ground being asymmetric, I don’t like air being mostly symmetric…

I understand that there is like, 2 red nations and 8 blue nations, but still… Maybe move germany to red, as its a cold war era or something, so it will be 3 to 7, at least.

Or add red/blue tags to vehicles and lock them in-battle based on the team you joined. Like, germans that have red planes will join red team and their blue planes will be locked. Germans with blue planes will join the blue team and their red planes will be locked…

We need new korean tech tree to be red :P
As well as eastern europe tt or something.

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hey man just wanted to say thank you for killing probabbly one of the best mode this game has ever had with your ignoring of comunity feedback. Used to wait for 30 sec max and getting in games from start, now it 12 min minimum and always last 10 min of the game… THANKS

Most good air players have it set somewhere between 60-75% that range is safe
Any lower isn’t ideal

must be a very long dogfight

Usually not, most have no idea how to use combat flaps

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