“One is a completely new location (with a full size of 256x256km), which we plan to release in the next major update if all goes according to plan” Can we please see them in air sb soon?
In this mode, you need to do the following:
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Slightly nerf the Tunguska, Crotal, and similar vehicles so that they don’t constantly fire at full speed, so that they don’t have an infinite ammunition pool, and so that they don’t instantly activate the radar only when they’re already firing at a target. Otherwise, it feels like the missile starts flying out of them much earlier than when they activate the radar.
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Make a setting for all SAM systems that provides a more optimal launch distance. To prevent the S‑300 from launching missiles 100 km away as soon as you take off and your RWR is triggered, the AI could, for example, wait until you reach a distance of, say, 50–60 km, and then start operating at that range (of course, everything depends on the altitude. If you’re flying very high, the launch distance will naturally increase, and if you’re flying low, the AI will wait for a more optimal distance). The same should be done for Tunguska‑like anti‑aircraft systems. So that they don’t start working immediately as soon as the maximum launch distance limit is reached, but also wait for a more optimal distance. For example, the Tunguska won’t start working right away at 10 km against a target flying in the antipode; it will wait until the target rises a little in altitude, or it will start working with cannons when the target gets closer in the antipode. Because nowadays, such air defense systems also tear through the SPO with often senseless, endless volleys aimed at you, from which you have to dodge while also fighting against the trees (I’m already saying nothing about the fact that they have endless ammunition and can see you through mountains and trees). It’s also impossible to work effectively with heavy equipment; you can’t get within even 5 kilometers, because, as I’ve already said, the AI doesn’t look for any optimal solution and launches a missile as soon as it spots you on the radar. The player would hardly use all of their BC (which is unlimited for the AI) on targets that are not guaranteed to be within range. It looks unrealistic and impractical.
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Increase the rewards for sinking ships and destroying warehouses. Ships are a whole separate issue: players usually (especially at lower BRs) have very few anti‑ship missiles on their aircraft (especially considering that the player naturally won’t take only anti‑ship missiles — they’ll also take missiles for other purposes), and with such a small number of missiles, you need to manage to sink entire ships, which barely give mission points (if I’m not mistaken, you get 60 points for destroying a ship (?)… And about 120 for destroying equipment) and silver (you get at least 4,000 for destroying some kind of brawler, and for an entire ship — … 3) Again, this is all assuming that your missiles have to fly through all the air defense systems and aircraft, hit the target successfully (which also doesn’t happen often — sometimes a missile might fly past without hitting anything, or all the missiles might hit the same point even without targeting the ammunition and not deal enough damage), and, in principle, you need to launch these missiles. In my opinion, destroying a ship should earn about 200 mission points, and destroying an aircraft carrier — 250–300. And the silver reward for a ship is about 10k, and for an aircraft carrier it’s 15–20k. An aircraft carrier is generally very difficult to destroy quickly.
The rewards for warehouses are also quite meager — 2,500 silver for destroying any warehouse, regardless of its load, and also about 60 mission points. Although, in order to hit the warehouse, you need to: use your ammunition to get through tons of air defense systems and explosive weapons, and also ensure that these munitions pass through the air defense systems that protect those very warehouses (usually there are three of these air defense systems), and, of course, hit the warehouse — which sometimes requires more than just one bomb or missile. The reward is absurd. Plus, for some reason, if, say, the ammunition and equipment warehouse is 100 % full, the reward doesn’t change at all? That is, the warehouse contains equipment, and logically, defeating it should increase the reward, but we only receive a reward for the warehouse itself, and even that is not advantageous given the conditions under which you have to try to defeat the warehouse. In my opinion, defeating the warehouse should also grant about 10k silver (depending on its load) and 150 mission points.
So far, these are the problems I’ve noticed. I hope everything will be brought to a more playable state. Overall, the mode is really great and has great potential.
We need a Simulator version of NE.
I wish SimEC maps would receive the same effort as the rest of the game…
Hmm, question to better nerds, but what are names of these systems?
Don’t suppose those would be playable? If not would they just reuse current transport helicopters currently found in game examples: UH-1, Mi-4 or new assets instead heh Mi-26…
Gunship 3 my beloved, that game was SO fun back in the day
first image is the BUK-M1 i think
So? It would still help.
Plus Red SIde also has Peer to Peer DL (though, this was primarily used from the MiG-31, which we still lack for some reason.)
I cant wait to see nuclear escalation expand, we could have such a vast and dynamic battle going on. Please let me do supply runs with a CH-53 Gaijin please!
We have played 64v64 infantry tests, imagine a 64v64 nuclear escalation where the map is stuffed with not only what we have now, but also helicopters, bluewater, costal, submarines, carriers, air and land transports, artillery, mlrs, sam sites and so much more.
This could become the world war mode i dreamed we might have some day
Or Home on Jam )))
In real life, when bomber airfoil was hit with high-yield HE rounds(20mm minengeschoss and up) it’d often tear along the length of the plane starting at the impact location due to aerodynamic forces, especially if the leading edge of the wing or the nose was hit. Will this dynamic outer skin section damage mechanic be implemented for long range bombers, and if so, will the damage over time differ from aircraft to aircraft depending on how the airfoil was attached and the internal truss structure? And will “black” wing section actually mean a near full reduction in lift if the game goes this way? Thanks.
That makes more sense.
But I like mine more. )))
Doesn’t matter in game. But I’ll answer you. Yes it’s quite on the same lvl as early data link.
It is known that Soviet flanker can share and data link missile.
Not to forget the mig31 role
Thank you for the update and transparency!
As someone who has wanted bombers buffed for a long time, the needle went a bit too far in the other direction, and there is still a good amount of fine tuning to be done to get it right.
Glad to see the devs are committed to this!
even ka-50 had p2p dl
What happened to the SEAD mission that Gaijin tested some time ago, where F-4s faced MiG-21s? One team was supposed to destroy oil refineries, with no enemy markers
Big question for me is, will Sim get anything that has now so lovingly be implemented for the Nuclear Escalation game mode?
Sim development is stagnating since years, and even a Sim mode of the current NE restricted only to RB would be highly appreciated, even only in a first stage as proof of concept trials, just as has been done for RB.
Any plans in this regard? What speaks against trying?
Yes it does matter, GCI datalink which is what most of the jets have is not the same as fighter to fighter which is limited to Su-27 and MiG-31
I’ve heard of marking common targets but shared missile guidance?
Could we see these in Sim as well? Along with the appropriate changes to MFDs to help pilots differentiate enemies from friendlies?
Will this also include implementations of LDIRCCM that some iir missile, like IRIS-T, have?
When will the AAA be nerfed?
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Remove respawns of AAA. Once an area is cleared it’s not supposed to be covered again by the time I have rearmed and refueled.
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Spread them out more. When you fly a good approach for one you often get killed by three others.
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Significantly reduce the success rate of AAA killing ordnance in the air.