About Nuclear Escalation and the Bomber Damage Model by BVV_d

That could work. Though tbh, I want to see all of it just redone

Move the long range SAMs actaully to long range, not 20km from the front line. Halve the number of SPAAs on the front line. Period. Nerf the 2S6s ability to intercept munitions. Just straight up replace the ITOs with literally anything else. Make it so that SPAA cannot target anyone that was within 15km of them when the spawned, the player would have to leave that zone and re-enter before it can fire. etc etc etc.

Let alone just fixing the lag. 90% of my weapon drops bug out, Spice-250s, Paveway IVs, AGM-88Cs. All them have a really high chance to just fly off in a random direction, and those that actually go for the target, are pretty much always intercepted

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That is the other side of it. Dealing with this wall of SPAA without even a fraction of our defensive kit is just a bit stupid.

Overhauled CMs, TRDs, JRDs, ECM and EW. Let alone decoy weapons like Spear-EW

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I have a bug report on ARMs just randomly missing although to absolutely nobody’s surprise it’s just gone ignored
https://community.gaijin.net/issues/p/warthunder/i/FpuuuJkBv0HV

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Why they would spawn near player in the first place, SACLOS AA has no place inside convoys whatsoeveRemove saclos AA from convoys and the whole frontline gets playable again

This is basically what happens whenever I try to use PW4s

Spoiler

https://www.youtube.com/watch?v=TBBJn01tqJ8

To the point where I might just start bringing fuel tanks instead of them, would be more useful

Are those the laser only ones or the laser + gps ones?

GPS+SAL.

Gunjob reckons its just lag, but the gamemode is always laggy. So they always do this

(Should have DL too)

Im surprised weapons in nuclear option work much better even tho game is much lower calibre than war thunder. Never had missile miss or not deal any damage to target unless its smth like launching hellfire at hardened bunker.

Also present you know where.

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Clearly they are broke, maybe they need to make some more premiums

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What I dislike about current mode implementation now after touching game made around this concept. Is how frontline never shifts forward for planes. Your airfield gets killed and thats it, you will just fly longer to reach battlefield. There is no enemy closing in and capturing more and more territory. They spawn at same airfields without advancing further. So its just tossing nukes after boring flanking instead of actually pushing enemy away and then breaking their ability to fight back completely.

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Whats really stupid is that ASB has this mechanic. At least a bit. When a side “wins” the battlefields, they capture a zone, and the next battlefield moves. I have actually seen one be right next to an AF before it got pushed back that far.

So its not even like this doesnt exist. But the current maps are just too small.

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I must say Gaijin did something to “reduced RCS” bombs (tested Spice250 and GBU53), as they are fired at much earlier than before. Even Pantsirs near targeted S300 elements are no longer on sleeping duty and they do put datalink capability to work and engage bombs in pairs.

UPAB-50

and yes, it is a prop/display piece from some military show

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I never really noticed much of a difference. Fired 8x Spice-250s at a encampment with 2x 2S6s and all but 1 got intercepted, and that one just got lucky, because the missile fired at it missed.

but yeah, it could be fine tuned some more, but I dont see anyway of not making those small spammable weapons not OP without also rendering anything else pointless to use. Like even when 4x PW4s actually go for the target, they basically always get intercepted if there is any SPAAs still active

They also nerfed the JSOW to have the same RCS as the GBU-39. Beforehand it was 3x smaller

Yes it exists but as you said maps arent that big. And airfields are all hidden in the rear row instead of being at random valuable parts of their territory.
Like this:
678px-Airport_Diagram_Ignus2

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JSOW still has “gunnerFilterMaxDistMult”: 0.1, what changed was new line

"signature": {
  "radar": {
    "multiplier": 0.3
  }

Which should affect actual detectability by player manned radars.

Amusingly, Tunguskas do fire quite persistently at incoming small gliders, but they very frequently miss and bombs coming from high above are still consistently double tap them.

Never noticed this either. Had 1x 2S6 intercept 4x PW4s that were coming down onto pretty much vertically (dropped from 25k ft).

It would be nice if they actually made it so that SPAAs cant intercept munitions outside their search radar scan angles instead of having omniscient AIs

And if they made it so that trees block radar

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Yeah, it would, but that would mean re-writing the AI code so that it actually used the radar, instead of reusing the same code we’ve been complaining about for literally like 5 years at this point.

(AI SPAAGs in ASB, for years, will pre-fire at you when you enter range but are behind a hill and will fire at you with perfect accuracy even if they dont have a radar/not using their radar (No RWR pings))

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Anyone else get packet loss regularly in nuclear escalation and only nuclear escalation?