Yea it was artificially nerfed because they were too good. I think if they don’t want to add the L, at least unnerfing the IOG so it essentially is a “JDAM” would be great. It would allow some counterplay between SPAA and heli but still let the heli be more competitive.
Prob they need to add AGM-179 for that, but limit it as Brimstone.
Or JAGM-MR with limit to IR(or what does NIR mean?) only
“Near Infared Seeker”
Per lockmart it seems to be a type of imaging Infared seeker, a lower cost one than other options. Gameplay wise it should just function like the SPIKE’s or any other similar generation ATGM seeker.
The flight path is more or less accurate to real life, which works great in reality but not so much in WT.
I believe there’s different flight path depending on the distance of the target. There was a bug report made on it
Ok so I tested both missiles just for the time to target.
Methodology: used Stalingrad map, firing along the river, thunderclouds. Using the AKD-10 from Z-10 and AGM-114K from OH-58D. I tried to orient the helicopter exactly in the direction of the target. I hovered at 200 meters while firing. After firing, immediately read the prediction of the time to hit from the HUD. Waited for the countdown to end, and added 1 second if the missile hit later than shown by the indicator.
Laser designation constantly on throughout firing. Testing results not very accurate, since not having any decimal precision, and small variations in direction. In particular, both missiles seemed to veer off slightly to the left or right, and did not follow an exact straight line after firing.
Testing results:
Distance: 3km
AKD-10: 14s AGM-114K: 10s
Distance: 4km
AKD-10: 17s AGM-114K: 14s
Distance: 5km
AKD-10: 22s AGM-114K: 18s
Distance: 6km
AKD-10: 25s AGM-114K: 25s
Distance: 7km
AKD-10: 28s AGM-114K: 32s
Distance: 8km
AKD-10: 31s AGM-114K: 41s
Both AKD-10 and AGM-114K exploded before hitting target at 9km.
Thanks! I completely underestimated the speed of the Hellfires when in comparison to the AKD-10 from the short to medium range.
Was this targeting to a stationary target? If so I’m curious how each missile would perform on moving targets over distance. Probably the disparity increases the farther it gets.
Could also add in comparisons to some other ATGMs present too, eg the L-UMTAS takes a whopping 37 seconds to hit a target at 6km, and the ZT-6 takes 20 seconds.
It’s targeting to a point on the ground, stationary targets. Personally don’t have a solid prediction any way, but I do know both don’t respond too well to movement.
still you dont get it people always mix shit toghter we are talking about heli performance not general CAS performance of a nation we are compering helis we are saying why dose isreli ah 60 gets 16 spikes with FAF and russia gets proxyfuzed vikers germany gets pars 3 italy gets spikes but all other nations including Brits USA Japan and isreali sweden apaches have to suffer
somepeople on fourms just have no commen sense feel like talking to a 8 year old on WTs subreddit
you are beyond delusional, spawning an f16 wont do shit since your biased overperforming shitass S1 has been overpowering every nation 1 handed for the last 2 Years. Russia has best Spaa and Cas, the bias is absolutely unimaginable, gaijin said better spaa is coming and still there isnt shit, there is no effective counter for 14 ka52 spamming vikhrs outside of aa range and 23 su34s bombarding ally spawn while 8 pantsirs lock down the whole 20km map even into your airfiels
and then they added more fighters in this last update lolol… gaijin…
and op weapons for russia which are beyond overperforming, while usa is stuck with the same missiles from 2-3 years ago which are even bugged cause overpressure on mavericks doesnt even work bruh
dude they wont even fix the lobbing of the hellfire we have in game…
I really dont know how they have screwed up the flight profile so much, there are very good diagrams you can see of the IRL flight paths but they somehow got it wrong
the only explanation I can think of is that it has too weak a motor or too much drag in game and they made it not loft as much to match time to max range but idk why they wouldnt have just fixed motor/drag
I’ve been thinking about this.
In game currently you would have to do the following:
- Activate ground radar on the AH64
- Cycle through targets until you found an enemy or designate with your laser
- Designate lock
- Fire AGM-114L
Gaijin already said they wouldn’t implement datalink features for munitions so the lock AFTER firing would not be implemented.
Is this any different than an IR or Laser F&F missile?
The only difference is it can see through smoke.
There are patents out there for MMW obscurant deployment systems so it’s not unrealistic for smoke to defeat mmw on top tier vehicles.
Would US pilots be okay with F&F missiles if smoke defeated them and you had to lock on first?
Because I would.
You don’t need to use the radar to use 114Ls.
It can be either right? So going back to actual in game implementation, what gameplay difference is there if datalink (post fire locking or target changes) is not added?
Just seeing through smoke?
Targets are searched for by means of the TADS (Target Acquisition Disignation Sight) or AN/APG-78 (FCR - Fire Control Radar) Sighting System, the data from which is transferred to the AGM-114L missile CNS.
From here:
With just making top tier blanket “multi-spectral” smoke, which we have proved to exist, essentially no difference between current Spikes.
Which is why the devs won’t do it, either too pathetically lazy or painfully incompetent when it will only help every tech tree except a “‘certain one’”