I’m simply curious as to how the community feels about the ATGM changes over the past few years, I have no positive or negative feelings towards the missiles.
The fact that all of the WT maps are Urban and they constantly nerf atgm mobility is just abysmall. ATGM carriers basically act as a horisontal slow velocity mortar in Urban maps. Currently its never worth bringing ATGM carriers into battles since 70% of the time its Urban maps.
And god forbid you are using top attack missiles since they detonate on friendlies and usually are useless on urban maps.
Atgms need range, tanks need range.
Can we just be done with this urbanisation of top tier!
So not only do i vote for rethinking ATGM manueverability etc. But also stop the domination of Urban maps. If players cant handle waiting or long range combat they shouldnt have purchased that top tier premium.
Yeah I’ve seen how ATGM’s handle irl and they handle way better than what is represented in game. Some changes are definitely needed. Like for example the way ATGM’s drop after launch in game is way over exaggerated ATGM’s do have some drop but not that much.
I have no problems with controlling missiles in flight, but ATGMs dipping severely towards the ground when launched needs to be changed. A dip is realistic and should be kept, but not to the degree present in game
There need to be serious, sweeping changes to ATGM handling.
Contrary to what a few people here are saying, the overwhelming majority of ATGMs have such little post-launch drop that it’s functionally nothing. Look at the French ERYX ATGM. It’s literally the ONLY SACLOS system in the world that can be fired from inside a building without preparation to the room, and it has basically zero perceptible drop after the missile exits the tube.
Notice how in the slow-mo footage, the missile has so little drop after launch, you’d be counting pixels just to even notice any vertical deviation. Most similar systems will also be like ERYX.
M47 Dragon, a system notorious for flying into the dirt; when used by a well trained gunner also had no “drop” after the weapon exited the tube. It was the gunner flinching due to the sudden weight change that caused the problem the ATGM system is now known for.
Here’s the chieftain on a Marder IFV simulator of the Bundeswehr.
At this point in the video he shows the MILAN ATGM of which the army simulator is surely a more accurate representation than our dear old War Thunder.
He also shows how the ATGM launcher is designed to launched slightly upwards to negate missile drop and hence in game it can only be shown as a minimal drop scenario.
Fun fact the MILAN launcher also has a thermal imager which is not present on either of the Marders in game.
Honestly, I am not surprised by the results so far, I also kinda forgot that the ATGM changes also effected beam riding SAM’s as well, so glad to see people bring that up!
I think they should have separated the ATGMs from the SAMs, obviously a tank ATGM shouldn’t be killing aircraft, but at the same time SAM’s shouldn’t handle like they’re ATGM’s.
Tow2A sucked from day 1, it acts as if it weighs a metric ton and slams into the dirt right after launch, this is on flat level ground with nothing obscuring the vehicle or hiding its hull
No point for vehicles with suspended launchers like the Warrior and Bradley to use it since those vehicles’ sole schtick is firing ATGMs from behind cover
Now with the recent nerf, the 9M123 and Tow2B also behave similarly; none of them can be fired when hulldown as they either drop too low into the dirt or overcorrect themselves again too hard into the dirt