90km shot seemed to hit the target fine
Just attempted a 100km shot, the missile could 100% have hit the ADATs from that range, but it ran out of battery around 5km away still travelling at mach 1.
90km shot seemed to hit the target fine
Just attempted a 100km shot, the missile could 100% have hit the ADATs from that range, but it ran out of battery around 5km away still travelling at mach 1.
Right now, it’s clearly felt like there’s a REAL lack of ADEQUATE brimstone. It should be able to overwhelm SAMs with both passive and autonomous weapons. But that’s “too overpowered”. The ability to disable the anti-aircraft gun’s radar and target weapons with an optical sensor is a different story. That’s not overpowered, no.
At least they could have given us Brimstone 2, even if it was a laser version… The current range of Brimstone 1 is simply ridiculous.
Does make me wonder if it will work at all in Nuke Thunder, given how effective AI was at hitting missiles during the bomber event playtest.
Pretty much the only thing that worked in the initial ARM introduction was to magnum at like 8km from the AA and look like a bigger threat to the target than the missile, while it closed range.
If ALARM overshoots when it’s launched at those short ranges, and easily gets intercepted at long range shots because it’s pretty slow compared to HARM, and certainly Kh-31, it could be quite useless.
Will have to see if the loft works at keeping it above the elevation envelope of air defences
The ALARMS come from almost directly above the target from high alt, so the AI often in my experience just cannot target them.
Sometimes it will, but usually it either doesn’t entirely or it will only start locking them by the time they are already diving onto the target and it’s just too late.
Sometimes they will intercept one, but I’m yet to have the ADATS succesfully intercept 2 fired quick in succession.
Is that testing in the dev server NT? Or GRB and test drive - What I’ve seen posted thus far seems to be from those modes where AI’s not so hot on shooting munitions as I recall them being in the previous iteration of NT
But yeah, puts my mind at ease if there’s something that works in that game mode, since it’s where I’m more likely to play a jet like Tornado
Add a new Soviet Wunderwaffen you say?
Against the AI ADATS in test drive
You cannot take the Tornado into NT as it’s too low of a BR, 12.3 and the minimum is 13.0
If anyone would like, i’d be happy to test the ALARMs against an actual player (one of you :) in a custom on the dev server
i could partake, ive got anything in the UK tree
The Sky Sabre or ADATs would work great
I’ll set up the custom now
sure, ill join after i’ve done one last bombing run in the A-7D and boot the dev server
Sounds good, cheers
It shouldnt be usable vs the ZA35 and Falcon. So can remove those
I’ve got a custom set up on the dev server, if you check through the list it should be there
it went for the Launchers and not the Radar vehicle
What? Lmao?
A lot of these shots arent making sense to me lmao
Some are going over you and then turning back to hit you
yep, that happened in the sky sabre
Regardless, all but the sky sabre had failed to see it at all
That’s pretty impressive
I was firing at maximum 5 of them at a time, at low alt it seems unreliable but as soon as I was above around 4km it worked a lot better
i think the loft is set to 12km altitude, so its probably trying to correct too hard and ending up buggering the missile,