Can we get ATGMs that work?

It’s been awhile since I’ve used ATGM, but I agree they suck since I started to play the early Bradley again. What exactly was the thought (or lack of) process when the decided to adjust them?

Going hull down now is almost uselesswithout aiming up first, as most times they just splash into the dirt in front of my position. If I do get them to go, it took a few shots to get used to the odd input you need to use to adjust their flight, but if they hit…the damage is seriously lackluster.

Not sure if Gaijin has reviewed any real world video of ATGM against armored vehicles over the last decade, but I’m sure a simple google search will help them understand the damage they generally inflict.

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You want to see how bad this gets? Play the AMX-30 ACRA.

You have no stabalizer and your atgm is fired from a barrel. The whole tank rocks when you fire a beam riding atgm, meaning your beam is also rocking. Then the missile is rocking even more because of this effect. Its quite comical. Makes the whole tank near useless except at extreme ranges or very short ranges. Where you hit on a tank is literally a dice roll.

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There is even worse one , Rak JPz 2

The Rak JPZ 2 doesn’t rock when firing since its an external mount. It also has 2 tries in case the first one misses. Yeah, keyboard control atgms are bad, but you do get some tiny advantages like being to drop the atgm over hills. I’d still take it over the ACRA or <200m/s brit atgm launchers.

Was my first Ace as far as I can remember. It’s so painfully situational because of how undermodeled it is and made worse off by increasingly small maps.

It’s a criminal shame.

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I should also mention that the Jyu-Mat of the heavily-nerfed-repeatedly-for-no-reason Type 89 that Gaijin loves to nerf, also doesn’t magically drop from the sky or wobble left/right upon firing IRL like it does in game.

Meanwhile in this highly realistic game:

Is it actually too much to ask for my ATGMS TO FLY STRAIGHT ON LAUNCH!?

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Yes

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I’d really like to see what one of those ATGM lanches looks like from the gunner sight. From the side or far away its harder to see.

Presumably the same as the TOW missiles and other ATGMs from gunner sights I’ve shown in the video in OP. I HIGHLY doubt they drift left/right/up/down like they do in War Thunder’s Unrealism.

Also lmfao

Mild elevated angle = overcorrecting and uncontrollable for the first 3 seconds. Keep in mind in the video of the Jyu Mat I was showing, they are firing at an elevated angle.

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Not quite as extreme, but still, I highly doubt their missile overcorrects into the dirt lmao. This is so bad.

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Yeah, but hopefully in a quality that isn’t so potato haha. Though I agree, ATGMs now just feel like the guidance is a suggestion and they’re chasing their own dreams after launch.

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Were you able to make a report on this? It’s genuinely abysmal to use like 90% of missiles. SAMs or ATGMs, doesn’t matter. It’s ruining my actual enjoyment of this game with how bad they are.

Not yet, give me some time, im looking for more videos on different atgm we have in game

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If you require anything, let me know. I have most ATGM carriers unlocked, and most IFVs for most nations.

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The funny thing is, the Swingfire and Striker both have ATGM launchers that face the sky, but don’t really have any issue guiding their missiles. Meaning Gaijin knows how to handle missiles that initially shoot towards the sky but for some reason doesn’t want to make them work.

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I think ATGMs also need to be able to be fired on the move, I never found any evidence that they actually couldn’t but that it’s just protocol, which has zero relevance in game.

It’s stupid when playing like an M113 that you cannot even shoot when parked and rotating because the track movement counts as speed and it puts you above 4km/h or whatever the limit is despite you not moving forward.

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Look at the state of the Marders, they’re unplayable really, having to stop and park in order to fire a slow missile against stabilized vehicles is impossible, even when you get the shot off first your missile, the 200m/s speed means you need several seconds to even hit the target, and even when you do, the damage is just bad and the reload is too long, and most of the time someone can react and kill you in the time that your missile is traveling.

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I believe IRL the risk was that the wire to the ATGM could break, which is obviously suboptimal. But if you had to, there’s no reason why it couldn’t be fired at low speeds.

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Then maybe you can have it break if you move more than 20 meters from launching or something, but I think the current version is rather stupid.

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Hopefully, you came to this conclusion in the game and not after watching a few videos. I humbly ask you to open the game and use the current BMP2M to observe the movement of its missiles.

The BMP-2M ATGMs are the best in the game for maneuverability and effectiveness.

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Swingfire and Striker use old ATGM physics model, because it is more realistic to how swingfire missile functions IRL. (Swingfire uses thrust vectoring to move, old ATGM model gave everyone thrust vectoring for sake of convenience).

All others have “new improved” physics model that is in desperate need of significant changes to their launch parameters, and heavy PID tuning. Some (like LOSAT, mostly) are in need of a total update to their guidance, too. alongside a massive reduction to smoke trail intensity and duration. The smoke is actually beyond insane now.

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