Can we get ATGMs that work?

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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The probem seems to be that the atgms over correct when lining up with the sight as things like the bmps, zbd or any barrel launched atgms such as the tow wisel that have thw atgms directly in the gun sight it works perfectly fine…

That’s a symptom of bad PID controller tuning, which unfortunately is a very difficult and time consuming task. The missiles IRL have PID controllers that smoothly correct for offset, but in-game they are badly tuned and mostly overcorrect and get into energy wasting oscillations.

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One problem i noticed that really contributes to atgms bring annoying to use is the fact that upon firing they try to instantly jerk around to lineup with the sight reticle. This is very noticeable on things like the Bradely with TOWs or the BMP-1/2 with Konkurs. Its even more exaggerated if you have “camera from tank gunner sight” disabled.

The other problem that contributes to this is the fact that pretty much every ATGM likes to dip upon firing which makes the jerking issue I mentioned above even worse.

The first issue can of course be fixed by making the missiles alignment to the sight transition more smooth and not instantaneous.

The second issue can b fixed be changing the acceleration pattern and not having them dip when leaving the tube. (The only one that should do that in game to any degree is Spike iirc)

Fixing these two issues would actuall make atgms more viable again particularly at longer ranges.

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I’m a big fan of the just absolute confusion lol.

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Even worse the stormer aa doas it to so it’s impossible to hit anything below 1.5km

They don’t. They barely drop at all honestly.

You can use this video for a bug report if you want

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bmp3 bm4 dont wobble, bmp1 2 2m are fucked up also, shturm it1 khrizantema havent played for a while, i never use atgms on MBTs so i dont know whats going on there.
At this point the game is fucked up.
Ammo on all tanks 7/10 times gets yellow, Gepards Bagel ammo pen breaches and cupola shots result in shrapnel directly into the crew compartment, Gepard ammo rack most of the time is non existent, all russian apfsds (except bm60) have garbage post pen (really garbage) at the point that all feel like bm25 from t55…
Leopards can get atgms in the face and nothing happens, leo 2k is fcked up, leos ammo shots result in yellow ammo most of the time but yeah we needed autoloader damage for russian tanks cause fuel tank explosios, barrel, breach damage were not enough…

Any luck on the bug report?

I will make them this or next week. Most likely on weekend

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Good luck with the reports, and good work in the thread. Playing soviet ATGMs is quite fun and effective. But then using the MGM-51, a primary weapon of at least 5 tanks… nearly hopeless and useless.

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most of the times a modern ATMG wont fully destroy a modern tank if hit frontaly in real life, so is ok

It took me 3 months and 1 year to get a response about a bug on Khrizantema-S…
I don’t understand what WT Dev and QA team, what are they doing ?
I am a tester of a competitor game to WT. (we all know what it is)
Putting aside the balance arguments, they are very receptive to fixing bugs, from small anti-tooth bugs to obj bugs, they ask carefully and fix it right away in the next test version.
What about our WT team, the bugs that were reported in the test version are still found in the live version. I’m really concerned about GJ’s approach, a certain soccer game was ruined because of ignoring the QA department.

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Who knows, they constantly lock down bug reports based on arbitrary reasons or just say ‘’ its not a bug ‘’ and locked it, even when it is a bug.

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honestly if my team is camping i will camp only to a certain point, I wont go into their spawn often I will give them a hill or two between me and their spawn

Stonewalling in the bug reports is hugely frustrating, especially with no feedback. AA-20s are still broken despite being reported since alpha strike…