you get 4 max and i feel like there should be more i mean you get 8 ATGM’s with the whiesel and your telling me my BOX of a tank can’t carry more then 4? add 2 more spikes and most spike users will be happy since they barely do any dmg
To me, the bigger issue is that most of them are classified as light tanks. So they don’t get ammo boxes (unlike those such as the Wiesel which are AT missile carriers) . On the flipside, you do get the scout uav as a light tank and some spike vehicles have good mobility to quickly make their way to the cap to reload.
They would definitely benefit from getting access to ammo boxes, just like how MBTs with rockets attached to them also received them (like the Calliope, Magach Hydra, and Cromwell RP3).
Give us ammo box as the magach hydra
Am I the only person who hate spikes here? screw fnf man might as well let the computer play the game for you lol
I find it comical that most of these IFVs with F&Fs become their 9.7/10.3 selves as soon as you run out of those 4/6 spikes…
PUMA VJTF at 11.0 becomes the 10.3 PUMA once it runs out of spikes…
Vilkas at 10.7 becomes the 9.7 VBCI-2 (MCT30) with better gun depression at the cost of worse mobility…
The Freccia at 10.7 becomes the VBC (PT2) at 9.3 (though at least the Freccia gets 10 of them).
The CV90 Mk.IV at 10.7 becomes the CV9030 at 9.3 (at least it gets 6 of them).
Bruh arent spikes broken, dont they come from the top where armor is weak? While I dont have any tanks that have the Spike’s, I have watched videos about tanks that do have them and 95% of the time they hit the thick turret front and dont pen…
Theres a bug report that’s been accepted for the spikes having the wrong approach angle on tanks, but yeah for the most part they just tend to hit the armored parts of tanks and not penn, which is extremely frustrating on Tanks with ERA when the era just stops them because the tandem head doesnt really work, they also rarely one shot a tank even if they do penn.
most ground vehicle FF missiles dont perform top attack as it should be, it seems to aim towards the cannon, had a match recently and i launched a QN506 F&F missile at enemy Shturm/S and the launcher was hit with insane accuracy from ridiculous distance which caused it-s destruction, but against tanks this attack would have only damaged the barrel or hit the frontal armor which is the strongest part of the tank, 80%of the times you get either a hit or a critical hit at most… if there-s a tree in between obscuring the vision of the it will refuse to fire despite having a target lock.
IRL these smart munitions will hit from top, hit the sides or even from behind the tank but in war thunder that doesnt happen unless its LMUR which is the only ff missile that actually works consistently
man id rather the spikes weren’t fnf, they can’t hit anywhere valuable for shit
Nah. FnF missiles may be bad, but they are the true lowest teir of skill level. Most tanks with junk on the roof are pretty immune to them, but anything that has a clean roof without spaced armor turret face is fodder. My challengers are dead every hit but my ZTZ96 nearly never dies due to that front turret armor. Its just frustrating leaving spawn on first spawn and seeing vehicles at 2km scooting all over the place because the game can’t render in long distance objects but i’m still finding a rain of missiles that ohk me.
the only counter play against spikes is to LOS them by dumb luck as they provide ZERO warning and most are at BRs where there are no APS systems except in a full up tier (or none at all).
If there are ever any counter play options added I may change my opinion but until then they should remain extremely limited in number.
Just twice the number of F&Fs is reasonable considering most of them are just their 9.3-10.3 counterparts at a much higher BR.
If you are aware you can just get behind a building or smoke up – they really aren’t that special.
Even if they do it, half the time they won’t do much.
Smoke doesn’t always work on the move and there are a LOT of maps where vertical cover isn’t common. Sanai for example.
How many kills do you need to get with spikes for them to be worth the upteir? If the answer is anything more than 1, you have a distorted sense of value. Also, if you sit on the cap, you can throw out streams of guided missiles in a way that is extremely difficult to retailiate against.
Yes, driving fast is one of the few times where the spikes can actually be a problem.
Luckily, though, they hardly do much damage as they hardly even hit the correct spot.
Sure, but unless you’re moving extremely fast, smoke can be deployed anyways. Just turn around or reverse such that the smoke is in between you and the seeker of the IR missile.
Puma VJTF is a whole 0.7 BRs higher than the regular Puma for one whole kill?
What about the Vilkas and VBCI-2 (MCT30)? A whole 1.0 BR higher for one whole kill, worse mobility, and -20 degrees of gun depression?
I think you’re the one with a distorted sense of value.
I’d at least expect two or three reliable kills if played right and said vehicle is to be 0.7 / 1.0 BR higher.
These are only good against light tanks and are incredibly situtational.
So a light tank (that’s meant to be flanking) is suppose to stay on a point (where it’s obvious and very easy to get shot at) to be extremely difficult to retaliate against it?
I think that defeats the entire point of such vehicles :/
They don’t reload them very fast either – 13 seconds is quite a bit of time for two spikes.
You aren’t really going to throw streams of them, but the rearming time isn’t as bad I thought it would be.
Smoke isn’t a guarenteed miss. You can’t just reverse, the missile can hit you anyways just in a different location. You have to have some momentum or see it very early.
Yes… if every player got a free kill for every spawn, everyone would have a 1kdr. Asking for more than 1 free kill is literally impossible unless you force people to be fodder.
‘id expect 3 reliable kills’ sounds like a whole lot of ‘i can barely play but i want rewarded’. Its literally a fire and forget missile, you don’t need any sort of functioning brain to make it work. 3 kdr is dominating a match, and if you are expecting that reliably, you are delusional.
Light and medium tank in this game are just terms, nothing more. Many light tanks have more durability than mediums. Many mediums are just as fast as lights. Maps are nowhere large enough to make use of 100kph top speeds reliably, making light no more mobile than the average mbt. If you are getting shot on the point as you are reloading, you probably want to step back and understand if its the vehicle or you. Plenty of points are able to be capped and reloaded on. Many have vertical cover you can fire behind.
13s for 2 is 6.5s reload… wtf are you on about. Are you asking for FASTER?