Deep Strike Returns Again this Weekend!

Deep Strike, an asymmetrical mode where one team attacks and the other defends important industrial facilities at several locations, returns again this weekend!

When: From October 31st (12:00 GMT) until November 3rd (12:00 GMT)

Where: Navigate to Events and Tournaments in the hangar → Deep Strike

We’re using Deep Strike as a testing ground for ideas that we’re exploring for a new type of operation in World War Mode, called Aerial Warfare. Catch up with all the details surrounding Deep Strike in our previous news article about it here. Below, we’ll go over what has changed since the first iteration of the mode.

Changes:

  • A new mission variant on the Vietnam map has been added.
  • The durability of infrastructure buildings has been reduced, making them easier to destroy.
  • Infrastructure has been made slightly damaged at the start of the mission, making it easier for the attackers to see it and destroy it. We’ve made this change in this test because in Aerial Warfare, the operation where Deep Strike will be available in within World War Mode, infrastructure will often already be damaged due to previous battles occurring. We want to test how it will be under regular battle conditions.

Give Deep Strike another try this weekend from October 31st (12:00 GMT) until November 3rd (12:00 GMT) or try it out for the first time if you missed the first iteration!

Get ready for intense aerial battles that will require teamwork and excellent piloting skills, and be sure to share your thoughts about this event with us. See you in the skies!

13 Likes

Did devs put any effort this time? looks like no (same teams size)

10 Likes

And still no aircraft variety

12 Likes

Will score in this mode count for the “Dreams come true” event?

1 Like

Alternatively, would you consider changing the attacker’s victory condition from destruction of all buildings to instead require a certain percentage of buildings? For example “Destroy 90% of production capacity”

Seeking out the last undamaged building among a heap of smoldering ruins is not only difficult but quite tedious as well and does not make for a fun or realistic experience. Real life infrastructure attacks are based on degrading the output of facilities, total destruction is not viable for a number of reasons.

Also, please let us test this mode without the historical team setup. There is a whole discussion to be had about asymmetric teams and aircraft but I think it distracts from the main purpose of the event which should be these new mission objectives.

14 Likes

I’m here for new modes but if this is a test event, why are we paying for it with silver lions?

2 Likes

because it pays sl and rp

Mig21 vs phantoms got old on the second time already.

For the next test more aircraft variety for both sides would be great.

1 Like

Nothing about balancing teams and over powered anti air ?

4 Likes

Anything to make the Cobra useable?

This is still way too one-sided. Marking the refineries on the map might help.

1 Like

Im just gunna quote my review of the first one because I just dont see much difference

Only change… Bombs are a little more effective, because building need less damage and thus more vulnerbale to splash damage but…

Its just made rockets even more effective than before

Defenders still ahve an overwhelming advantage, with little chance for attackers to actually win

3 Likes

For this to work both side Icons should be set same as EC so that only friendly are visible but only at VERY close range.
As of now its way to easy for defenders to find out Friend or Foe.

Ok yeah the event is actually pointless now as it doesn’t count for the other ongoing event with an actual prize…

Classic gaijin.

1 Like

Barely any improvement at all since April. Lame.

Stupid task → Released at a stupid time → Not many people are willing to play this task → GAIJIN believes that players don’t like this kind of innovation

2 Likes

Sorry, but unless it contributes to the air event I ain’t wasting my time with this. I’m already taking enough time away from ground battles as it is. If you timed this for before or after the Dreams Come True air event, I’d have given it a go.

For anyone who doesnt feel like reading through the wall of text below, the sparks notes are:
Don’t bother playing this event in its current state, it is a total waste of your time.

This event is quite literally the single worst event in all 13 years of WT history, and its not even close.

First problem:

The actual strike target makes literally no sense. You would never have to knock out EVERY SINGLE STRUCTURE in a power plant or oil refinery to render the target inoperable for extended periods of time. The idea of larger ground targets with multiple points needing to be destroyed is good, but requiring 50+ individual structures to be destroyed is utter insanity. Drop the number to something in the ballpark of 20 structures instead, if that. In exchange, make the structures harder to destroy. It should not be possible to easily destroy entire buildings with mighty mouse rockets or zunis with only 1 or 2 hits.

Second problem:

The helicopters are quite literally completely and utterly worthless in this event.

  • They have no anti air missiles, and aren’t capable of locking targets, so its almost impossible to defend against jets. If a mig spots you, you’re dead, and there’s nothing you can do about it.
  • The TOW missiles are outranged by even the gun based SPAA, and are incredibly slow, so they are pointless
  • Mighty mouse rocket slinging at AA is the only way i’ve managed to net an SPAA kill with a heli, its only happened once in 20+ matches, and I still died doing it, because the only way to get enough range to accurately hit a target is to fly up to rapier altitude and die to them while you try MAYBE killing 1 SPAA in return.
  • ANY damage the helicopter receives will make the weapons completely inoperable, which means that functionally, if you encounter a stiff breeze at any point, you might as well J out and try again.

Either add helicopters that can ACTUALLY deal with AA and not be free RP for jet players (thermals AND ATGM’s that can outrange atleast the gun based systems), or just remove them entirely, because as they stand, they might as well be unarmed civilian helicopters in a warzone.

Third problem:

The attacking team has functionally no way to deal with the GBAD. There is an immense amount of Rapiers and ZSU’s around the target, and jets have no TGP to look for them, nor any ordinance to reliably destroy them. It takes most of the ordinance from a single phantom to have a half decent chance to actually kill an AA system, and even if you manage to do it, the targets are so small and hard to see that you will be well within range of multiple gun and missile AA systems when you finally manage to pull out of your attack run, likely resulting in either a death, or damage that will make you functionally combat ineffective. You will also have used most/all of your ordinance, so you wont be able to strike the target anyways, so objective-wise it will amount to a death anyways.

A 1:1 or even 1:2 trade ratio of F-4’s to AA systems is untenable, ands thats being EXTREMELY generous, since in all the matches ive played, I can count on 1 hand the AA systems that were actually knocked out, and it was always done by me or my squadmate who were actually trying to do SEAD to give our team a chance at actually finishing the target. Seeing as there are still 0.75 enemy player MiG’s to every F-4E as well the defending team is functionally playing with what feels like 32+ “players”, instead of the 12 they actually have, if the attacking team is trying to actually complete the objective.

Fourth problem:

If the match is played during a dawn/dusk setting, ground objectives become functional impossible to differentiate between destroyed buildings and live ones, and AA systems become nearly impossible to see, making the match a literal auto-loss for the attacking team.

Final thoughts:

Despite being a very good step in the right direction regarding ground objectives for aircrafts, whoever designed this game-mode has somehow managed to do such an utterly terrible job at designing what should be a slam dunk of an event that the ONLY way an attacking team has an actual chance at winning the match is to completely ignore the objective and focus on just killing all the MiG’s, making this functionally no different to a normal air RB game, except one team has GBAD, and there is no spotting.

There is no point to bring ground ordinance because the attacking team has no real way to actually complete the objective. Everyone just fires zunis at standoff ranges where their accuracy is low, and their ability to ID remaining targets from already destroyed ones is non-existent, and then they go and try to do air to air combat instead.

There is effectively no reason for anyone to play this game-mode in its current implementation. The SEAD event was VASTLY superior to this one in every single way. The SEAD event had an actual learning curve to it, and the objectives felt rewarding to actually complete, and more notably, had a tangible impact on the tactical situation on the map. Destruction of GBAD assets in the SEAD event meant the attacking team were tangibly rewarded with advancing the game state, and though the GBAD sites were more powerful in the SEAD event, they also felt actually possible to find and strike, since you were trying to find a target the size of a bush, in a forest, with 12 other AA systems firing at you simultaneously, while being limited to only using your eyes and unguided low splash ordinance.

The idea is good, the execution needs a LOT of work. As it currently stands, I would recommend just closing the event early, and trying it again next weekend after fixing the problems.

Suggestion:

A much better way to implement this “Deep Strike” event would actually be to combine it with the prior SEAD event. Give the defending team a picket line of long range GBAD batteries and gun based systems like in the SEAD event, and put the refinery/power station behind said line of GBAD batteries, and provide it with a lot less GBAD systems (maybe 1/4 the number seen in the current Deep Strike event).

This way, the defending team would have a potent GBAD threat making it difficult for attackers to get through to the target early in the match, but the attacking team could actually degrade the defenders GBAD to create vulnerabilities from which they could begin attacking the actual target, without the target feeling impossible to actually fully destroy like it currently feels.

4 Likes

What are you talking about?
Just play Deep Strike when you have your star… -_-

1 Like

I already shared some feedback in the WT launcher comments, but the 500-character limit there made it difficult to be specific. Here’s my more detailed feedback from the perspective of a helicopter player on the attacking team:

I enjoy flying helicopters in War Thunder, and I’d love to see and play missions like Deep Strike more often - if there were at least a reasonable chance of successfully destroying enemy assets.
However, based on my experience so far, it’s currently almost impossible to get close to the plant or eliminate AA bots.

Suggestions for better balance:

  • Mark the plant on the map from the start.
  • Show approximate AA bot locations at the beginning, so players can plan their flight paths accordingly.
    Once an AA bot’s position has been revealed by teammates, its marked defense area could then shrink to reflect updated and more accurate intel.
  • Extend the mission duration.
    After being shot down once, there’s often not enough time to make a second attempt - especially if you’re flying cautiously and using terrain for cover rather than going in directly.
  • Add an option to rearm - or, more importantly, to repair helicopters.

A few additional thoughts:

I took the screenshot below during a replay of Deep Strike on the Golan Heights map.
It shows a high concentration of AA defense bots forming an almost closed ring.
In my opinion, the AA bot density is excessive. It’s also extremely difficult for a helicopter pilot to spot the AA units hidden among the trees while having to stay low at the same time because of the MiGs.

What if the facility were placed in a location on the map near a ‘natural gap’, creating an opening in the AA defense ring?
For example, a small gorge, valley, or riverbed could serve as a low-altitude approach route for helicopters, allowing pilots to reach the facility without being immediately targeted - provided they stay low.
This natural gap should be clearly identifiable on the topographic map or otherwise marked for attacking players. Doing so would add tactical variety and new opportunities for both sides, provided there is sufficient mission time.

3 Likes