Deployable Swingfire Operator

(poll is slightly in jest but still)

  • Yes, all glory to the swingfire missile!
  • No, buuu to unique things!
0 voters

Now hear me out before “but infantry…” x y z etc, this isn’t that, its different and is more akin to the use of the new deployable SAM system but more niche and internal to a single vehicle over a platoon of them. I will explain how it is different further on.

Basically, the swingfire base system IRL has the ability for the operator to take the control system and dismount the vehicle allowing them to fire from a position up to 75m away. My proposal is for gaijin to now give us this capacity given that we now also have this for SAM systems (something that was not a feature in the game before). In effect when deployed, he will take the place of the RADAR system, and the swingfire will act like the base launcher platforms.

This is a highly unique capability that very few systems IRL could do and would arguably be a fun and interesting system to make swingfire stand out from the rest of the ATGM systems in game.

The basic concept would be as follows,

The swingfire carrying vehicle will have the ability to deploy and collect (an expanded feature but I would hope doable, if not just deploy) its operator who will then be able to move up to 75m away form the vehicle. when missiles are fired, the missile will automatically (using the current saclos system anyway) turn to follow the direction if the controller.

When it goes in front, we can either continue with SACLOS controls, or if gaijin want to “balance” it down a bit, push it to MCLOS (IIRC under this system it required MCLOS after it turns and is collected by the sight system but I am not 100% sure).

The operator then controls the missile into the target.

The player can bounce between the vehicle and controller at will, and when next to each other allow them to pick the controller back up.

If the controller is killed, it is considered the loss of a crewman. I was going to suggest possibly the loss of the vehicle as we lose the control system but might be harsh given the squishy bits man is squishy.

as gaijin have a infantry game and have done infantry related stuff in the past, it could work imo.

Timestamped video for the “visual” proof of concept of how it would work.

Now, how it is different to dismounts.

Well simply put, the controller isn’t taking weapons out the back to use, they are explicitly still in control of the weapons fired from the vehicle, this is completely different to dismounts that would then be operating/able to operate without the carrier unit under their own strength/weapons. The operator is literally using the same controls, just that they got out the vehicle and went on a moonlit walk.

For balance also, don’t let the controller cap the flag/reload the tank either lol.

Now I know that there’s only 2 swingfire vehicles in WT currently, but we have room for a whole fleet of them in potential vehicles, I think it would be grand to make this missile much more realistic and unique so when those vehicles come into the game, they can hit the ground running and be able to take advantage of 1 of the main points as to why the system exists.

I would only need the missile to work as it did in reality (when leaving the launcher it can turn up to 90º), and they would change the 3D model of Striker to that of the Gulf War version (that version does have a thermal sight), that would be enough for me.

I’m only ever going to vote yes for this.

5 Likes

It kinda does that in WT on the strike but IDK why they didnt have that option in the FV430 chassis.

Agree with you on those things though.

In the game, it’s almost the same:

Spoiler

If it were in the game, the missile would be directly where you are aiming, since the missile should be able to turn towards where you are aiming as soon as it leaves the launcher. However, as you can see in your image, the missile is following a curved trajectory to get to where you are aiming.

IIRC it should be tighter then that. I am sure wayyyy back in the day it actually did operate more realistically in a super tight turn but gaijin nerfed it for balance because people got upset that swingfires were firing from near total cover around corners in towns etc.

Also, 33 votes and no comments, shameful people, gotta voice some more guys so gaijin pays attention!

Though an 80% positive vote is pretty good as an indicator imo for gaijin. Heck, give us a premium swingfire carrier like ferret V to make money off it even.

i was gonna ping SwingfireOP about this thread but I see he’s already showed his support lol

2 Likes

Lol no, on the contrary — at first they made this missile very unmanoeuvrable, and it took a very long time to get on trajectory. Because of this, the Swingfire and Stormer were literally unplayable, and this lasted for years.

Good day and sorry for the ping as I assume very busy with the patch etc @Smin1080p_WT

I decided to hold off until we got a few more votes, but currently we are at over 60 votes with a ~85% yes, I was wondering if the devs would be open to this option now that they have expanded how systems will operate in WT. To me given the “niche” level of this topic I think that seems like a pretty good reaction given how quickly it happened.

I think that people would be positive to gaijin implementing it even in a limited capacity (such as only able to kneel the soldier down or stand) though I admit I think gaijin might need to alter the thrust vectoring of the missiles to be more realistic to allow for shooting around tighter corners. I would also love to see an expansion of more swingfire missile carriers too (a premium ferret for example, or land rover) to go with it.

My name is from those days, lol. Couldn’t hit stuff fairly close in front of you.

These days it’s great. I often get rage in chat. 😊

Hello

At the moment, the expanded options involve seperate vehicle units. Not infantry based control.

Currnently its not possile to have a person / infantry vased unit under contol (or even AI) on the the battlefield.

Huh, I thought perhaps using the hitbox of a crewman out of a open top vehicle or something with basic visual moving animations, no need to model internal organs and the like (IE being shot is being shot for a soldier)? Especially given the WW1 mode with AI infantry and things like when we had the jump troopers mode where we controlled “infantry” style models, with weapon controls similar to the new SAM code?

Like, no need to reinvent the wheel when there are already systems in the game to use instead? Seems odd to me that the devs wouldnt be able to just use drone/sam/previous events code. (heck even yeee oooolde event with the walkers lol)

Like, a human is just a vehicle with flesh instead of machine bits :p

These are currently two separate things at the moment. Its not just a case of combining code. The new separate vehicle units (and what you would be suggesting for the Swingfire) is a seperate thing entirely. Its not currently possible to have an indivual infantry based unit working this way like it does for the launcher vehicle’s.