Dev Server Feedback Update - Heavy Cavalry

I’d like to start by thanking you for the respectful tone of the text, which is rare when it comes to these topics.

However, as for arcade games, I can’t really say anything because I don’t actually play them; I think they’re awful and that you don’t learn anything from them.

It depends on the radar, but with pulse Doppler all aspect radars, ground clutter literally disappears and you can see it on the in-game HUD. However, you do suffer from multipatch when enemy flying low, which I believe is more complicated in the arcade mode, as you spawn in the air 20 km away from the enemy.

War Thunder has it, but it’s awful, the community-made ones aren’t any better

I’m not really sure what to make of it, but I reckon it’s simply that the map is so small you need more than 90°, but if you want, I can recommend some really comprehensive tutorial videos.

? It is just as effective, you’re just not actually doing it properly.

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Wait until the Hellenic F-16s end up in Israel. I guess then you got more variants under the hood of Israel than anything else

What a shame. While the RNLAF’s F-16AMs were equipped with APG-66(V)2 and HMD mode, but Belgian F-16AMs still do not have the same avionics.

https://community.gaijin.net/issues/p/warthunder/i/zrbmyXdK5V7b
https://community.gaijin.net/issues/p/warthunder/i/KnIyNirQXpAX
Has there been any progress on these two reports? I don’t understand why they’ve been left unattended for so long.

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autopilot changes are almost meaningless when the aster 30 has 1/4 the effective range of the buk m3 on the other team. while youre at it, this isnt just an issue for the SAMP/T either. almost all top tier AA’s suck against missile sized fast moving targets, with again, exclusion of the buk

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Mind you, there’s accepted reports for Aster-30 to even outperform Buk-M3, but they’re just letting it sit there:

[DEV] Aster 30 Incorrect Range // Gaijin.net // Issues
Aster-30 missile does not meet required scenario // Gaijin.net // Issues
[DEV] Aster 30 Terminal Dart Incorrect Overload // Gaijin.net // Issues
[DEV] Aster 30 Incorrect Time to Kill/Travel // Gaijin.net // Issues
[DEV] Aster 30 First Stage Booster Modelled Incorrectly // Gaijin.net // Issues

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i mean i believe the buk can maintain more speed up until its own range if the correct flight behavior was implemented but the aster-30 should not lack far behind, and it should outrange the buk.

though this is an issue across warthunder where we are now getting to the age a lot of missiles just rely on super efficient flight paths and long battery lives but gaijin almost always forgets about the former

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I don’t see how that’s possible, the Aster-30 is underperforming so much to the point that it should have a kinetic 150km range rather than the kinetic 90km range it currently has according to an accepted report, it just currently has the drag of a washing machine.

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@Smin1080p_WT

Wanna nudge any of these bug reports?

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@Smin1080p_WT Sorry if this is a little off topic from the current talk, is there an update on the chance/possibility the Challenger 2 OES will see the addon of the ERA being able to be taken off like the addons on the Dorchester and 2E?

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To be honest, it’s absolutely ridiculous. Instead of canceling this feature for balance and fair play, the developer is just postponing it.

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the day you look at the config drag values is the day you lose faith

It’s just me comparing it to the Derby-ER in test shots where the Aster-30 does well initially but then gets taken over by other missiles that keep their speeds.

comparing to derby er is a bit unfair due to it being dual pulse or whatever the correct term for that shit is at this point. itll have mach 2 terminal velocity on most of its ranges regardless of how far away it is.

i think comparing to the pantsir comes a little closer despite it missing a second stage booster. why is it that that dart is allowed to maintain so much more speed than the aster 30’s “dart”?

I don’t understand how anyone who knows literally anything about this game looks at this and thinks it’s a good addition to the game…

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I would refuse to play this BR bracket. Thats nonsense.

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Yeah I dont understand why gaijin is postponing this instead of listening to the playerbase that wants this cancelled.

My fear about this game was always this, that the day we get too advanced missiles, that is the day this game starts to die, and I think we already have too advanced ones. Especially for air to ground.

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who tf saw this and thought it was a good idea to aprove it?

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Is there a chance ya’ll would reclassify the Mark V and the A7V as heavy tanks? (as it was actually classified as)

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Usually - the disrespectful tone does no good, I also understand there are points I know what I’m trying to say, but I’ve always had trouble trying to communicate sometimes what I actually mean, or it gets lost in people skimming cause I do write large walls a lot. If it comes out I feel it’s warranted or it’s unintentional, usually the later.

I know that the Arcade player base tends to be a highly underrecognized part of the community, or one that gets dumped on, feels like changes on that side are even slower - such as the Iranian F-14A still being at 12.7 when it way overperforms there too. Why I usually make clear when I post - I’m generally talking about the arcade side, where things are different. As to learning - I play it for 2 reasons, the first is that I have an issue that isn’t the ‘traditional’ colour blindness - my issue is I don’t see some of the in between shades, classic example is other people clearly see ‘Navy Blue’ as a very dark blue - I see black, or sometimes a blue depending on it’s exact shade. Similarly, certain colour combinations will actually blend - basically these 2 things mean that camo is either super-effective, or completely ineffective against me depending on the situation. So I absolutely need the markers to make sure that not only am I hitting the right guys, but that I can actually see the bad guys to shoot them. The other is that honestly, I just want to play and not have to worry about breaking my plane every time I go to do maneuvers and all, I kinda want the cool movie style dogfights - granted that happens less in high tier thanks to ARH missiles and in-air reloads.

And honestly - you learn more than you’d think. Much as yes - I don’t want to break my plane, thing is energy management is still a thing, cause the 15g turn will still bleed all the energy in a hurry, which is why I shoot down F-16’s, 18’s, and 15’s (and any foreign counterparts) at times with an F-105 or straight up beat them in a dogfight with an F-4 cause they don’t get back on me in the first turn. Still have pilot black out and red out so you have to watch that too when pulling G’s, not sure if the time for it is the same or higher in Arcade. Because respawns are also only limited by willingness, number of crews, and backups - you can play and learn a variety of aircraft in a tree at once. And because we do have in-air reload, thing is - we don’t have to disengage and that’s a 2 way road, you need to stay on that guy if it’s a fight, or even if your running if the guys in a range he can possibly shoot and hit, you have to stay defensive cause they will chase you all the way back to base. I mean - I also come from playing ‘Combat Flight Simulator’ back in the day, so maybe I just take the lessons as I learn to fly all these planes and others don’t. But there’s a reason why every time missiles break in this game so they don’t work as well I have more fun, cause I learned in Arcade how to actually win with guns - regardless of era. Also - the lack of friendly fire is a bonus. Aside from a couple accidents I had in Nuclear Thunder I’m usually good about it - but back when Arcade had friendly fire still I was always the guy some nitwit wanted to test their guns on, and the same thing happened multiple times in Nuclear Thunder. I’ll take just worrying about them running in to me.

Depends on the map how far away we spawn, upper BR jets can be 34km+ away, I know cause I had to learn to set the default range on my F-14 higher to pick up enemies at match start to start launching. Some however - yes, we start about 20km away or less but most of those maps also at least seem to have terrain to block. Also we start at about 2000m I think in fighters, bombers closer to 3000m, something like that - depending on jet you can get down on the deck pretty quick, but with literally no ground clutter on radars, all of them might as well be pulse doppler in that sense, and it seems to jank the multi-pathing, least from what I’ve read, because there is no ground clutter of any kind.

Which was my point, albeit maybe not well worded. What tutorials the game has are sometimes not the easiest to find, or are sometimes insufficient at doing what they are supposed to do. And the community shouldn’t have to cover for them - especially to address your last part with the tutorial videos. Cause I’ve watched several of them, they all seem to give the same thing, problem is they also all seem to be geared at RB type battles - where I actually don’t have issues dodging missiles surprisingly, I was shocked how easy it was with how often I get blasted by them in Arcade. But I’m not the kinda person who learns simply by watching or reading - I have to actually do it. And there is no in-game tutorial I know of to cover notching a SARH or ARH missile or the like, so basically it’s trial and error live. Where again - Arcade battles, coin flip, Nuclear Thunder with RB rules - no problem.

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