DIRCM Rework - Realistic Improvement or Undisclosed Nerf?

DIRCM Rework — Realistic Improvement or Undisclosed Nerf?

The announced DIRCM changes introduce several major gameplay limitations. Is this really just a realism improvement?

Official devblog: [Development] Improvements to DIRCM - News - War Thunder

Gaijin has announced a complete rework of DIRCM for several helicopters and the Puma IFV. While the stated goal is to improve realism, the gameplay implications appear to be much more significant than a simple mechanical overhaul.

I believe we should discuss whether these changes effectively constitute a substantial nerf to DIRCM-equipped vehicles.

1. Multiple limitations introduced at once

According to the devblog, the new implementation introduces several restrictions:

  • Dependence on the missile warning system: DIRCM will not engage threats that the warning system fails to detect.
  • Reaction delay: The jammer must first detect the threat, process the information, and turn towards it before emitting a jamming signal.
  • One target at a time: A single jammer will no longer be able to engage multiple incoming missiles simultaneously.
  • Limited engagement persistence: The jammer stops engaging a threat after it veers off course or stops approaching, subject to a short delay.

These mechanics may each sound reasonable individually. However, combined, they create several potential failure points that did not exist in the previous implementation.

2. The practical impact could be substantial

Consider a helicopter engaging in a ground realistic battle.

An enemy launches an infrared-guided missile. The warning system must detect the launch, the DIRCM must identify the threat’s direction, and the jammer must turn towards it and begin operating.

During that process, the missile continues approaching.

If a second missile arrives before the first engagement is complete, the system may be unable to deal with both threats. If the warning system fails to detect the first missile, the jammer may not engage it at all.

This raises an important question: how reliable will DIRCM actually be in normal gameplay once all these restrictions are combined?

The change could make a previously dependable defensive system significantly less reliable, especially when facing coordinated attacks or multiple incoming missiles.

3. Where is the balance justification?

I understand the argument that DIRCM should operate directionally rather than as an unlimited protective bubble. Realism is a legitimate reason to improve a mechanic.

However, realism should be applied consistently.

  • Are the detection capabilities and reaction times based on documented technical characteristics?
  • Are the different DIRCM systems modeled according to their individual capabilities?
  • Will the warning systems reliably detect the threats that DIRCM is supposed to counter?
  • Will missiles with additional guidance capabilities behave appropriately when their infrared seeker is disrupted?
  • Have these changes been tested against the full range of infrared-guided weapons encountered at top tier?

If these limitations are being introduced primarily to address balance concerns, that should also be explained clearly.

4. Why does the presentation matter?

The devblog describes this as an improvement to DIRCM. Yet, from a gameplay perspective, the system is losing important capabilities: simultaneous engagements, immediate response, and the ability to counter threats that its warning system does not detect.

That is a significant change in defensive effectiveness, regardless of whether the underlying mechanics are more realistic.

I am not arguing that DIRCM should remain an all-purpose shield against every infrared missile. I am arguing that a major reduction in effectiveness deserves a transparent explanation, proper testing, and clear documentation.

Questions for Gaijin

  1. What are the expected detection and reaction times for each affected DIRCM system?
  2. How will the game handle missiles launched from directions the warning system cannot reliably cover?
  3. Will each jammer be limited to one target based on its actual modeled hardware?
  4. Have the developers compared the old and new implementations using controlled tests?
  5. Will the changes be accompanied by adjustments to affected vehicles’ BRs or other balancing measures if their survivability drops significantly?

Conclusion

The announced rework may be a worthwhile technical improvement, but it also introduces several simultaneous restrictions that could substantially reduce DIRCM’s effectiveness.

My concern is not that DIRCM is being made more realistic. My concern is that a major defensive nerf may be presented primarily as a technical improvement without enough explanation of its gameplay consequences.

I would like to hear from other players, especially those who regularly use the Ka-52, Mi-28NM, AH-64E, Z-10ME, Mi-8AMTSh-VN, or Puma.

Do you consider this a necessary correction to an overpowered mechanic, or do you think the new implementation goes too far?

I like my Mi-8-AMTSH-VN and its two DIRCM pointers. This is definitely a nerf, but I don’t mind it, as it is a more realistic feature than it was.

In any case, they will move helicopters up or down if they will perform better/worse.

And also I don’t care for helicopters in GRB/GSB, I am waiting for helicopters in Nuclear Escalation and Infantry, these two will be the main modes for helicopters, for sure.

3 Likes

Insane Chatgpt for 0 reason , is realistic improvement

12 Likes

The consequences are clearly explained. They will have gimbal limits (“turret mechanics” + “it focuses the signal within a narrow field of effect”), DIRCM will be restricted to one missile at a time (“Unlike before, a single jammer can only engage one threat at a time, so firing several missiles at once can now overwhelm it.”),

While this is a clear nerf for DIRCM, it is an improvement on the current system. Two of the biggest complaints since DIRCM has been added is that it;
A) Isn’t modeled as a turret (it works on a 360* sphere)
B) Isn’t modeled as a laser or lamp (works on multiple targets at once)

Some of these were answered in the blog.

  1. If the Warning System cannot detect the missile, it won’t be jammed. (“The DIRCM system is now cued by the missile launch warning system. It needs to know where a threat is before engaging it, so a missile that the warning system does not detect will not be jammed.”)

  2. Yes. (" One at a time " + " Unlike before, a single jammer can only engage one threat at a time, so firing several missiles at once can now overwhelm it. ").

  3. All features are tested before launch, and are also tested publicly once the dev server opens.

  4. BRs generally change when a vehicle’s performance goes down anyways, so if it is noticeably worse than its counterparts then it’ll go down.

5 Likes

4 Likes

Nerf in the face of how these systems actually work.

It is a realisitic improvement and a disclosed nerf

1 Like

Will still be overperforming as well
“IIR” missiles will still get spoofed I bet

3 Likes

Those implications being a very much needed nerf to an objectively overperforming mechanic that makes an entire series of vehicles completely unable to even consider doing anything to vehicles with said mechanic?

The one that made top tier Helis just… Op?

Yeah I’ll take those implications any day because it means Helis get a very much needed nerf.

2 Likes

IRCM on thinks like SU39 spoofs the aim-9m so i have little faith for the ASRAAM, IRIS-T and 9X

Is any relief at the horizon? Im tired of choppers racking up a dozen kills without any chance to shot them down. Its just so unbalanced…I’m speechless Gajin lets it run like this. This is not Ground RB its just a helicopter massacres everything Mode. Ofc Russian Saclos had no issues, but everyone else can’t do anything. Nothing works. Also reloading helis is too easy. They spam their loadout like there’s no tomorrow. Fire all twelve on a single SPAA truck, cause they know they just need to hover down to reload instantly at the forward heli base. its annoying. Can’t anyone tell Gajin? Whats the point of the Ground mode when a single heli might ignore up to 20 Sams, cause they never connect. Why do they spawn already in ideal strike range? Why can they indefinetly reload conviniantly at the forward base with just minimal time effort.

1 - You should also ask those who face them
2 - You should be thankful blade return and multipath aren’t nerfed

A heli seen by a ground radar long enough for a firing solution to be given is basically a dead heli, while in this game they can sit carelessly in plain sight

At keast now IIR missiles have a chance

Next should be ARH

1 Like