Correct. But the pansirs were not the problem. It was the buks.
both were a problem, but the buks were the ones that launch as soon as people take off
Completely misunderstood on purpose or not, the pantsirs aren’t that big of a problem, the buks are, you can’t even get past 200m without having them fire a telephone pole at you. All that while redfor jets roam free at altitude.
The pantsirs are pretty easy to deal with. Once an area got cleared out of the buks and I could actually approach a factory, all I had to do was go a bit high as I was approaching to mark all the AA with the TGP using the new multi target point mechanic, link all my bombs to those points, then go low, get close to the pantsirs, and then pop up within 5km and drop everything. If I took a full load of 8 GBU-39s on my F-16, the pantsirs were unable to intercept them all. But all the buks in the area had to be cleared out first, otherwise you didn’t have a chance to get close to the factory.
Search radar on Crotale only turning on when it fires still renders kh31 useless for midfield AA. You only get targeted within 10km, and kh31 is not a short range missile.
Supposedly they fixed that earlier today. I haven’t been able to get on the dev server today to test anything though.
That is the issue with their fix. The search radar is used when firing. They fire at 10km.
Oh I misunderstood. I figured their fix would have the search radar always on, but I guess that makes too much sense
Yeah, because you would assume by any sane metric the change would be “They sit in search mode as well” but no it means “They fire using search mode and only use search mode when firing”. It’s an utter joke.
I did some testing on redfor earlier
and honestly, I left all games early because it is just so boring.
you kill all SAMP-T and then just sit at over 10000m and drop GROM-2 and FAB-3000 UMPK at depots.
there is no challenge, it is not fun
Given the change hasn’t made any real difference from the optimal approach of “loose everything at the backline as it’s the only target you can realistically engage with ARMs”, you can expect this to continue.
I can’t feel the changes. Every game I’ve entered SAMP-T Tads is already gone and Su-30 is flying 5km are freely killing blue planes below trying to evade the BUK missile.
Carrier take off also drops the aircraft in the sea.
I tried playing the premium su-30 also, fires 6 kh-31 and 1 got intercepted by Ito-90m while the rest connect to the SAMP-T radar. after that its free killing of ground targets.
This will continue to be the case until the midfield consists of targets than they can be used for (preferably targets that can also contribute to intercepting them on the way to backline AA).
I again repeat my question, what was on the mind of developers when they decided to put AGM-88Cs (which are kinematically indentical to AGM-88As used in the first Nuclear Escalation) against ramjet powered KH31PD/YJ91s?
KH31s have no problem reaching a target 80km away when fired from just 1km of altitude!!! At the same time HARMs can’t even compete when fired from 12 kilometers of altitude, for KH31s its a walk in the park, barely 3 seconds of difference in flight time between the 1km alt shot and the 12km alt shot, notice that in both cases the missile is still going traveling at almost 1100m/s!
This is important because it simply alows the redfor fighters to takeoff from the air base and fire their ARMs, still retaining high probability of kill.
Still 1066m/s, distance of 120km from the target.
The KH31s easily makes a 120km shot, while the HARM reaches the guidance limit at 200s.
The efficiency of AA needs to be nerfed as a whole, some sort of “bloom” mechanic or chance of interception needs to be added, something to mimic the human element that up until now Gaijin has not had to consider as every AA system was player controlled. Missiles, specifically SACLOS ones need to have imperfect flight paths, as if they are being controlled by a human (like, supposedly, they are since they are saclos). Effectiveness of AAA also needs to be decreased, tunguskas should not be able to reliably hit deflection shots on something as small as a GBU-53. The backline AA will be harder to balance since it uses automatic guidance without a human in control, but the SACLOS AAs should at least be given a spread/imperfection mechanic that simulates the fact a human is directly steering the missile toward its target…
proper EW mechanics will no doubt serve as the answer to balancing the backline AA emplacements.
Should have added the AGM-88G, It gets better speed and range.
Unfortunately i think that’s the only missile comparable in performance to the ramjets.
the issue isnt really the ramjet
its that it is just a much larger missile so has a lot more fuel mass
and also gaijin gave the ramjet its best possible ISP across all speed ranges even though it should have a much lower ISP outside of its optimal speed
but the biggest issue is the lack of drag


as you can see the simplified ballistic coefficients are very similar
which is incorrect, by its overall shape the Kh31 should have significantly more drag than the AGM-88
and furthermore ramjets are inherently very draggy because they need to slow air down to subsonic speeds to burn their fuel
given their cruse speed the Isp should probably be reduced ~10%, and drag coefficient significantly increased




