I would like to add the BUK m3 engagement range is way to long and should be shortened to 30km if possible, cause right now it can engage players from more than 50kmaway that is on the AF or the carrier
The AA in this game mode is a bit TOO good at it’s job, so good that multipathing and notching both have failed me countless times even when 15m above the ground or at a perfect 90 degree angle.
Also a lot of the closer range SPAA will show up as corpses or not get locked by radiation missiles just to launch at and kill you anyways (and only after you’re hit will they be lockable/detected)
i dont think that will be possible.
With the nature of gaijins code, this will also affect the BUK M3 in other gamemodes as seen from the spaa logic they added in the previous nuclear thunder
It is possible, they can always try, because right now the death zone is 70km
I think one of the big things is making the iTOs SRC E band radar lockable by the Rad Missiles!
I think Nuclear Escalation is incredible, and the devs have truly created something special - however, it needs better game progression. Players who successfully execute difficult tasks should be able to meaningfully shift the momentum of a match, creating a stronger sense of progression making your actions feel more meaningful, rewarding and impactful.
Some ideas/feedback for the Developers
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For the ship destroyer convoys, give them waypoints to approach the shore near enemy supply depot’s and other strategic targets, and if they survive the whole way there without being sunk by players (or enemy destroyers) - make them start attacking the strategic targets like airfields or depot’s, draining their health over time. This will incentivise going after destroyer convoys, and there will be grave consequences for your team if you don’t. Players specialising in anti-shipping missions should feel like they’re having a big impact on the game, doing something necessary for their team.
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Every single ground vehicle should be required to respawn out of an ammo/supply depot (with SPAA escort), and drive back to where they’re stationed if they get destroyed. Ammo/Supply depot’s should also be really well defended, since if they get destroyed, SPAA sites in that whole area won’t be able to come back for the rest of the game, or until the depot has slowly repaired itself.
→ The depot itself, could be able to slowly repair - the nearest airstrip could act like the “living zone” in Enduring confrontation, but instead of repairing its own airfield modules, it passively repairs the nearby ammo/supply depot. This obviously stops when the airfield is destroyed as the game progresses. This will allow meaningful smooth match transition over-time from the front-line SPAA, to the medium-ranged SAM’s, to the Depot’s, to the Airfields.
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Speaking of Airfields, they should have modules. For example, destroying hangars at an enemy airfield should increase the respawn-timer of aircraft trying to respawn there. This would be an incredibly cool and unique target to attack with strike aircraft. Destroying a fuel depot at the airfield could increase the refuel-timer for rearming aircraft.
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Bring back S300/Patriot, but move them back a bit to defend the rear airfields and the high airspace at the front-line when medium-ranged SAM sites get taken out, don’t make them oppressive past the front-line.
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Add defended destructible ports, which could allow the destroyer convoys and carriers can respawn.
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If it’s possible, add an AI “Surveillance aircraft” that could act like an AWACS. Give them the ability to spot aircraft within a certain range, and perhaps increase S300/Patriot track/launch range, so you’ll be incentivised to take out the AWACS.
There’s plenty of other ideas however I’ll stop here. If things of this nature that I’ve suggested gets added and improved on, I think the time-limit on the matches could also be increased.
on the topic of airfield modules, all the current airfields still use the old airfield module locations which need an update to correctly correlate with the new locations of the ammo depot/ parking zone as you currently have to aim closer to the airfield rather than the actual parking zones, if you don’t aim closer to the airfield, you dont hit the target sadly.
So, the AA doesn’t do anything for high alt targets, you can fly right up to the main base and be completely fine.
If you’re on the red side, then yeah. Long range AA is swamped by the initial salvos.
That really needs to be fixed, I don’t think I haven’t loaded into a game where some players aren’t sitting in low orbit, handing out FOX 3’s to anyone who spawns, and I’ve lost count as to how many times the Ito has saved me from a BUK halfway across the map as I’m trying to land. What kind of fantasy did they cook up?
I’ve also noticed that the US ships won’t do anything to intercept jets or anti-ship missiles.
The issue is that the pact players cannot use their ARMs on midfield threats. So every player carrying KH31 looses them into the backline. Even if interception occurs, there’s still an unholy number of missiles on the way. Which is why the midfield AA that opposes pact players needs to be replaced with a more threatening system that can actually be targeted with 31s. With only really backline AA being within viable engagement bands, there’s no real incentive to not loose 31s at the backline.
So, I guess they haven’t done anything about the Ito not using its search radar.
We know they probably won’t, and if they keep with the theme of using SPAA useable by players, they’d probably decide the pantsir SM-SV is under preforming and add something even crazier (I don’t know russian SPAA’s lol).
Even if Ito does use its search radar, it’s outside of the bands Kh31 can target. It won’t change the fact that you cannot use Soviet ARMs on midfield AA, and thus you’ll still see the backline long range AA being decimated.
Kh25MPU can target it, but the platforms in the current bracket can’t use them, and the platforms that actually carry it are legitimately to slow/unmaneuverable to survive loosing them or have them strike the Ito. Though simultaneously the missile itself is glacially slow and will not make it through an Ito.
So, the ARM that can track E band can’t track E band? I don’t understand.
Let me double check.
lol
Right so apparently you’re correct and the crotale pinging me from across the map is somehow managing it with the tracking radar in other game modes as well.
That would go a ways to fixing it lol this title is so very broken.
Yes, but don’t threat, it will be fixed I can almost guarantee it, but I have worries about the others.
Yeah if they address that it’ll help spread the 31 use cases and likely keep long range AA up a bit longer. I do hope they’ll move buks into the backline and reduce the count a little bit. There are other midfield options they could add that won’t swamp you on take off.
I mean we can only hope, but my expectations are very low.
