[Feedback] Nuclear Escalation: The Fight Continues!

Some feedback from a solely France player.

  1. SAMP/T does absolutely nothing. It does not intercept missiles, bombs, planes, anything. It is a 100km range medium interceptor and it does not do anything at all. ZERO kills on the kill feed in my last match, not even a single munition intercepted.

  2. BUKM3 is either overperforming or in comparison to a non-functional SAMP/T seems to be too good. IT actively shoots at anything taking off from the 2nd layer of airfields (the middle ones) and successfully hits whatever loiters around said airfields. In a crowded airspace like this one, it should have little to no way of distinguishing what’s what to be able to shoot behind enemy lines.

  3. As others said, players on the USSR/China side keep flying at 9km+ altitude ABOVE the enemy airfields with impunity. Nothing shoots them down, no missiles are launched their way, while something like the SAMP/T should create no-fly-zones in a range of 40km up to the ceiling of 13km, with no issues. Said systems are also impossible to notch IRL, so that should not be a defence in game either (it currently is), ignoring the redundant systems present IRL (PD is not the only radar used).

  4. ARMs need to be balanced. KH missiles are nowhere near similar in performance to the ARMAT, or ALARM (who are much better than ARMAT). The difference in speed and how many one can carry should not be this large and if it should be that way, there need to be balancing factors. If NATO-side can’t really carry more than 4 ARMs, then red side should not be able to intercept as many, and the other way around. Currently, ARMAT barely get to mach 1 and get intercepted 80-90% of the time, regardless of launch speed, altitude or trajectory (best way, so far, is to launch at 9km+ altitude, upwards into the sky, from 30+km).

  5. Some sort of jamming/EW should be implemented. SEAD can only be done that way, otherwise, in a “sterile” environment, it simply does not work, it’s just a game of who can spam more missiles and the infinitely-faster reloading BUK will always win (same with SAMP/T when it will work, if it will ever work).

8 Likes

Exactly this, look at the iTO model in a match. The SRC E band radar is up…so it should be on, but it’s not able to be detected by the AGM 88 or the Kh31 and they both should!

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gaijin changed the wrong SAM system

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Huh? I think this means that now it’s 2x 2S6 + 1x Pantsir instead of 3x Pantsir S1?

you likely had a lobby that already killed all radars on the SAMP/T batteries

SAMP-T cant do anything because its radar is dead, it will only takes less than 5 minutes for Red team to destroy all SAMP-T Rardars, so you only see the launchers sitting there.

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Not sure if this has been suggested before but I thought of a way to ease the AA burden for this mode.

Smart AI Aircraft

Both teams would get waves of aircraft to help attack ground targets with bombs and ARMs, they dont need to be that good either, they would mostly be fodder, providing more aircraft and munitions for the AAs to shoot at. A denser airspace would give players more of an opportunity to fight back against the omniscient AAs, especially when there arent many player in the game. They would have to be at least a little bit smarter than the current EC AI planes though, so it might be too much to ask for this update

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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.

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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

3 Likes

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.

1 Like

Carrier take off also drops the aircraft in the sea.