Since the last update the performance of spaas has dropped. I will suggest some improvments to make them better .
1.Filtering throught speed, heading ect . let us clear missiles that fly in a way we dont like . like an aa rocket flying against the radar vehicle , since its uselless information when you are already occupied with someone else , exclude other type of munitions and more .(Let us create our own parameters)
A secondary screen for the excluded radar targets
Remove the fake box that reveals your position throught esm(NOT THE ESM JUST THE FAKE BOX) , Leave it only for planes that have smart helmets irl .
Add an automatic engagment mechanic, lets say an aircraft appears and lanches its missiles, the screen that exists now gets cluttered quickly, especially when the caser has a brain and lanches a few dump rockets together. Let us drag our mouse, select an area and lanch 1 missile (Or whatever number the ground spaa wants)towards the selected targets*
*A different color would be great to take apart the targets that got enganged and the ones that didnt.
Universal zoom in places you want
7.Adding decoys&jamming(prob later so planes can get them too)
8.Give us the option to control the hydrolic pistons
Fixing bugs that are hidering gameplay now , like ammo count freeze , interception struggles(missiles go head to head but no interceptions), Freeze of Target list , Ghost munitions,
10.Ammunition increase(with cooldown), Cas gets unlimited protected respawns while aas dont .
Ir missiles effective against munnitions, Ingame they just lose lock after the rocket shuts off
12.Bigger spawn areas , in some maps you cant go nowhere
More suggestions are welcomed, dont attack me about the s1 sm sv(the M missile should be removed)
Forgot about it , Sure if the hud supports it. but it should fuction just like the hud does, only available to be seen when the hud sees it head on too , not when the hud doest see it and it is on its borders.
My mistake for not writing it in a good way , this automation will only be after you select what you want to fire . instead of selecting each target and firing at it individualy you will only need to do it once . its not difficult to macro with it already
I would love to see an overhaul of ARB markers, which could include this kind of mecahnic. Where the only symbology you see is what you would get within the HUD (in a restricted zone) or HMD (without restriction) even better if it utelised actual symbology and not any generic symbology.
Heck, I would love this even if it was entirely optional. (Id also love to be able to use Cockpit radar and RWR screens in third person).
there is a lot of really cool cockpit stuff that is just missing in ARB because flying in cockpit is quite a large disadvantage in terms of situational awarness.
But this should be done universally, and not within the context of just ESM or ARM.
It should be applied to every single weapon type if it is applied at all and quite frankly, could also include the SAMs as well, so they dont get basically the same symbology.
It is needed , People are lobbying Mach4+ missiles at 10km and you cant kill them at all . If you close your radar a mi28 will appear and drop 8 lmurs on your head . Systems like claws have bad radar angles (+65% only).The lmur will go into the deadzone quickly. Also you will need to datalink your missiles before they lock with their seekers. And if you close your radar an ir munition will be on you ahh. And to finish interceptions dont work well thanks to the servers-bugs
Thats not how it works, statistics show the change but don’t explain it. For you to claim the effectiveness dropped and not just people became dumber you need to provide feasable explanation.
Sure, frankly ARMs are not instakill wondergadgets and can be easily countered, so the “drop in performance” author claims is really just people struggling with simplest counterplays (as they always did).
Just like with the introduction of Fox-3s. There is a certain amount of time needed for players to adjust to a shift in the threat. Much in the same way that AMRAAM were really good for about 2 months and then pretty poor once people learnt how to turn. I reckon that the effectiveness of ARM will drop off over the next 1-2 months as people learn how to better count them.
Then SPAA performance will begin to stabilise.
Other changes such as the introduction of a few general purpose CAS weapons like GBU-53s might have a bit of an effect too, but I dont that significant of one given the limitations those weapons impose.
The Aiming point system might also increase the effeciency of ripple fired and lofted GNSS weapons, which could be harder to counter, but players will probably also begin to adapt to that more, by spreading out more.
As for the post itself. Id just start by accurately setting MP for SAMs and fixing LDIRCM and go from there.
How exactly should radar understand that it is an AA missile that is flying towards it and not a threat? Correct answer - nohow.
Radars don’t magically know what type of munition they see, we already have diferentiation between missile/small/medium/big/plane/heli/drone(not sure about that one). There is literally no other category that could be added, so I don’t understand what other categories you are talking about, you want radars to distinguish IR guided from GNSS guided or what? Or we have something other other than missiles or bombs? This suggestion doesn’t make much sense.
We have scale change and list screen to the right for the situations with cluttered visuals. As for automatic engagement - it’s ridiculous, multi vehicle SPAAs already point and click gameplay and you want to make it even more automised.
We have “*” marker for that in the target list screen on the right.
Finally some sensible suggestion.
What for? How exactly it gonna help? It’s just a larp useless mechanic that gonna exactly decrease SPAA effectiveness, the very thing you want to improve.
Agree
Gaijin introduced rocket/missile/bomb hull heat due to air friction so not sure what are you talking about.
Thats a huge separate issue. Maps need redesign for top tier in general, and we need to get rid of small maps for top tier.
It’s both. The helicopter is too strong because the LDIRCM is overtuned and just a sphere of death for missiles while at the same time SPAA are too weak because helicopter rotor doppler is still not modelled in game and SPAA cannot lock stationary helis not to mention the missiles like the SAMP-T which are radar guided.
I think that would require rework of cockpits, maybe even adding separate variants of same aircraft.
This thing should have special luch display for arms but it doesnt. But considering arb and grb with third person view this has low priority on gaijin task list.