You need to fix the SPIKEs, they need to be modeled the same as the L-MUR if you’re unable to fix them. Game is virtually unplayable between 10.0-11.3 and the Youtube community has put out several videos of how broke the game is. Fixing the spikes would balance those levels.
We have spike bug reports already. One was accepted two months ago. Now we wait.
They wont do anything basis one report so we need to keep pushing.
So all Spike vehicles to 12.7 then?
Can i see that one that was accepted??
That looks promising potentially. Time to wait a few years for implementation (thank you for forwarding that to me)
Nah, they wouldn’t do enough damage being a heat warhead kinda of like the Apache munitions in practice vs the lmur. But I think he’s referring more to the fact of them becoming an actual top down missile, because currently the attack to low causing them hit armor, which wouldn’t be the biggest issue if the tandem on it actually worked. of course this is assuming it hits. I use the freccia a lot and can easily get off twelve spikes a game and come back with maybe three or four assist and one or two kills, the rest doing nothing to the enemy tank for any number of reasons.
Maybe I’m dogwater trash since I died to Spikes a lot lol
All the times they miss, or do no damage you don’t see them pop up. So you only notice it when they do kill. Which isn’t often.
Spikes, Hellfire, Brimstone, JAGM-MRs…
They all should have proper top-down attack modeling, they all should have had it years ago. The fact that only one missile has it modeled, shows a concerning level of… indifference… to other nations by the devs, once again, it happens to be the soviets with a “correctly” modeled weapon system.
I’ve tanked multiple in a row before and i’ve also been one shotted first time in the exact same vehicle. Its just horrendous RNG. Proper top down modeling would mitigate a lot of that random chance
Why?
Spike slingers are already consistantly higher BRs than non-FnF ATGM slingers, but whether they should have any difference in BR is debatable with the current modeling. Especially when you also factor in that a lot of maps are actually ill-suited for Spikes due to their inherrently CQB nature, they naturally get mitigated just from that.
Just imagine Freccia with 10 missiles that’d obliterate any tank that dares to expose even a fraction of itself.
I wouldn’t even call it “realistically modelled” for one nation. Since they usually guestimate capabilities way higher than they are, cut gun belts leading into the tank in two sections so they magically become internal and can’t be exploded, etc for the same nation.
Oh and turn fragmentation heads into “pure HE” so it can overpressure entiree squads of MBTs.
Give Spike LR fully realistic capability would break this game even more than BMPT, since at least you can see BMPT when it kills you. Meanwhile Spike LR can literally shoot you behind a cover without LoS and you cannot even counter it other than spray your mg/autocannon and pray. Image 60 seconds into this game and your spawn is already camped by enemies who have not even left their spawn yet.
they accept a lot of nato bugs… and never fix
Tanks with LWS can smoke and survive. And if you see a spike being fired you can also presmoke too. Sure long range map shots will be op, but what we have now in game has spikes going for UFP and turret cheeks. Legit can’t kill MBTs 90% of the time. And russian ERA is immune to spikes.
Spike isn’t triggering LWS.
Ok my bad you’re right. But still standing near dead vehicles and smoke are great counters.