this lowk sounds like a multipath complaint in disguise
Let’s rephrase this to make it clear. An F-16 dodging 6 missiles is completely accurate, and I don’t see anything wrong with that. After all, I dodge plenty of missiles myself in the game, and I know that comes down to reality and pilot skill. One thing has nothing to do with the other.
The major difference is that, in real life, if a missile gets that close to a fighter jet, the proximity fuse triggers and the shrapnel destroys or damages the aircraft. In the current game, a guy flies straight into a missile, the thing explodes right next to him or passes inches away, and the damage simply vanishes as if nothing happened.
jets arent made of cardboard they get hit by lighting and they can also get hit by missiles and be repaired and land after you cant expect a kill every missiles hit
Apparently, you guys want this game to become completely arcade and easy to play just like those other games out there. The way you’re talking, it feels like it won’t be long before you start asking the developers to add a health bar for the vehicles.
The worst effect of that is how bad maps have gotten, both in game design sense and immersion, MOBA style layouts and modern cities with WW2 tanks just look and play awfully
I agree with you
Volumetric armor removes overlapping plates, which indirectly makes armor weaker.
Armor is not itself made weaker without documentation.
why do you expect your missiles to be bless or sum shi bro asking for misssiles to kill every hit is the most arcade thing ive heard all day
So you’re saying that a real-life system—which, like it or not, is how a missile’s proximity fuse works, automatically triggering as soon as it gets close to an aircraft—shouldn’t work inside the game? And you claim that makes the game more arcade, even though it’s exactly how it works in real life?
O processo completo funciona em três etapas perfeitamente sincronizadas:
- A Detecção (Os Olhos do Míssil)
Na ponta ou nas laterais do míssil existem sensores ativos. Os tipos mais comuns são:
- Radiofrequência: Funciona como um mini-radar que emite ondas de rádio e lê o ricochete delas no alvo.
- Laser (Óptico): Emite feixes de luz invisíveis. Quando o avião cruza esses feixes, o reflexo aciona o sensor.
- O Cálculo do Efeito Doppler e Vetores
Quando o míssil se aproxima do alvo em velocidade supersônica, o sensor detecta a presença do objeto. O computador de bordo calcula a velocidade relativa e o ângulo usando o Efeito Doppler (a mudança de frequência das ondas conforme eles se aproximam). - O Retardo e a Detonação Letais
O míssil não explode assim que “vê” o alvo. Se fizesse isso, a explosão aconteceria no ar, longe das partes vitais do avião. O sistema calcula um retardo de tempo exato em microssegundos. O míssil passa raspando e detona exatamente quando a sua ogiva de fragmentação está alinhada com os motores ou cabine do inimigo, destruindo-o com uma chuva de estilhaços e onda de choque.
The issue is the devs are far more interested in click-baity additions like NE and not interested in actually making said additions actually good.
lets say I fire PL-12 at a bomber it should burn like paper or be cooked just because it got hit the where it got hit matters more and no Portuguese on the forums (nada de português nos fóruns)
nuclear option is more realistic than war thunder?
the crashing is nice but no way with actual gameplay
and what realistic game doesn’t use these “hidden health bars”?
no thats not how it works volumetric is when 2 plates over lap causing absurd armor thicknesses which was what they did to the manlet of tiger 1