They’ve previously had evidence in the files for Italy and Israel ( several ground vehicles ) and China ( Q-5A ) as well as SWE.
Since WTM operates on an accelerated development/release schedule, we should continue to keep an eye on to see what might later appear t/here as toptier once they pass the " Abram 's and MiG-29 " level they’ve stated they’re looking to catch up to**, and for any other nations they/WT plan to add as subtrees*** or independents.
not playable during Beta
Mobile has already surpassed our Naval toptier level in battleships, and beat us to the punch adding submarines.
W/ only a few more battleships left to add( in their gamefiles ) incl. the very last/highest level battleship Yamato, current evidence points to them moving into playable aircraft carriers before we do as well( though some of theirs came here first as AI units before being visually visible in WTM, back in WT 's Apex Predators update ), and there 's also evidence for missile ships to make their appearance there as they have/are/will be here.
South Africa became the first dedicated subtree in WTM, it mirrored it 's implementation to the GB tree here in WT
New decoration in the files " RM-40 "
As has been common over the past few years, this was a player weapon in Darkflow 's Enlisted before coming here.
Did a quick test, went from Mach 1.1 to Mach 0.9 breaking hard and took around 20 seconds to restore that energy. That is an eternity in a fight
but thats not the point of ARH. It’s not that they are harder to defeat than SARH. The point is that if I was in a joust with an F-14 or anything else with ARH (So SARH vs ARH). When we both turned cold to defend. I’d have to break my lock with the SARH causing it to self-destruct meanwhile the ARH would continue to track until I’d defeated it, which would likey require greater than a 90° degree turn to put chaff between me and the seeker. In the meantime, as soon as the F-14/ARH carrier has stopped getting RWR pings from my radar/seen my missile explode, he can turn back and re-engage if he wants whilst im still defending against the incoming ARH. I’ve now bled speed and put myself into a position where he is strong to re-engage with IR AAMs.
Most missile defeating in WT will be at the longer ranges, just as most missile defeating is done IRL.
And much like IRL, too close and in a bad position means the missile hits.
As for “harder to defeat”, Phoenixes internal radar doesn’t activate until 16km, and it’s weaker than people think.
Congratulation, but if you are doing 0.9 mach in a Tornado then the last thing you need to worry about is ARH, but rather the guy coming up behind you to put a burst of cannon fire into you or the IR AAM.
I never said the Phoenix was “hard” to defeat. I rarely ever see them used so i fully believe they are pretty bad.
But again, it doesnt matter if they are good or bad. Or easy or hard to defeat. the point of an ARH, is that you can attack and defend simutaneosuly. With SARH, its defend or Attack usually.
Besides, next gen of ARH. Like Aim-120A/B and if PL-12s are added at the same time, they are closer to Aim-120C. Are going to make Pheonixes look like Aim-9Bs compared to Aim-9Ms. There is no comparison there I reckon. They are not going to be radically game breaking, but they are going to be game changing. The dynamic on encounter will change. There is no doubt about that. Especially for non-BVR jets liek the Tornado IDS. I really hope we get Sky Shadow or chaff at the same time otherwise they are going to be unplayable in any form of uptier
That’s the thing, they’re not behind, they’re in front.
Speed is only necessary mid-game & late-game for air RB, which most players play.
It’s partially why air RB is the most played mode, everything is predictable.
BVR missiles are launched near the start of the match, furballs appear all over the battlefield where speed become necessary, then there’s the RTB phase if you’ve lived long enough where once again you need the speed.
But going in? Subsonic, preserves fuel. Unless you’re racing for a base in a Tornado.
And that’s why I dont play ARB. its boring and predictable. Though the last time I tried to play ARB in the Tornado Gr1. I tried to flank and was immediately intercepted and shot down by an F-16, Flares did nothing to defeat his Aim-9L meanwhile mine was instantly defeated. Anyway. In SB. you can preserve fuel early on, but the moment you get close to the enemy line. I hit that full AB and aim to maintain max speed. Not only does that help with lofting but also helps keep me alive from anything equal/slower than me.
In the Tornado F3. being anything less than max speed = death. Instant death. Remember this is not a jet that can turn and defend itself if something gets on its tail. Heck in the Gr7 a sub-sonic. I’ve break checked many a jet, even recently those 1.3 BR higher than the Gr7. But in the F3. Thats death. every. single. time. bleeding 20% of my max energy to defeat an incoming BVR is a death sentence against anything, because my best and only hope for survivng a failed joust is to run away. and as I have a lower max speed and lower acceleration than the Mig-29s. That means loosing as little speed as possible to defend.
That isn’t true, Smin reconfirmed what he and Gromvoiny have said on the old forum abt most-played-gamemodes when answering why the techtree reworks prioritized AB BR 's over RB ones: the Arcade modes are significantly more popular.
If that 's what 's been keeping you off, you’ve been missing out on alot - lightweight mortars ( like this one ) have been player-usable in Enlisted for two years already.