M551 Why does your missile persist in dropping out of the barrel first?

cause gajongles thinks its realistic, people complained alot and they mostly fixed the TOW, and left most otehr missiles behind despite it being bs. last year i made a post and compiled a bit of videos showing both shillelagh and milan dont drop at all when fired.

the same applies of konkurs(also heavily affected) although i havent bothered to research(its pointless there is a metric ton of konkurs combat footage)

So it should drop in-game?

Spoiler


Note it does “drop” but it’s not actually a drop, it’s just going to the guidance point after launching.

@Zannafrancy12
Konkurs doesn’t drop in-game.
The only “drop” is when Konkurs starts guiding on the beam path for the standard BMP-2, thus isn’t a drop.

Spoiler

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ever so slightly not nose diving into the ground

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I will be forever seething about the LOSAT until they fix it properly, which they won’t.

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I’m not even going to bother reporting it, as it’s so obvious that it’s not going to be corrected and the only thing saving it currently is it’s decent HEAT round. Otherwise this thing’s performance is comically bad, just like the last few Gaijin major updates.

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I cannot place my finger on Alvis Wisla. Is he a troll, rage baiting, or is he unironically like this?

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Jessy, I’ll take “all of the above for 400”.

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Everything, Everywhere, all at once.

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All of the above, depending on the time of day/night. It is never consistent, but he IS consistently “himself”.

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No. AFT09, ZT3A2 and others are perfectly fine.

Yes, always lock on with the QN506 and raise your aim before firing, as it looks like you’re throwing a ball underarm, especially if you’re on a slope or in a ditch. Different for the Vilkas, as its spikes are aimed upwards to begin with.

Unless we’re discussing helicopters in which QN506 is top-dog.

I feel like a sucker for grinding it out, but I’m hoping one day it will get the love it deserves.

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so few, most it dives straight down into the floor after launch or doesnt even properly loft

Did they fix the ZT3A2 launcher having recoil yet? Back when I played it, launching a missile from the open tubes on top would have such a massive recoil impulse that shifted your sight off target it was nearly impossible to use the tank at certain ranges in a hull down position.

Yes

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All fixed. Little recoil. Nice movement of the ATGM that you can swing around:

As much as I want to hold out that hope, it won’t. If Gaijin actually cared about the vehicle they would’ve fixed it ages ago.

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QN506 has been so infuriating to play lol i think no other vehicle has made me rage as much as that thing, it has two problems 1. its not well adapted into the game (possibly due to it’s irl info not being fully available and also bcoz its poorly designed, seems like it would have been much better if it had been battle tested, destroyed and then improved into a second version but that scenario is very unlikely since the original product never made it into the army as it was rejected (i can imagine the rage quit inducing experience the test operator went through which led to this) so its very much a prototype just like Maus, su 47, and other vehicle instances where theres only one or too few were made

the problem with it’s atgm is it’s position below the cannon and the nerf darts, if it was at the upper part of the twin launchers it would not drop so much after firing as to hit the ground but for some reason the guys who made it designed it to be that way, other problem is the fact you cannot raise the twin launchers separatedly from the cannon so you either miss all your cannon shots or shoot the smaller missiles accurately, if you could have the launchers aiming at the sky while cannon is pointing forwards this would solve many of it’s problems with missile striking the ground but this cannot be done not even if you change from main to secondary weapon scope

other problem it has due to game mechanic is the attack target of the fire and forget mechanic, seems like it’s pointing at the cannon and not the hatch, im not sure how it works IRL but i guess the missile fires at certain programmed distance and then the seeker locks onto the heat signature of the vehicle itself while falling from above, but in war thunder missile seems to strike the cannon much more often maybe if the missile was aiming at the commander or the engine it would be more successful, the last and biggest problem is the lack of the ammo box mechanic, which would be very useful for those moments where ammo depletes entirely if anything touches the tower which feels like being naked in the wilderness of a forest populated by fauna predators at night wtf maybe that was way too specific but you get the point

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Yeah, treat it as a very situational vehicle. It is a god vs helicopters. So I’ll have it in the lineup strictly for that. It’s not useless like the LOSCAT, but it could certainly do with some improvements against ground units. But per this topic, just remember to lock and then raise your aim, you don’t need to fire right as you lock. In a video I shared previously on here you can see me do this at the 25-28ish second mark:

It’s still annoying for situations where you only have a split second to fire the missile or you forget in the heat of battle. If we could have QN506’s missiles with upwards facing spike launcher, that would be sweet.

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against helicopters its superb, unfortunately at that BR you encounter many missile based AA such as strela which are far superior in speed and this equals to a wasted missile which could have been used on a ground target if there’s one of these around, hence why the box would make it much more useful, having 8 missile instead of 4 you wouldnt mind spending 3 or something in helicopters but having just four of them means you have to carefully pick your next target as it’s your best weapon in the arsenal, unless you are within a well guarded captured point… but yeah for SPAA role is quite decent specifically against helicopters, hitting helicopters with the mini-missiles its very fun, if these mini missiles were also fire and forget then this thing would be awesome SPAA regardless of box mechanic and would need no further improvement lol

i’ve having trouble with this vehicle however since last patch, it seems like i cant target drones and also sometimes the f&f missile will not launch itself despite having clear vision of the target (this happens very often even during arcade assault where the missile will refuse to launch at planes locked by the computer and direct sight) have you experienced this issue lately? i remember being able to fire four missile in quick succession every time in arcade assault no problem but after last patch something is odd about target lock

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Strela wouldn’t be able to lock him at the range I hit that comanche. The guidance time of that missile can get helicopters no matter how far they run or hide. They can go behind mountains and it’ll still orbital strike them. That’s when it’s a better choice than SPAA at getting helicopters. I’d love an ammo box, of course. 100% agree there. If it had an ammo box it would be much more powerful than it is as of now.

None of the F+F missiles can lock drones now. Including all the spike machines. Seems to be intentional. And yeah, I’ve run into that not being able to fire bug before. Not sure why it happens. Annoying, though.

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yeah that missile not only chases but stalks air targets lol, truly fire and forget experience bcoz you completely forget about it and after some times it destroys something leaving you in confusion, even aliens inside ufo would get in “omg this thing is still chasing us” situation if they encounter this thing

i didnt knew about the drone target lock thing, was it stated in the patch notes or was it something that went under the radar?.. in a literal way?

and yes that bug is obnoxious feels as if commander just didnt want to fire sometimes

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