Magic 2 missile should be fixed

Not sure what you exactly mean but yeah 8 Magic 2s on the M4K is also a balancing factor. But tbh I believe that 6 R73s+4 ERs on the Su 27 would still be better than 8 Magic 2s on the M4K. The M4K not having an HMD also prevents it from spamming its missiles freely like you can do with the F16C and the soviet jets, so it’s not able to get the ez fast 3-4 kill streaks that you can get with an HMD.

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I was meaning exactly this

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+1

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That would be very nice. +1

Will devs consider buffing the Magic 2 anytime soon in the face of recent feedback? @Smin1080p

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Hello

As you would already be aware, missiles in game are not “buffed” or “nerfed” in game due to feedback or opinions. They are changed on the basis of source material, evidence and information.

As you are also already aware, there are currently reports open on the Magic 2 under investigation. Until those reports have been concluded, there is no outcome to report on them at this time.

If you have further evidence or information you would wish to forward or add to the ongoing reports, we can certainly pass that on.

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I know it’s not your fault one bit, I can’t help but read that devs won’t fix the Magic 2 or implement its reports until they feel it’s necessary.

The official line may be that the reports are “under investigation” but I can’t help and think that the motives/reasoning is different from the officially given one.

Although it’s somewhat speculation, my assumption is that reports on certain equipments are only implemented once it’s needed to provide some semblance of balance.

Consider that Red Top’s kinematics were reported in 2020. Magic 2’s kinematics were reported in 2023. Magic 2’s kinematic report was implemented this year. My question to you then, is, what specifically about the Red Top missile’s kinematic report necessitates more time for investigation?

The “under investigation” line isn’t true at this point after a certain period of time. A document does not take 3 years to understand, it would be absurd.

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I think everyone would benefit from some transparency. It would be better if the devs simply admitted some reports aren’t implemented for balance reasons. Players wouldn’t be nearly as frustrated, and Gaijin staff wouldn’t have to use some half truths to answer their concerns on a daily basis. More than anyone else, the bug reporters and players that spend irreasonable amounts of resources and time into researching, buying documents, testing and making reports…These people don’t deserve to receive these bland responses as the only answer to why a months/years old aknowledged report hasn’t yet been implemented

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After flying Mirage 4000 I can say it’s the 2nd best air RB jet in War Thunder with Gripen in first.
Both hold my hand the most and allow me to do what I cannot do as effectively in other aircraft.

Magic 2 should of course be made as accurate as possible.

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Would a magic 2 seeker shutoff function actually be a buff? I’ve seen some people say yes, some say no.

I’m sure the accurate FoV would be a buff of course but some people say that both seeker shutoff and FoV shrink would be more of a nerf. Of course i’m all for accuracy, but just curious.

Mistral, TY-90, Stinger, all of them use both seeker shutoff and FoV shrink and they are among the most hardest to flare missiles in the game, so it would not make sense to say it would be a nerf.

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Thanks, I couldn’t imagine how it could possibly be a nerf, this makes more sense.

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If you ask me the Magic 2 rn might be the best snapshot Fox-2 in game. It ignores everything below 1km and pulls like crazy. Even headons below 1km are free kills.

Since when? I have no problems pre-flaring head-on magic 2s. The only time a missile is a “free kill” like this is when the enemy purposefully flies into it or is caught off guard in a bad position.

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The proxy fuse almost never has time to activate since it got gaijined, also they get 1 tapped flared in headons.

From my experience they pull crazy stuff in headons. While im flaring.

Can you share an example?

The proxy fuse is 1.8 seconds IIRC so they can almost never be fired when within 1km head on unless the target is very slow, even than it’s a gamble.

This is also an error - the real world Magic 1 had the time reduced to 1.2s and the Magic 2 was reduced further although it does not specify in any documentation I could find. I believe it should be quite a bit less, maybe even 0.5s.

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Yeah I believe it’s a balancing factor because of how fast the Magic II accelerates it would be too good at barrel stuff missile shots