Major Update “Leviathans” — DEV Server Changelog (16.06.2025) - dev server is closed

You cannot spawn on them anymore, meaning they will just end up being targets for the handful of anti ship weapons we currently have. Most people can’t properly land on the airfield, so they sure as heck won’t be using carriers to re-arm.
Though hydroplanes and flying boats will be able to re-arm without crashing on more maps, as they can land near the carrier to re-arm.

In reality this buff (for the Kh-38MT at least) is kind of a nothing-burger. Since gaijin doesnt allow IR+GNSS to LOAL, it just means if the missile loses its target it will have 0 drift. Except the Kh-38 on the live-server already has its IOG drift value set to 0. If anything them making the seeker show as having GNSS communicates that more clearly to players.

I dont think it will affect gameplay at all, unless there’s some other hidden functionality I’m not aware of.

But this is a substantial buff to the Kh-38ML, and maybe it will see more use. Not sure tho since you still have to expose your plane to track a moving target, and sit within 30km which is in range of several of the new SAM systems.

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should have clarified: you can spawn on them once after you rearm and repair but its not a spawn point you can choose

@Stona_WT what about Leopard2K?

Lets add a bulletpoint to the change log

  • Swiss Tiger F-5E Cockpit added

image

Bismarck missing from the list
@Stona_WT

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Is there any word from the devs about why spawning on aircraft carriers will be removed?
Being able to spawn on carriers is a very nice touch and gives naval planes (especially the slower ones) a unique advantage. Letting naval planes take off from carriers also could spread the players out a bit more on the maps, which might make high tier matches a bit more interesting.

Having carriers on more maps is cool and all, but most players probably are never going to make use of them to re-arm and repair as landing on a carrier isn’t easy (heck, usually only a couple of players actually RTB in a match anyways).

These carriers very likely will just end up being ignored, as very few planes have the weapons needed to actually destroy them and non-naval planes might not be able to interact with them at all (except for getting shot by them if they approach them lol).

It would be a real shame to see carriers turn into moving bombing targets.

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I also am curious to see if the 38s are any good considering you have to fire them at distance which should give these new SAMs plenty of time to dispatch a missile at them

i dont think new sam would deter 38mt much, since currently in dev u cant rlly lock it so u cant intercept it

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My guess is that the only thing that ends up kinda helping against the 38MT is gonna be the CS/SA 5.
If the new IR SAMs can lock the 38MT they are gonna help too, but otherwise the best weapon against it probably is a gun paired with a radar.

Wish the “Hell On Wheels” pack replaced the Hellcat, Reg M4A3 76 (W) HVSS, or Skink with the M4A3 76 (W) HVSS “Thunderbolt” (with the extra armor). Esp since the Hellcat is alone at 6.0 which breaks the lineup.

You could throw Thunderbolt up to 6.0. Hellcat 6.0 and have the Skink. But a having a Prem starter pack with varied BR ranges (no lineup) using essentially basic tech tree vehicles with no edge over the free counterparts. Is kinda silly.

In the British pack all vehicles are 4.7, the USSR one is all 5.7, the US one is all over the place. The incongruity with the decision making is jarring.

Do we have any info on what AIM-120A/B/C’s manuverability should actually be like? AFAIK it pulls waaay too low in-game and never achieves even 30G, let alone the 35G…doubt it should be this bad IRL

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never

Why lol

Please fix the aim9x’s they do not lock or track ANYTHING on dev server right now.

Got to say the explosion graphic is very… er… graphic - does make it feel like he ship is blowing up compared to previously!

However I think it is likely still happening too often - this may be because the ranges are short - in a 1-per-side melee the AI ships are just charging straight ahead and combat is often at <2km so you are shooting straight into the magazines at stupidly short ranges!!

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The mobility of the 120C is currently not as good as that of the Sparrow. It can’t even hit the target at a 5-kilometer off-axis launch, while the Sparrow can. I feel that there is also a problem with the guiding logic. The 120c always takes a large-angle forward path from any Angle

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Need the F-2A’s ASM-2’s to be changed to the ASM-2B standard and given their ground-attack mode. They’re designed to be both anti-ship and anti-ground by utilizing GPS, and IR for targeting. This will give the Japanese tree an indigenous long-range missile since its options are rather limited.

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i mean there was a patch, but no information what changed? sad noises

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I hope the next dev update they atleast publish the fixes and changes

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