Major Update "Leviathans" - Rumor Round-Up & Discussion (Part 3)

Its currently a placeholder with CAPTOR stat however

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image
Currently, our Spyder can carry both Derby and Python at the same time, which is great, but it can’t flexibly choose which model to launch. For instance, as shown in the image, I am currently selecting Python5, and if I want to launch Derby at this moment, I must first launch this Python5 before switching to Derby, similar to how an MBT selects ammunition types. Will we get a modification? Something akin to separating the two different types of missiles into ‘primary weapon’ and ‘secondary weapon’ for independent operation, so I won’t waste precious missiles. :)))))))) @Smin1080p_WT

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too much for 12.7
it could be R-27R+R-73 at 13.0, just due to sensors. would be tradeoff with german one - better SARH missile or better radar&rwr

Its gonna be a 12.7 premium for italy like why cant they add it as a squadrion wich italy needs so much

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I guess ME is the new top and A is squad

We need a mechanic of reloading diffrent shell without firing like in wow
If u type twice to select the shell it will relaod it without firing
Honestly idk why is this isnt in the game its so ez to implement

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it’s easier to make it secondary weapon mods, like LAVAD

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Yes, just like on SRAMRAAM, controlling separately.

Im saying in general for mbts too
As spaa u dont need to relaod the missile so just type the missile u want i think its better cuz its not rly a secondery and easier to use imo

I have another request. Since the second option missile for SAM-Kai is stored in a backup box, we must launch the first option missile in order to replace it when needed, and it takes some time to reload, which is quite troublesome. We really need to add a new option, which is to choose the first priority missile type for the second launcher, for example: I deploy the first launcher, where the missile on the launcher is ARH, and 81C is the backup. Then I deploy the second launcher, which carries 81C, while ARH serves as the backup. This way, I can ensure that both types of missiles are in a state of readiness simultaneously. Alternatively, allow us to select the priority missile type for each launcher separately. For instance, the first launcher uses ARH, while the second uses 81C. By deploying the two launchers this way, I then have two types of missiles. Both of these options are very meaningful, and I believe the second idea is more convenient,and I hope you can add this functionality option. :)))))) @Smin1080p_WT

@Smin1080p_WT hi smin sup again
Can u tell us if there is any plans to add the python 4 to aicrafts?

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Id assume primary python and secondary(ATGM) for derby would be the easiest way to implement it

He said no before, but thats for the BAZ M

Dam
Idk i feel kfir c10 amd f16d can be a great platforms to test it
Also whats the problem to give it magic 2/aam3 treatment?

I recall a video by the chieftain where he spoke about ‘unloading’, and his take was it was just something to be avoided unless something like a failure / barrel obstruction made it necessary. It’d take far longer to pull a round out and reload than to simply fire off what’s already in and then reload.

He explained some rounds could quite literally split apart when being pulled back out the breach, which could spill out the propellant in the breach / compartment.

It is highly likely to be a purely standalone nerf. After all, this is the Israeli line. Let’s see how Gaijin has treated this line in the past.

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Ik but like whats the problem to give it just one type of irccm and call it a day
Performance wise we allready have stuff like that

How does it differ from the 9.12B?

Hello, @Smin1080p_WT !

It’s now Day 7 of the Dev Server, 5 not counting the weekend.

Do you know if the developers have acknowledged the topic at hand on this thread? There’s over 230 votes already by now, which I would dare say it’s a good portion of the Bluewater Top Tier playerbase at the present time. The requirement should universally be capped to 4.

It is universally agreed among Naval players that having to research 5-6 Rank VIs in order to unlock access to Rank VII is excessive.

I’m sorry for asking again, but I find concerning every day that passes without a change on the dev server. Many people had already expressed that such excessive grind would hold them back from it, and for good reason- considering each Rank VI costs 390-400,000 RP and 1,000,000 SL and Rank VIIs will cost even more.

EDIT: response just received, excellent news, thank you!

IMG_2654

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new radar and new RWR