I remember being able to launch the Kh-59ME from a longer range than 30km, but I can’t properly test it right know
What I could get to work is point launches at up to 30km, which should be enough on Most GRB maps
I’ll have to test this again tomorrow, though I will admit that there is chance that I am misremembering this
I think what I did in that earlier test was select a point using the map, point the seeker there, reselect that point on the map (moving the seeker manually activates the 30km limit and puts the target into the air or into the ground of something is in the way) and launch either in third person or from the pods/missile perspective without moving the mouse
The 30km limit on target pods and the missile target screen is a bit wird, you can bypass it by selecting a point on the map. I discovered that in ASB and usually use that as a navigation help lol
Yeah, getting more than 30 km out of it is no problem. I don’t have to bypass it like you describe either, locking is no problem even if the targeting pod rangefinder can’t really go past 30 km.
You almost certainly got a POINT lock that way. If you press “fire” without a lock it will just try to lock whatever it’s pointed at anyways.
Ah, I think I might have lost track of the actual arguement
The initial target acquisition (point lock/launch) will probably stay and I don’t think they are gonna add away to “dumbfire” anything that isn’t SALH guided anytine soon (if ever lol)
Peeking out from behind cover or launching while diving into cover will probably remain as the only way to launch these missiles
No true NLOS for better or worse, depending on who you ask
I can’t tell if Gaijin is deliberately limiting the MITL mechanic for the sake of balance or if this truly is the best they could do with the current spaghetti code, but I am glad it’s not more powerful
As fun as proper MITL would be for the pilots, the tankers really suffer from Gaijins decision to keep buffing CAS
I mean this limitation has been in place since we had TV/IR guided weaponry, and while it seems like a balancing decision I’m not even entirely sure if it’s intentional. So who knows, maybe it gets reworked. And I agree, would certainly be very strong if you can just dump 16 Stormbreakers or the like without ever popping out of cover. Doesn’t even matter you can only guide one, the rest would just be bait or maybe get lucky and find a target to lock on at random in their 0.1° FoV.
If there’s any balance considered in current game, top tier SAMs would be nerfed already.
One tap remove any plane without any skill needed and 10% spawn cost comparing to attack aircrafts, so called BALANCE lmao
Even when we introduced ARM in the future, the circumstance will not be on plane’s side cuz the huge cost gap between SAMs and air.
One can never counter anything with 10times more cost than his opponent, the time he choose to give up AG munitions for ARM, SAMs already won, far on economy.
Current SAM systems are pretty easy to defeat (except for SM-SV). For any ARH SAM, just mutlipath get close and destroy, For IR SAMS like IRIS-T and CLAWS/NASAMS start spinning and flare
Will Brimstones for German/Bristish Tornados and EF2000 get unnerfed with the upcoming update? Its nice to see mostly Rus ammunition gets another feature added, but where is the MMW seeker for Nato munitions?
Why can’t Spikes for Narmer, Puma and Boxer tanks get the the new feature? There are Bundeswehr videos of Eurospike shots from Marders and Pumas, where they just shot it into the air and select targets mid or terminal flight. Its a core feature, which is simply ignored.