May it's time to talk about ARH missile multipath?

After about a year of ARH missile released, I think the community has been very good at understanding how to deal with it. I think it’s time to discuss whether it still needs to exist.

The community used to think it would be crazy, so the development team retained the current 60M multipath altitude. At this altitude, you can easily avoid FOX3 by just flying straight and level. This gameplay was the mainstream for a long time, but multipath also limited the space for high-altitude gameplay and strategy. I think the community now knows how to deal with FOX3 very well.

May be now is a good time to talk about the timetable to completely cancel FOX3 multipath. After all, this game mechanism is not real and also limits the game style.

Please note that we are talking about FOX 3 ARH missile here, and FO1 SARH missile is not within the scope of this discussion. Please leave your comments and let me know what you think.

14 Likes

Bro’s posting from his alt account LMAO.

Multi-pathing, although unreliable, is the only crutch available to planes without competent radar missiles or stock planes without chaff. If multi-pathing is to be removed completely, there should be a major overhaul to the battle ratings, match maker and stock air crafts.

Several planes would be straight up unplayable if multi-pathing is removed in current game design and compressed match maker.

35 Likes

surely need to be nerfed.

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Sadly physics laws said otherwise

9 Likes

It is not.
Multipathing is necessary for ARB to even be playable for certain jets with weak radar weaponry, avionics, or even playing stock without chaff.
60m was already a very unwelcome nerf which people have learnt to play around. However, removing it entirely would simply break the current balancing.
That is unless, of course, you wish to put the F-14s squarely at 13.3.

10 Likes

gaijin implementation surely isnt real
IRL it depends on surface

3 Likes

yes it could be moddel more accuratly but we are talking about gaijin here, so don’t expect to much from them

I need to hear no more. i know you don’t know a thing about radar now

Multipathing is very much a real phenomenon. multipath propagation does creat ghost signals which make radar tracking or homing less accurate. my only gripe with the mechanic is that depending on the radar, missile and radar on the missile it should vary from the default 50m we have in game.

its also one of the few things keeping top tier playable. BVR is boring as hell

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It should only be removed when we get stock chaff, when ARH-less planes aren’t facing top tier, and when team sizes are 10v10 max.

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Getting rid of multipathing limits everyone to the most boring kind of air to air combat, bvr.

Though that might be what you’re into, removing dogfighting from top tier isn’t all that appealing to everyone.

This will also massively effect planes with less countermeasures, where as right now you don’t actually need to bring chaff so planes that only have 60 countermeasures can survive you will be forced to bring chaff and will be at a huge disadvantage.

Basically multipathing keeps more planes relevant and opens up more gameplay options cause without it the whole gameplay loop is just shoot missile run away repeat.

7 Likes

yes, and vary by a lot.
Like the inverse monopulse seekers later FOX 1 missiles have did the first big step to make multipathing better (bc of the polarisation of the radar pulse), and Fox 3 missiles, esp more modern ones do even more.
So it should get better the newer the missile, basically

2 Likes

it should be very challenging especially with the coming AIM-120 C5.

trees need to start affecting RALT otherwise its impossible to defend yourself on a lot of maps

trees need to affect radar, and that’s to complicated for the mmo-side of War Thunder.
Apparently just like RCS and Hitboxes changing, when changing the wing sweep

Radar alt shouldn’t be that relevant of the trees, bc it’s a radar cone going down and then you use software to do stuff, like make it a more gradual change.

1 Like

We need stock chaff if MP is to be reduced or made realistic on a missile-to-missile basis. It’s already possible to counteract MP when firing from above or by self-lofting your missiles when firing from co-alt.

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I prefer this game to stick to realism instead of giving it arcade no-multipath.
I can agree that the arcade game mode shouldn’t have multipath though.

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it does matter a lot when theres 50m tall trees everywhere on varying height terrain, you cant stay at mpath altitude without crashing.

even if a body of trees just acted as a block of ground for RALT it would make the more accurate propagation for some missiles much more tolerable to improve gameplay

The problem with multipath isn’t that the phenomenon is fake, it’s that its ridiculously exaggerated to be a crutch for bad players. Then again notching is also exaggerated as hell. With most of the top tier radar sets you shouldn’t be able to notch them within 20km due to the RCS of the vehicles in game being too high.

4 Likes

It could still be reduced heavily.

Skyflash for example had a minimum engagement altitude of 33m. Not 60m and that not due to Multipathing but prox fuse issues

1 Like

Yes but sadly gaijin has other stuff to do than actually moddeling thing properly

It would not be hard to change a 60 to a 40