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

Ah right, it’s been a while since the last time I’ve looked into this stuff. I have to admit that I never got deep enough into it to gain a full understanding on how multipath propagation works.

What I do remember though is that there are more factors than just multipath propagation at play in real life, but accounting for all of them (mainly ground absorption, clutter and multipath propagation) at the same time might be a bit too much work for this kind of game.

Anyways, for the purposes of a game like War Thunder limiting the effectiveness of radar missiles at extremely low altitudes is less of a realism thing and more of a gameplay thing

and yet that is where MP is most effective in game.

For example

Spoiler

https://www.youtube.com/watch?v=4NTQX4Z9IOs

But i’ve slapped things hugging the deck even when MP was at 100m with the Tornado F3 before (though was rare for me to climb until the Typhoon) and often hit things hugging the deck in the Typhoon

I 100% agree with this, but I also feel it isn’t necessary anymore.

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In other words, ditch the radar missiles and force dogfights.

That’s no reason to ignore the multipath problem. There are no exemptions.

Your argument only strengthens my argument that the ground player negates the height advantage, has the initiative, and cannot lose unless he abandons his methods or makes some mistake.
When the enemy is hanging low and killing allies with flare spam, all the BVRer can do is abandon the BVR. Meanwhile, the dogfighter can easily negate the BVRer’s attacks as long as he stays on the ground, so there is no risk of abandoning the dogfight.

In other words, you have to evade in the right way. Meanwhile, the enemy will nullify your missiles with multipath and close in without the need for evasion. There is no BVR and the dogfight begins.

They can remove it if they give every plane that is able to face them stock chaff at the very very least

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They shouldn’t remove it though. It should be modelled more realistically (as in on a per missiles/radar basis or on a per BR basis), but keep it at a value that lets people still make use of it, if they are able to follow the terrain well enough.

If the majority of maps doesn’t get reworked and they don’t cut the trees down to a reasonable size, 60m should stay (maybe lower it above water to ~30m). After improving the state of the maps they can lower the threshold to ~40m, but not lower.

At altitudes below 40m the chance of taking damage from the missiles exploding nearby is pretty high, so there is a fair amount of risk involved for the terrain following players.

We need full real MP and map fixes with more detailed countermeasure modeling

You never have to ditch the radar missiles, they work at lower altitudes just fine.

Not full real, but as close to real as possible while also keeping the gameplay fun for those that don’t enjoy BVR (or can’t BVR because their plane is not very suited for the job)

If they ever introduce proper ECM and decoys lowering the MP threshold to actually realistic values would definitely be an option, but I don’t think that will happen anytime soon (if ever lol)

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There are widespread options, I mean look at those dispensers. Those are on a ton of jets

Not to mention Britecloud

I know that there are options

Try to convince Gaijin to implement them lol

Maybe when SAMP/T comes they will be needed for SPAA

Apparently bvvd mentioned it

New and improved CMs already are needed. They have been needed for years, Gaijin doesn’t care though.

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Agreed but stuff like GEN-X and Britecloud are pretty next level, they’d probably not even consider it unless there was a serious threat like SAMP/T

Mate, there are a bunch of less advanced CMs and ECM systems that they should have implemented a long time ago, not to mention regular CM reworks.
IRCCM missiles weren’t a good enough reason, ARHs weren’t a good enough reason, better radars weren’t a good enough reason, IRIS-T SLS, SLM, AIM-9X, SLAMRAAM and SPYDER apparently aren’t a good enough reason, so SAMP/T, CAMM, Chu-SAM, HQ-16 and Buk (or whatever China and the USSR tree will get) won’t be a good enough reason either.

Stock chaff, multiple spawnpoints, decompression and reducing team sizes would probably allow for MP to be 40m in all modes without many issues.

It can never be fully removed until Gaijin gives us stock chaff, and it would make for miserable gameplay if team sizes weren’t reduced or if decompression wasn’t done.

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Yes,

All these people are asking for something without any foresight on how it will affect the game-mode. Current game design should undergo a major change before multi path is further nerfed / removed.

Last thing I want is for top tier to become dead like naval.

Now with even AIM-120C-5 and next gen IRs maybe coming later this year, MP absolutely needs a new reduction; I propose a change to 45m.

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I disagree.

The same argument was made the first time it was slightly corrected from 100m to 60m and what happened? Top tier didn’t die. People adapted, changes to stock grind were made and the game is better for it.

Why are people so afraid to rip a bandaid off when there is no impetuous for change if you don’t?

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