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

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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I would say it could probably wait until the IIRs are actually added to aircraft.

Would give them a bit more time to get all the data for proximity fuse/minimum altitude settings on a per missile basis and then just go for that.

Top tier didn’t die but the experience became miserable than before. Top tier RB being a chaotic mess is a common sentiment among the player base now. Even some content creators whom I follow on you tube seem to dislike top tier now and reduced their content on it. The game rewards players better for longer match time but the matches last hardly 6-7 mins on average. I’d have quit this game long ago if I didn’t get used to SB.

60m multi pathing seems to be balanced right now where it is a situational missile evasion technique. Not all maps offer the luxury of exploiting multi pathing reliably, radar missiles still pose a credible threat if fired from an high angle. I’ve been playing RB again this battle pass season for daily tasks and I fly high the whole time, I find no trouble in killing the multi pathers as long as I have enough missiles. They might evade first missile or two but they eventually die.

Many players still rely on multi pathing (sometimes they have no choice, depending on the aircraft), stock grind is still miserable where it can take several hours to get to necessary performance and weapon mods. There is a limit to how much a player base can be put up with miserable game play experience.

All my comments don’t mean that I am against multi pathing, I am in favor of removing multi pathing altogether. But they should only come at a heavy rework of game design and match maker. Gaijin is already actively ruining the game by injecting increasingly more capable aircraft into an outdated game design, last thing we need is a nerf to defensive tactics that we have right now.

It’s not a defensive tactic. It’s a crutch that allows for completely forgoing positioning or intelligent play.