Meet Nuclear Escalation: Vietnam!

o7 Nuclear Escalation will be missed.

4 Likes

No, IRST is good for R40RD shots too on low alt. You can lock it easily on IRST then switch the lock type to radar and shoot.

ok but that doesn’t change that the planes without counter measures shouldn’t see them

I feel like you are suffering from a case of skill issue big dawg.

My lineup is essentially Buccaneer S.2B is Jaguar GR.1A. Teamwork happens but only if you emphasize it to teammates and try to coordinate. Sometimes you get some sour quiet teams that won’t say anything, but there are ways to carry by conducting strikes on all Hawk sites yourself with this lineup if you know what you’re doing.

What I personally do is I spawn with 4x ARMs and launch 2x per frontline HAWK site. I try scoring 2-3 radar kills by taking off, firing them, reloading and repeat. Then I take out a Jaguar GR.1A and infiltrate their rear lines to do deck gun runs and kill all rear HAWK radars. As long as you pull up last second during those runs to give M163 line of sight for the shortest time possible, this is extremely effective. I’ve managed to take out all 3 rear HAWKs in single runs. Ideally this should be all done by the time level 2 escalation arrives.

Then you enjoy having danger-free high altitude cruises for your nuke planes and kill their airfields and BAM, you win the game.

A lot of people don’t know how to play the gamemode, so often you’ll have to explain to them what to do. How to engage SAM sites, that they should use 300sp nukes on convoy stacks / hawk sites and 600sp nukes on airfields, et cetera.

If you want to play quietly and do your own thing, unless you have a few people in the team that are doing the opposite (incentivizing teamwork and trying to coordinate), yes, you will lose.

4 Likes

I just played the F-4E again after years and it is perfectly balanced at 11.3

Infact I think it should get the rest of the late block armament and tiseo and go up in br

I’d be in favor of it were MFD’s for all aircraft modeled properly, specially since the addition of ESM.

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Doubt it’s skill issue .

11 matches 176 players in total.

Take me out of it . That’s 165 people .

Yes maybe if I played like an absolute sweat and try hard my way into getting nukes and steamrolling with nukes yes. I could see it.

But no that was not the case. I had 165 people in those matches with me. And I / and them, still lost.

Me 11 times in a row. I don’t think I’m in the wrong since I doubt I have to carry each and every one of the games I play

All matches on Soviet/Russia teams. Where the majority of my teammates where in Soviet/Russian jets

My battle log shows 40 Nuclear Escalation battles if I scroll down all the way, but I’m pretty sure there’s a few more. Regardless, this logged sample I have is 4x the size of your experience.

Out of those 40 logged battles that I just checked, I lost 14, and within those 14 defeats, I’m pretty sure there were 2-4 (if not more!) that I got thrown into as the game was already mid or late match and were unrecoverable due to the nuke steamroll effect.

I remain unconvinced and firmly believe you have a skill / ability to teamwork issue.

Yeah I agree with that. I was just saying that not all planes with all aspect IR missiles are subsonic strike aircraft.

1 Like

This test was much better than the last. The SHORAD, while still overly-oppressive and unbalanced, was much less so compared to previous tests.

However, I have a few suggestions for the economy.

Part 1:

Completely scrap the SL spawn cost system. They discourage playing any non-premium vehicles, and I ended up just playing the German premium Su-22M4 almost the entire time.

Replace the SL costs with a full spawn point system, similar to ground RB. This will naturally slow the progression of the game, and balance OP vehicles (like the MiG-25 in this test) which would suffer in higher BRs. It would also encourage more players to RTB instead of suiciding into the nearest enemies for a quicker re-arm, as currently, one kill covers whatever SL spawn cost was needed.

I would like to see this system incentives actions that support your team. The game should give you 1 free vehicle with a couple anti air missiles and HARMs, should you have no 0 SP vehicles available at the start of the match.

The lower tier munitions in this system should always cost 0 SP. For the 11.0 bracket, that would be:

  • AGM-45
  • AGM-122
  • Kh-27PS
  • Dumb bombs
  • Rockets
  • MCLOS AGMs

The criteria for higher tier munitions would be more dependant on balance. For example, I didn’t notice anything on BLUFOR that was too OP, but I did notice REDFOR had some issues. In this case, the MiG-25 and it’s missiles, and the Su-22M4’s Kh-58Us should come with an inherent spawn cost.

At top tiers, weapons that would carry no SP cost would be:

  • Kh-31P
  • AGM-88C
  • GNSS glide bombs
  • Current air to air missiles

However, these weapons would:

  • Kh-31PD
  • AARGM ER
  • Nukes (yes, on tech tree vehicles, PLEASE!!)
  • Stealth cruise missiles (including nuclear variants)
  • Air launched ballistic/hypersonic missiles (including nuclear variants)
  • Extreme BVR missiles (AIM-174, AIM-424, R-37, PL-15, PL-17, Meteor, etc.

Additionally, I would like to see testing where all heavy fighters carry an inherent spawn cost. They have a much longer loiter time on the battlefield compared to light fighters, and are able to rack up many more kills/points. Examples of heavy fighters would be:

  • F-4
  • MiG-23
  • MiG-25
  • F-14
  • MiG-31
  • F-15/F-15E
  • Su-27/Su-30/Su-34 etc
  • F/A-18E (super hornet only)

This would incentivize using the light fighters already in the game, such as the F-16, MiG-29, F/A-18C, F-5, MiG-21, etc as currently, these planes are really only used when they’re top of the BR bracket/meta. I also believe a spawn point earning boost and/or an SL and RP earning boost should be added to these vehicles, to further incentivize their play and balance their rewards per minute statistics.

Part 2:

If all of the above suggestions are implemented, then I would like to see a TEST of historical BRs in this mode. Would certain vehicles/weapon systems be unfair? Yes, undoubtedly. However this should be balanced by giving those vehicles and weapon systems a spawn point cost relative to their effectiveness, and potentially even decreasing their SL and RP reward multipliers.

On the flipside, vehicles such as subsonic attackers would experience extreme suffering. As a result, their spawn point cost should be 0, their respawn timer should be 0, their spawn point earning multiplier should be boosted, and their SL and RP reward multipliers heavily increased. That way, you would actually have a reason to play these vehicles, and you wouldn’t feel unimmersed because your flareless nuke carrier got sniped by an R-73 in a “Vietnam Era” bracket. The buffs given to subsonic attackers in a historical BR test would be slowly repealed as you increase in vehicle effectiveness, such as supersonic attackers, then modernized heavy fighters (F-4F ICE), light fighters, and finally heavy fighters.

That is all. Thank you for reading my ramblings ☺️

3 Likes

I put together some game play footage of the Guideline and Shilka. I’m so sorry for the potato quality lol. This was all filmed on my ancient Xbox 1S.

NOTE: THIS IS JUST A REPORT ON IN GAME MECHANICS. NOT OF HISTORICAL ACCURACY OR AN ATTEMPT TO ARGUE WITH OPINIONS. THIS IS MY EXPERIENCE WITH THE GUIDELINE AND SHILKA.

Notes for the Guideline. It should be providing the High in a Low High mix of air defense. However it is extremely easily defeated or won’t function at all. I had ~3 missiles either directly hit me or pass extremely close and not fuse or not do any damage. Out of ~20 ARMs fired at sites only 2 were intercepted and not by the Guideline. The Guideline attempted on 2 occasions to engage the ARMs but the fusing for the missile detonated either too early or too late.

I tried to keep film length down so we weren’t watching a movie lol.

The Shilka one I know will spark some strong feelings lol. I’ll leave it up to interpretation, again this is my experience with the system.

I would have loved to have done some Redfor game play but I didn’t have the chance to.

Not sure about that in its current state. ARMs don’t work well currently in Sim EC (with some aircraft having limited function working for their HUD), and the SPAA are way too deadly currently to visually spot. It will be like facing SIDAM 25 all over the map.

A solution would be marking RED circle zones on the map (based on intel or team spotting) to make everyone aware of the danger, and they can use that intel to search and remove that threat. But having it right now it would be too frustrating for many players. More so those who don’t have many hours and just want to try the Sim experience.

Most players in Air RB have been doing the jousting tactic for ages, and their minds are already train to think its the best method to play & grind. Adjusting the SPAA, I doubt it will have any impact to discourage it.

First time? We players in Air Sim EC have been paying the repair costs to spawn for ages. You’ll get use to it over some time, and more important. It forces you to be more conservative with your aircraft and stop yolo rushing with careless suicide runs.

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Phew good thing I managed to play supersabre just as event was about to end.

Mogs aa with ease. Even shilka because you can snipe them with agm12 from 8 km. Tho I prefer 9e just in case I need to intercept something.

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Another nuke thunder playtest has come and passed yet this bug still persists
https://community.gaijin.net/issues/p/warthunder/i/BoUTCl40CXiT

I just hope they can get this mode out permanently for the next major update

I hope/cope they release it as a full permanent game mode in Gaijins birthday, so they will have some more time for testing, and when it’s comes I hope the brackets will be like Sim changing every 2 days

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It’s incomprehensible to me as to why they don’t let the event to stay on continuously, even as a beta test.

What’s even more incomprehensible is how there aren’t more people here asking the same thing.

Don’t be complacent, guys.

Nuclear Escalation works as it is. It’s fun. This BR bracket’s balance may have been a little questionable (I still have NO idea as to why they didn’t split into sub-brackets as per the last test run), but it still works, and as for the higher ones we had in the previous run up to top tier? They work aswell.

It’s not perfect, but it’s fun and there’s clearly a demand for it.

What does it cost Gaijin to simply keep the Event up for people? Genuinely, is it a lack of servers problem? I wouldn’t imagine this being a thing, but I would really like to know the reason.

6 Likes

There were sub-brackets. You could do 8.7-9.7 or 10.0-11.0.

I guess some of the complaints I saw were just people who didn’t know how to set up proper sub-bracket lineups then haha, disregard