More In-Depth Missile Statcards

I played Air a lot and to this day I struggle sometimes with the use of missiles, or at least the scenario I’m presented with and if the missile is even worth firing. This may of course occur, because I’m still lacking experience, but in my opinion, when faced with a new missile on a new aircraft, the stat card doesn’t tell you everything.

Therefore my suggestion is to add more info to the stat card, that I find are missing:

  • Burntime
    Burntime is a stat that id like to see added because despite some missiles clearly having better stats like the R60M compared to the R13M1. If you look at the stat card, you’d pick the R60M over the R13M1 since its faster, pulls more G and a higher rear as well as front aspect lock capability. BUT the burntime and lower G limit of the R13M1 allows the missiles to stay at its speed longer therefore reach targets that are further away.

  • Motor
    More detail on the missile motor. Is it smokeless? Does it posses the ability to vector thrust? Does it have a sustainer? (This stat would need to be also combined with the burntime stat)

  • Arming Distance
    When does the missile start maneuvering or when does is reach its fullest maneuvering potential? For Example, the R60 and R60M maneuver basically instantly, while the R23T or R23R maneuvers first after the motor burns out.

  • Seeker
    Caged or uncaged seeker? If its uncaged, to how much degree can the seeker stay on target? More info on the seeker, flare resistance based on how hot the target is its tracking. (I can imagine this could be quite hard to explain, since the heat, aspect, IRCCM and how close the missile is already at the target, determinates if the missile is still flareble)

  • Radar Slavable

  • Basically a Yes or No, just like with the IRCCM stat.

  • IRCCM Type
    Is the seeker shrinking (R73) or is the seeker loosing you and then reacquiring after passing the flares (AIM-9M)?

  • G Chart (similar like the penetration chart on ammo types for ground battles)
    Since missiles are based on energy they gain during their burntime, a chart based on their speed, traveled distance and G limit, would be useful to see if, for example the missile would be able to hit the target by pulling its potential 30Gs, after it already traveled 2km in a specific pattern, while still having 2M stored in speed.

  • Fuze
    Impact or distance (VT)?

  • Self-destruction
    Yes or no?

Those stats would make it easier for me and also newer or older high tier players to get their launches right and understand their missiles more in depth, becoming more effective with using their missiles.

[Would you like to see this in-game?]
  • Yes
  • No
0 voters
4 Likes

This would help new players a lot, and it would make it easier for people just getting into jets use certain missiles better. +1

YES YES YES, but one stat I would really love to see is missile max AOA, since that stat it arguably just as or even more important than G-load in some regards. Being able to know more about missiles without needing to look into the files would be extremely helpful. Please consider this gaijin, I pray!

+1
#Makestatcardsgreatagain(MSCGA)

I support this, although I’d probably still check Koppany’s and Gszabi’s google spreadsheet, there’s basically everything.

I hope I’m not violating any rule by putting the link here.

Who tf is voting no
+1

2 Likes