As many of you may already know, and developers are aware too: the multipathing mechanic that currently exists in War Thunder is a fictious representation of the real-life multipathing phenomenon that has largely become a non-issue since the advent of the monopulse and especially the inverse-monopulse seeker in the 70s. Some of the earlier implementation of this technology includes the Skyflash and AIM-7M.
It’s also interesting to note that in real life, the lower you are to the ground, the closer the reflected signal is to the true return signal, whereas in War Thunder it’s the opposite.
For those interested, here’s a more technical description of multipathing from Matlab: https://www.mathworks.com/help/radar/ug/simulate-radar-ghosts-due-to-multipath-return.html
Despite acknowledging this, developers have previously made it clear that there are no plans to make any changes to the multipathing effect.
But recent events made me wonder if there have been any changes to the developers’ position.
Impending Advanced IR Missiles
Recently, with the addition of the PL-8B missile, there was a bug report made (and acknowledged) suggesting that the PL-8B’s countermeasure rejection is much more advanced than represented in game.
Brief Summary of Pl-8B IRCCM:
The digital multi-element seeker not only has reduced FOV during tracking, but is also able to detect waveform amplitude spikes, and continue guidance based on memory of the pre-spike waveform. Its implementation in game would be “gate-width” and “tracking-suspension” IRCCM combined. In real life, the PL-8B also has considerable pre-flaring resistance due to FOV reduction prior to launch.
https://community.gaijin.net/issues/p/warthunder/i/Vm2IhvAqFgYY
If implemented realistically, this will make the PL-8B the most advanced air-to-air missile carried on fixed-wing aircraft within the game in terms of IRCCM. This opens the doors for the addition of increasingly advanced IR missiles, such as the Python 4, IRIS-T, MICA-IR, and AIM-9X Block I.
How Multipathing Ties into This:
In the game’s currently state, ARH missiles continue to be the premier air-to-air weapon in top tier air battles. Use cases for IR missiles are rare, the separation between opposing aircraft is often too large for IRCCM—or even the missile kinematic performance—to be effective.
Even so, it is still possible and not uncommon to see players skimming the ground and essentially obtain immunity to virtually all incoming missiles, especially at a shallower angle.
In a typical head-on scenario, opposing aircraft must defend enemy missiles using evasive maneuvers (F-pole, notching, cranking) to avoid mutual destruction, meaning there is considerable downtime in between launch opportunities.
However, a player who is using the multipathing mechanic is exempt from this. They are able to easily push for the merge without notching, with minimal cranking, nose-hot in the entire duration, and still being able to counter-launch at opponents. It is simultaneously defense and offense, and allows the player to gain a favorable position at the merge with much less effort than the player at higher altitude who is constantly cranking and notching. Not only is this unrealistic, it is very frustrating to play against.
Concern:
Even in the current state of the game, with the position advantage that a player obtains using multipathing, a Fox-2 launch can be highly lethal. The hypothetical addition of more advanced IR missiles is likely to further promote this style of gameplay, and I suspect that the average air-RB match may regress into something more similar to the IRCCM furball meta that followed the release of the F-16C and MiG-29SMT. No doubt ARH missiles will still remain dominant, but this style of gameplay only exacerbates the issues we already face in the 16v16 chaos.
Solution
Reduce multipathing, preferably on a per-missile and per-radar basis, especially on more modern radar transceivers.
Foreseeable Consequences
It is not only a method of balancing more powerful IR missiles in the future. Disincentivizing the option for multipathing doesn’t substantially make ARH missiles any more lethal than they already are. Instead, it forces opposing aircraft to maintain larger separation from each other, and players must think more carefully about their positioning. There will be less chaotic furballs and potentially more isolated fights as players are more distributed across the map, partially mitigating the issue of high player-density in 16v16 environments.
However, it does significantly raises the skill floor in top tier, which I can see the average player struggling with. But aside from that I genuinely do not see many downsides.
I would like to hear your opinions.