Namer armor

It’s SLERA, which is a form of ERA with improved multi hit protection. This is true for all Merkava 4 based vehicles and I made a report which hasn’t yet been acknowledged
https://community.gaijin.net/issues/p/warthunder/i/LIdizwh2nDJ6

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I FOUND A WAY TO MAKE SPIKES WORK, BEHOLD!

It’s not 100% reliable and it’s extremely annoying, but it significantly increases the missile’s effectiveness.

I think this is just how it should work by default.

Basically:

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One thing I’ve noticed is just how poorly the flight model of the spike is, it seems to behave just like all the atgms after that guidance nerf awhile back, and possibly making it difficult for it to hit where it wants to as well…

It has been acknowledged for 8 months on another bug report.

They sometimes just self-detonate.

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The missile sometimes switches between Direct LOS and Top Attack from missile to missile. It randomly just selects one and rolls with it.

It’s really annoying.

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Currently grinding the Name and I have to ask that question: Who at Gaijin thought that this vehicle is ready for release? Who went “ahh… it’ll be fine”?
Grinding the Israeli tech tree was one of the most tedious and painful grind of all the TTs I played (everyone except Japan and China; Italy until rank 5) and finally made somewhat fun with the Merkava Mk.3s at 11.0.

But this thing is whole new level of masochism. Even if I leave out the ridicolously low amount of ammo that thing carries, the armor is a complete joke. Just got lol-penned by a BMP-2M frontally and given the confidence that player not even tried to use it’s ATGMs, I feel like I wasn’t his first victim.

What a huge disappointment…

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Opened a bug report about the spike having an incorrect trajectory.
https://community.gaijin.net/issues/p/warthunder/i/KcXUxmi3Qrxz

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What they need to do is revert the missile guidance changes on the spike as well, since regardless of it’s trajectory, if a target is moving it completely struggles to even hit the target, especially center mass… but hey that might help a bit too

Yes, sure, you did a good job, but you shouldn’t post your nukes every time when the thread should be used more for vehicle problems. You can make a special post on Reddit about this.

from what i know the namer is as heavya s the MK4 because they took all the armor in the turret and put it in the hull front and side
its supposed to have a spall liner but need more information for that

Just proving it isn’t an incapable pos, even tho it can be better (and should be for historical reason) the turret itself lets it be a fantastic vehicle at its BR.

I’ve honestly had some great and fun matches in it but that is very situational, mainly if the rng gods let the spikes kill something, if it’s a map I can play hull down and if your team is advancing forward so you can get to a cap when ammo runs out.

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Gaijin’s great works: 61 tons of waste

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Anyone else find the horizontal turret traverse extremely lackluster? Are there any sources for its traverse speed? For a unmanned turret weighing about 1-2 tons, you’d think it could traverse faster than some MBTs… 30*ish is quite slow imo…

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To be fair, from what I’ve seen explained, the Remote Weapon System on this particular Namer was one of the first to hit the market, so it might just be a drawback of it being an early prototype.

Maybe, maybe not. Totally baseless conjecture to try and justify something for the Snail when the well publicized heavy armor is ignored. I swear we are our own worst enemy in this game , not Gaijin which is really saying something. Support for nerfing other vehicles and this kind of conjecture justification that Gaijin may lash onto is helping kill what was once a decent game (along with tons of high tier premiums flooding the game).

I guess that’s fair, but we do know the optics are wrong. It was bug reported that the sight it and the Vilkas use should be 3x to 26x instead of 3x to 10x.

Wow 3x to 26x that would be incredible

Indeed. It would be nice.