I am not. I have gone 2 games with playing as REDFOR as england
naaah it still shows China and Russia VS everyonew else… and when I choose Blue side theres zero chance to get in game…
Is there another feedback thread open for Nuclear thunder I can’t seem to find it?
Killing boats STILL does not give any points, kill marks, nothing!
First, I’d like to say that I think the increased Silver Lion rewards for destroying ground targets is a good change. It gives players more reasons to play CAS, instead of focusing on air combat, and I think that’s a step in the right direction.
After playing around 5-10 matches on the Red side, mostly flying Su-25s, I think the mode still needs work regarding air defense balance.
I’m currently grinding these aircraft, so I don’t have access to their full capabilities yet. In their stock configuration, playing CAS is extremely frustrating because unguided weapons are barely usable.
To use rockets or guns, you have to get very close to the target, flying low, and it exposes you to several threats at the same time :
- Trees and terrain, especially with an heavy aircraft
- IFVs, which will genuinely three-tap you once you are in range.
- Short-range SAMs, whose missiles are already difficult to evade, especially with a fully loaded aircraft
Gaining altitude before an attack run is also a no go because Rolands remain dangerous, while long-range SAM systems start launching at you almost immediately after takeoff, which forces you to take evasive action as soon as you are in the air.
On top of that, enemy players are actively hunting you. The result is what I can only describe as “Sensory Overload Thunder”. CAS pilots constantly have to monitor terrain, incoming SAM launches, RWR beeping constantly, IFVs that can delete you in 2 shots, enemy fighters, and their own attack run all at once. It becomes less killing actual ground targets than surviving the overwhelming amount of simultaneous threats, which cause an enormous amount of players crashing into trees and maneuver kills.
Even once you unlock guided munitions, it’s still difficult. Short-range SAM systems are intercepting munitions, which is understandable and on its own and I don’t think that’s necessarily a problem. The issue is that it’s yet another layer added on top of everything else.
I mean, each of these mechanics is reasonable on their own, but when they all overlap, attacking ground targets can become more frustrating than rewarding.
I understand that there needs to be some difficulty in this game mode, but the current amount of overlapping threats is just annoying.
These are just my personal impressions after some matches, mostly from the perspective of flying Su-25s (Su-25BM and SM3). I haven’t played other aircraft yet, my feedback is therefore limited to the CAS experience, but I hope it can still be useful.
I did one more full run of anti ship stuff.
results for killing 2 lutjens
you do not get point OR kill marks on the leader board (it was at 81 when I killed 2, 31 for the first kill)
the destruction of 2 boats only gave me 683SL, about 341 per ship, which again, is nothing.
destroying 3 ground units gave 8,568 which is 2,856 per kill. That is 8X the rewards for killing boats which are far harder to kill and I could only kill the Lutjens because its defenses are bad and its a weak ship. I cant even get close to california and the USS Forrestal just doesn’t sink.

AAR of the match
I will state again, doing anti-ship missions is not rewarding in both the sense of not getting SL/ RP from doing it and in the satisfaction, it is practically impossible to kill the california, kuznetsov, and Sovremenny (when I played as bluefor but havent been able too since because the UK is on REDFOR for some reason.) due to their accuracy of intercept with the missiles, CWIS, and guns. IRL these things have miss rates due to how small the munitions are but in game currently missiles will practically always hit the munition and CWIS/ cannons always hit their target UNLESS it is a slow firing gun like what the USS Forestal has, and that also only has 2 guns in the read either side unlike every other ship.
When shooting “EWR” (surveillance radar, I presume) HARMs lock and launch normally, but then, when about to hit the target, the missiles disappear?? Not intercepted (feed is empty), nor short of range (>2000kmh), so what is going on?
germany 12.7 que time today…

but i managed to play some games yesterday on both sides
i like the changes for the closer range sams that turn on radar earlier
only issue is now i get many more radar pings on rwr from them since players all across frontline are close to them → is it possible to only get pings from ones within range?
for planes that do not get arm it can still be very difficult to get ground kills since agms often have lock range of around 5km but by this time aa will already have launche at you from 10k means you have no real chance to lauch anything very difficult
my suggestion wuld be to reduce the amount of short range aa for exampple i dont think the andvancing forces need a aa in every convoy
mabey they can enable queing for all nations on either side this wuld be intresting since it culd show if one side has a clearly better aa setup
also it happend quite often yestarday that th missiles form ito and similar just go invisible after lauching makes very hard to doge
i wuld very like if they removed many of the trees especially around the “ouptsts”, depos, samsites, and especially airfields…
also sppotting in general is working a lot better and rewards are not that bad but ships still give very little reward destroying a carrier shuld give as much as destroying a full airfield at least since players can respawn there
idk if its still a issue but on the last runs of nuklear scalation this was a issue
since the radar is like a long antenna the missile would go for the top of the antenna and then just phase through it and then hit the ground behind it
Ah, so it’s a bug…thx.
This iteration of Nuclear Escalation is considerably improved from the last time, primarily due to the SAM system earlier radar activation mechanic, making SEAD against SHORAD SPAA actually possible. This change is both realistic and good for balance. The increase of reward for destroying ground vehicles is also very welcome from my perspective, this is exactly what we need.
There are however some issues. My main complaint is that the matches end slightly too quickly (the total tickets is too low). This happens despite the increase in total tickets, so this probably should be further increased. Another thing I noticed is that I am nearly always put into matches that have been ongoing for a long time, despite having joining already active battles disabled in options. Also, destroying ships using guided anti-ship ordnance is too difficult; the ships have dramatically went from doing nothing in defense to taking out every single munition shot from long range. The effectiveness of ship’s air defense should be slightly reduced, although the a realistic implementation of such a change should take priority instead of the idea of introducing frustrating RNG-dependent chances.
There are also important bugs which have not been addressed. CCRP with nuclear weapons is only possible with the late bracket jets AFAIK, and can’t be used on the Su-24M for example, despite it having CCRP. Another bug relating to the Su-24M is the inability to select countermeasure type to dispense: no matter which type of countermeasure is selected, the plane will always dispense both flares and chaff in an alternating sequence. These two problems may also be present on other aircraft, but I’m not sure if this is the case.
Overall, the game mode is enjoyable to play, and has many elements that are beneficial despite/contrary to some player complaints (such as the strength of anti-air defense). Please continue developing Nuclear Escalation to make positive changes like the ones that have been done here.
I assume RP rewards are low because it’s not permanent mode yet and still testing only thing I can think off
im really loving the unotchable sams!!
and everything being so close together you cant do anything!!
theres more space of the map available but that doesnt matter!!
The current implementation is definitely the best one so far, but the AA still needs some work. There should also definitely be a few free planes with AGMs, so you its easier to deal with the AA
Only if they make AI SPAA actually avoidable. SACLOS AA shouldn’t be certain death.
Also please separate the AI of Heli PVE from nuclear escalation, too. Heli pve was already abysmal and now even more abysmal cause SPAAs are intercepting ATGM like pantsir.
I have this same issue with KH-25MPU on SU-39. “Hit” is max what this missles can do. Just 0 damage
OSAs are still firing while going 100kph
Hey so like, theres a pretty large problem in regards to the low BR bracket (10.3-12.0), specifically for the Bluefor, which currently massively lacks in anti radiation missile department compared inside of their TT’s (not counting premiums) to Redfor, with the only nations in it with any anti rad missiles being Germany and Italy. This is a situation that quite frankly needs to be rectified
I cant join!!! There are alot of Blue players
I think the current stabilization limit should be increased to around 45 km. this would let players use GPS bombs with aim points more precisely. right now, SAMs start firing the moment you get close enough or peek over a hill.
It would make ground attack runs feel better and more fair and might give planes that have lots of bombs but no ARMs (f-15E/Is)to last longer.




