New Run of Nuclear Escalation!

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.

2 Likes

FINALLY UNLOCKED!!

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ITOs and such having 100% intercept rate is just an annoyance now.

Case and point: F-16s running let’s say 2 harms + some bombs. You are forced to fire both harms at a single ITO because the first one will get intercepted, always.

Is that justified? Maybe.
However the problem is - you can’t do anything about it. Popping and firing from al low as 5km results in the same behaviour. Firing from range results in the same behaviour. Dropping SDBs as “decoys” doesn’t work because evidently harm has a higher priority.

So in reality it’s just a flat out harm tax with no counterplay.

2 Likes

This is just going to be a poorly organised conglomeration of critiques and compliments for this iteration of this mode, some tactics I have found that work for me, and some suggestions for changes I think need to be made.

The change to the mobile SAMs to have their search radars on when you get within their range is an absolute GODSEND thank you so much. It makes it pretty easy to engage the 2S6’s in the convoys. I have found it most effective to lock the harm onto the 2S6, fly head on to it until around 6-8km or so when it launches, then wait until the missile gets close, and then launch your HARMs. It will immediately stop tracking you, and then it will usually intercept the first one (although occasionally it will get through) but it does not have enough time to get the 2nd one. You also will want to lob it upwards because head on launches from the HARMs usually miss, they need to come from top down to have a better chance at hitting. You will also want to climb a bit, up to around a km or so of altitude once you find the 2S6 for the same reason. When you do this the S300s will launch on you, but you can ignore them because you have plenty of time to get within range to fire your HARMs at the 2S6 and then descend to the floor to cut off LOS to the S300 radar.

The new GBU-53 is really nice as well. But only against stationary targets for whatever reason. When I engage the groups of dug in tanks with the stormbreaker, more times than not I will get 5/5 kills (after I have already hit the 2S6 with a HARM). But if I am hunting convoys, I am better off taking mavericks, because even though they are much less consistent with damage, they actually hit. For whatever reason, if the target is moving, the stormbreakers just hit the ground 20 feet behind them. I have tried dropping them from every angle too. From the top, front, back, and sides. And the funny thing is, I don’t have this problem with them using them for CAS in GRB, so I don’t know what gaijin has done here.

The GBU-53 also works okay at attacking the depots as well. I can hit the one 2S6 thats at the edge far away from the buildings, and thanks to the new pseudo rcs mechanic, it does not react in time. But if I try to target the spaas closer to the buildings, it just locks the buildings instead. I imagine the GBU-39 does even better because that wouldn’t be an issue, but yesterday I only had time for 3 rounds and in between all 3 I forgot to make a new custom loadout with GBU-39s. JSOWs should (and from what I hear, they do) work even better for this thanks to the even shorter detection range, but I only have 1 plane with JSOWs and I have not started its stock grind yet.

The increased rewards for doing A2G is really nice. I’m coming away from most rounds with 2-300k SL profit (with premium account) focusing only on hitting ground targets, only fighting other players when they come my way.

The spaa still needs to be balanced though, this time in favor of the red side. Now that the long range spaas turn of their radars when they detect long range ARM launches, the advantage red side had with the hypersonic ARMs that could clear out the entire blue side air defences in just a few minutes is now gone, and they are now experiencing the BUK (now SAMP/T) hell that NATO was experiencing (at least from what I hear anyways, I don’t have any redfor countries researched). The SAMP/T batteries should be replaced by Patriot batteries (SARH sams just like the S300, so they need LOS and can only engage 1 target at a time) just like the BUKs were replaced by S300s. I’m not sure how the mobile sams could be balanced though. The 2S6 is actually pretty easy to kinematically dodge as long as you aren’t point blank. In comparison, the ITO is just a mach 3.5 death needle within around 8km. I don’t really know of anything that can replace it, because as far as I know, NATO does not really have anything comparable to the 2S6. ADATS maybe? That one is faster and more maneuverable than the 2S6 still, but it would also run out of energy really fast like the 2S6.

Also, NATO is lacking in the ARM department for the lower era bracket. AGM-45 Shrike and AGM-78 STARM Pls gaijin? I want to wild wiesel in my phantom. While you’re at it, add an F-4G Wild Wiesel :D

Yes, this has happened to me a few times as well. Occasionally I will go for a gun run on a BMD only for it to pilot snipe me from 2 miles out. Or I might not even be going on a gun run, I might just be flying around the area. This is… Annoying. To say the least.

Also,

How long can I expect to wait to be able to use my Apache Guardian for nuke thunder? I feel like this would be really good at ground attack for this mode, especially with the pseudo RCS being modeled for small munitions, and the air to ground radar that can tell you where the targets are. I could pop up from behind a hill, lob a bunch of JAGMs at a convoy, and then dip before the 2S6 can get me.

And speaking of the air to ground radar, please add the proper air to ground radar modes for the planes that have them. The spotting system is very inconsistent so being able to use radar to spot non moving targets instead of having to rely on the inconsistent spotting system would be very helpful. And while on this topic, when something is unspotted, instead of just being removed from the map, it should remain on the map with a “last known” position.

2 Likes




pretty sure it hit the ground, if it didnt then the detection range at which you see the missle should definitely be improved

5 Likes

What was the launch distance? HARMs when I’ve tested them last time, when given good launch conditions are battery limited, not flight model limited. And you have 200s guidance time.

Can someone please tell me how to fly high without being slapped by S300? I sometimes see my teammates flying so high but when i try S300 is always ready to touch me D:

1.5 grid, or so?
Missiles were doing >2000kmh, when they disappeared.
Not even close to 3 minutes…fired from ~M1.4/9km ASL.

Liking a lot of stuff about the new round of NE. However, here’s my critiques;

  1. Team sizes at high end are too big IMO. It’s not so much because of the actual player counts, but the sheer amount of missiles that can be dumped out by 1-2 plans ontop of everything else.
  2. Render and spawning of ground assets. Personally? Don’t draw AI targets if they can’t be targeted by ordnance your plane is carrying, until you can actually get an angle where the seeker can acquire target.
  3. Red team has an advantage at high altitude missile slinging currently. SAMP/T engagement range and speed isn’t enough of a threat to deter Red from staying above contrail altitude and dropping missiles onto people taking off from airfields. Recommend replacing third line batteries with Patriots so there’s sufficient deterrence/standoff for this tactic.
  4. Not everyone ground striking in this mode is going to be using precision munitions. Static MGs, light bunkers and the like would be a good addition of ground target options for those forced to use dumb ordnance.
  5. Increase the respawn timer of SHORAD systems, or have a better means of conveying how fast they can be respawned. I know the mode is trying to encourage combined actions, but it is frankly frustrating to spend two sorties to kill three systems at one position, to have it come back into operation on sortie 3.

Those gripes aside, the mode is far better in this iteration than iteration 1 post April Fool’s.

1 Like

image
this gamemode lowk good

damn how many boosters did you have active lol, the most I profited from my best round was 400k SL

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I wanna spread the idea that this iteration of NT is still not what the game should be, even ifnthe SAM VS ARM balance gets ironed out, there is still a pretty large room for improvement.

  1. There is no real place for medium to short range digfights and dogfighters. The saclos sams will shoot down 80% of the planes lurking near the frontline.

  2. There is no use for 99% of air to ground weapons, apart from gbu39/53/jsow anything else is not usable in the slightest, thanks to density and effectiveness of saclos AA.

What this gamemode needs is an actual frontline and second line division, with the frontline having only sparse IR MANPAD style threats, armored and light veichles doing attack runs/convoys, trenches and infantry fortifications.

Here, the attackers can go and actually attack ground targets, with fighters pushing the frontline to stop attackers or try and/or push through the second line.

This will make short and medium range AT missles and bombs usable while the attacker srill has to deal with enemy MANPADS and enemy fighters/attackers.

In the second line, we have the depot/saclos AA that are already present in the game mode. This is already good and gives a target to ARM,long-range /stealth weapons.

Also, the SACLOS AA in the second line will harass attackers getting too close to the enemy side without performing SEAD/DEAD.

If you like the idea, spread the word,

9 Likes

Let me guess, blue side modern era?

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Yeah replacing at least convoy AA with combined-armaments AAA (lav-AD and shilka with iglas) could do wonders. And maybe mixing in one or two of those into depot AA installations.

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Not much communist players

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Ive noticed this gamemode is still a bit iffy in terms of balancing, specifically at the top tier BR bracket. though I think this could be solved if the map was a bit more reworked to give us more terrain features to hide behind and maneuver around in the middle of the map, as the only real “flank” routes are at either extremes of the map.

Ive mostly been doing anti ship warfare in this event in the lower BR bracket so far, and can say its pretty good but i feel it could be expanded a bit more, as you basically only have the three corvettes which are easy to take out and the destroyers which are a massive step up in terms of defensive capabilities requiring at least 2, most of the time 3 people to effectively take out, which isnt bad but maybe add a few more ships in between, like a frigate or smthin. (Knowing gaijin is working on more maps for this mode, would be cool to see one that has a bigger naval focus)

Also think we need more anti-Ship weapons for the planes that did carry them for the lower BR bracket, as a lot of the planes that can carry them dont in the game.

nah, su30mkk + dropping 6 5kt nukes

i had a 1700% RP boost and 1800% SL boost so a lot of boosters