New Run of Nuclear Escalation!

We’ll have to see what the RCS modeling changes actually do in a gamemode like this, and for all we know, Storm Shadow will just crash into the first slight incline it sees like any ASM does if fired over land.

But the point is. SAL Brimstone 1s and subsonic launch Spice-250s just dont cut it anymore .Especially in a gamemode like this with long ranged SAMs that spam missiles at you from every direction.

You need energy to defend, especially with the massively nerfed BOL chaff, and if you are subsonic trying to get a spice-250 to cooperate, you dont survive long. If the Spice-250 even reaches the target before being shot out the sky.

1 Like

For the purposes of destroying a target? Yes.

This is a video game at the end of the day, not a 1:1 simulator. Reality is not fair, no matter how hard you try to make it otherwise.

Deficiencies can be mitigated, not negated, through better knowledge, coordination and employment. People still haven’t figured out how to actually pair up to saturate a small area with different ordnance types, let alone the old school Wild Weasel tactic of bait and shoot, because I see more people convinced of their own opinion than actually trying suggestions about their approach to the game.

NE is not perfect by the next postal grid. But I’m not going to sit here and pretend like there’s a size one option to fix it, nor that as with plenty of stuff, human error tends to be a large factor.

idk if this was brought up before; or if it makes a big difference, but if you strike an AF directly with a 30Kt nuke and destroy it you only get credit for 12.5Kt of bombs dropped. Instead if you near miss the base and damage it; you get credited with 30Kt on the scoreboard.

Loving getting to try out anti-ship missiles, and the missile destroyers are a lot of fun to go up against. Hoping to see rewards for anti-ship actions get increased, since getting only 5 mission score for destroying a destroyer does suck a bit. Still, I’m enjoying getting to stock grind strike jets with anti ship capability against ships that fight back with cool and interesting, multi-layered defenses.

1 Like

Just played a match and lost 30k sl because:

  1. I died to some SPAA
  2. Nuked on airfield
  3. Match ended and because of spawn costs, I lost another 10k

Tried again and lost anther 22k because I had the audacity to climb (had 4 missiles launched at me), and then hit the ground while trying to multipath because it’s the best choice I had.

Genuinely the a big waste of my own SL, and it’s not even that fun to begin with. Why would I play a mode that forces me to fly low/lawnmow and lose money when I can play air RB that doesn’t do either?

2 Likes

After a few matches, here is my early review. I might do some matches in the comings days. I might not.

Naval

  • Ships need minimum engagement ranges, I’ve seen a few ASMs get really close, but still get intercepted, even at ranges im not sure would be physically possible IRL
  • Ships need to have a reduced engagement range for sea-skimming weapons compared to high flying aircraft, same way weapons like the JSOW got a reduced engagement range.
  • Totally disable AI repairs. In the future, model realistic repairs, but an ASM hit should probably sink most targets, or at the very least, put them out of action. Short term disabling of any repairs might achieve that, or at the very least, mean that weapon systems might be permanently disabled for the next volley.
  • Increase reloads times and make sure magazine counts are accurate. They seem to spam a lot of missiles.

SPAAs

  • Respawn time is too short. You can take off, take out a SAM, RTB and the same SAM will be there next sortie. So all your efforts feel entirely pointless.
  • SACLOS SAMs MUST use their radars to guide a weapon. No radar lock, no guidance. Period. That way you actually get some warning that you’ve been fired at. Also means that ARMs are more effective.
  • SAMs should be using their radars more than they do currently to find targets
  • Model flying under the radar with reduced engagement ranges for anything flying low (this same code could just be used for sea-skimming ASMs too). Sub 200 ft for the full bonus
  • The density is way too high. You could spread the current number of SPAAs over an area twice as large and I think it would still be too dense.

RWR

There is just so much noise that I genuinely get a headache after 20 minutes. You are constantly getting hammered by pings, so much that there is no way to actually tell what the hell is going on. We need an RWR overhaul.

  • Colourise threat types
  • Add filters (missile warnings, launch warnings, search pings, have the ability to disable or enable each type, just disabling search pings for example would be a huge QoL improvement. Could also have range based filters too, so anything further than say 20km you could disable. Let alone just toggle between air or ground contacts)
  • Make audio cues more distinct (id also add settings to adjust the audio levels of each RWR noise, so you could make SRC pings quiet or even outright silent compared to other more important cues)
  • Add variable range scales. (this is currently set RWR to RWR, but why? Should be adjustable range like radars, at least on more advanced digital RWRs)
  • Priority filtering (so critical threats, like an MSL warning would take priority and low priority things like SRC radars 100km away would be ignored)

(Outside of this gamemode, Id also love to see some kind of elevation indicator too).

At the moment, I think bringing an aircraft with no RWR at all would change nothing because there is so much noise you cant actually use your RWR.

Misc

  • Targeting pods only have a range of 30km, which heavily nullifies some weapons as it forces you to get way closer. Even just setting up Aiming points cant be done from afar. This range needs to be increased notably.
  • Rendering distances need fixing, even within 30km, some targets just dont appear.
  • Matches are too short. You barely have time for a few sorites before the match ends
  • The only objective is nuking airfields. Thats it. Thats the gamemode. You need to add additional secondary targets that can be engaged by anyone, like oil refineries or factories. These objectives should have heavy AA, but once destroyed the AA doesnt respawn until the entire objective does. (tbh, I think the nukes are a complete mistake and should be removed)
  • The map is too small.

Overall… Its just a tedious gamemode, Your actions dont really have much value, and you end every match with a headache. It has potential, but is definetly still in alpha testing

This is on top of existing aircraft issues. Like the lack of ESM for many aircraft, the poor performance of bluefor ARM, imbalanced A2G weaponry, lack of ECM, Artificial CM nerfs, etc etc.

10 Likes

Ive started about 2/3rd of the games so far being instantly nuked.

Actually getting quite old now

Even spawning on rear AFs is no safe guard.

Do long range SAMs and EWR respawn?

If the entire site is destroyed by a nuke/etc. then it respawns after a timer I think, but if only the fire control radar gets destroyed then it goes to sleep for the rest of the game

Ok ty

Uptiers in this mode are ridiculous.

I remove the 14.3s from my lineup so I don’t get put against 14.7s with my 13.7s.

I get put into an hour-long game against 14.7s in my 13.7 anyway. Seriously? Let us select the targeted bracket, I don’t want to play against iron dome MCM spam in a 13.7… I literally just leave the lobby, which is not conducive to a consistent game session at all.

3 Likes

Thoughts on this round of Nuclear Escalation

  • I love it, its better then the April event
  • Its not for me
  • Its worse then the April event
  • I like it just as much as the April event
0 voters

me and one other person managed to sink a carrier.
it took 20 sea eagles. that is 5 salvos between 2 people.
Seems fine but in doing so we noticed that the reason they were getting through is due to the 5inchs not having HE-VT rounds, unlike the California which does. We launched 8 sea eagles at 1 singular California, it managed to destroy ALL 8 sea eagles every time. it would pick 2-3 off with the SM2s at distance (which shouldn’t be prox fusing as they fly below the limit) which shows how pin point accurate sm2s are at the moment. all the rest were destroyed by the HE-VT 5 inch rounds within close range.

What should be changed with California is either removing HE-VT or decreasing accuracy of the 5 inch guns
and with the SM2s, they shouldn’t be prox fusing if they are, and they for sure should not be pin point accurate every time, especially with small munitions in comparison to aircraft.

2 Likes

Eurofrauds truly suffering from success.

I had stupid amount of success demolishing S300 sites using GBU-39 alone (F-16D) with I think none being intercepted by the SAMs (few were by the players lol), to the point it feels Gaijin overcooked air to ground other way around this time.

I dunno, Gaijin fix to long range Kh31 launches seems to be working and you need to actually get down there to use these missiles with any effect… and they have massive minimal engagement distance

You underestimate ferocity with which ITOs intercept ordnance. Depot site with three ITOs can and likely will intercept all 6 missiles.

Pop-up attack at about 10km away from the S300 site. You’re welcome.

None of these have reduced “RCS”, refer to ITO ferocity as point defense.

With current stance of denying long range ARM launches, AARGM-ER is completely pointless, likely even detrimental as it will be larger and heavier missile, with longer minimal engagement distance than HARMs.

5 Likes

Can you tell me how do you usually drop them? Like popping up and then dropping them or dropping them from high altitude? Also how do you place marker for dropping them when S-300 sites are not visible on the map?

GBU39+TGP loadout
-Place marker where S300 site roughly is, new aiming point marker conveniently shows distance to it
-Get within 26-28km to have sight stabilization active when hugging the ground
-enter “notch” relative to the S300 site, start climbing, about 30-40 degrees to gain altitude fast without bleeding too much speed
-point and click on S300 site, don’t overstay your welcome

In ideal world where coordinated teamwork isn’t a censored word, anyone playing the bait would reveal SAM location for you to precisely mark them via minimap, that way you could drop glide bombs easily from 50-70km away, resulting in repeat of Kh31 but 5 business days later situation. Extending TGP stabilization will result in the same.

Russians get taste of their own Pantsir medicine I guess

1 Like

thank you so much, i’ll try this with F-15E and F-16CM

Also don’t forget Martel ER for the Bucc S.2B at 10.7.
But then again NATO Got denied its ARM loadouts below 12.0

That guy was just allucinating and malding.

Responding to that is pointless

Pasta Dorknado with HARMs and GBU 39s at 11.7:

Honorable mention to premium AV8B NA having JSOWs at 11.3.