Why the heck cant naval jets spawn on aircraft carriers???
Fix that, please. i dont want to spawn in Egypt with the Tornado MFG
Why the heck cant naval jets spawn on aircraft carriers???
Fix that, please. i dont want to spawn in Egypt with the Tornado MFG
Since the event is ending soon (3 hours left as of writing this) I just want to give my final points of feedback, though ive already sent a bit so ill be somewhat more brief and broad in my feedback.
REDFOR:
I think Redfor is in a position where it is still technically stronger than bluefor, but also lacks certain capabilities.
The bluefor SAM sites are laughably weak, as when playing redfor you can generally fly high without ever really being shot at, let alone killed by them.
Redfor gets vastly superior AshM and ARMs, with them being extremely fast and only needing to be within roughly 30km to kill the target. (The kh31AD AshM are just completely overpowered compared to bluefor counterparts, managing to kill the carrier with ease)
That said I do think redfor could use more A2G munitions, as the bluefor side currently has a lot more options in this regard.
BLUEFOR:
Bluefor has the most amount of tactics available to them, though most of them are pretty mediocre.
The best thing bluefor has going for it are the small diameter glide bombs and JSOWs, which can pretty consistently take out a SAM site (if you know its location, which means you have to get within 30km, often needing to closer due to cloud cover).
That said the bluefor side is completely incapable of flying even remotely high due to the S300 sites, only being able to do so after they have been destroyed.
Not to mention the redfor players who can fly high sending down r77s and pl12s to kill people who fly low.
OVERALL:
I think the gamemode is getting better but still needs more balancing in regards to each sides SAM sites, as well as adding more munitions to both sides (possibly even adding munitions previously not added due to them being unfair in GRB, and limiting them to Nuclear Escalation only).
Nukes are currently too easy to get and use, as they are on agile fighters and are basically a better option to any other weapons available. I recommend removing them from the mode or making them harder to get/putting them on larger, possibly slower planes such as bombers.
The early brackets are generally a lot more fun due to not having to deal with active radar homing missiles but lack the amount of munitions at the higher tier, it would be good to see more munitions added to the lower BR bracket so there are more options for them as well.
There are also still a few bugs to work out, one example i had the most trouble with being the carrier spawn breaking after taking one missile hit, though I’m sure they’re going to fix those before the mode becomes permanent.
As for the rewards, they are pitiful, I understand gaijin doesn’t want people to get extreme amounts of RP or SL from the mode as it isn’t balanced yet. But if I didn’t have premium I would be losing a metric ton worth of SL each match (often making 0 SL solely because of the premium compensation not allowing me to earn negative SL) and the RP gain for 45-60 mins of gameplay just isn’t enough compared to ARB. (Sinking the redfor carrier in the early era, only being worth 30 RP is ridiculous)
thats because the tornado mfg isnt on carriers or can take off from carriers in real life as germany doesnt have carriers.
good thing this is a video game, then! Or did the German airfields IRL deny takeoff for minutes due to being shot down by enemy fighters over the sea?
I’m just telling you why gaijin didn’t give it a carrier spawn my dude, not like I’m opposed to it getting one.
Are corvettes the Lutjens or the Californias?
You cant spawn on them because the Tornados are not carrier-capable. But you can land on them!
Unfortunately, it’s only the Tornado GR.4 that gets the ALARMs so she’s in the higher bracket (as the BR for her is 12.3). I’d personally say eh on the GBU-39s only because they don’t do any damage against the forward bases (like the fuel depot, ammo depot, repair depot) because the HE warhead is too small while the only low tier JSOW carrier is the premium AV-8B (NA).
Because the bracket is 10.3-12.0 that I’ve been doing, the only one that gets ARMS worth anything is Russia (Su-17M4, Su-25SM3, Su-39, Su-25T, Su-24M and the MiG-27K). The only ones BLUEFOR can get, unless I missed one in the bracket range b/c I just found out today the AV-8B has them, is the German Su-22M4 for Germany (which is the single band KH-58U and Kh-27PS) and the AV-8B (NA) for the US (which gets the super short-range Sidearm). Not even China gets them at that BR (the soonest they get it is 12.3 with the JH-7A). Honestly, I would either have Gaijin add the AGM-45 Shrike or the AGM-78 Standard to equal the playing field a bit or just move the other ones up into the other bracket if they have the mutli-band KH series (so the Su-17M4, Su-24M and MiG-27K could stay). Just my take on it b/c I was watching them slam our mid range Ai like 2 minutes into the match as we’re still trying to just get over no mans land.
Something that I could see helping overall is increasing the range where the TGPs work. The 30km max range to lock targets is pretty abysmal.
Something that I could see helping overall is increasing the range where the TGPs work. The 30km max range to lock targets is pretty abysmal.
God I hope gaijin figures out a way to get the TGPs to increase the range. Afaik the current limit is more to do with coding and hardware limitations than them actually not wanting it to be more (could be wrong about this though).
Ideally id like it to become 60km though idk if theyll ever manage that.
Why are you using boosters on a gamemode that is out simply for beta testing?
This is extra funny to me.
Gaijin casually gives the absolute best ARM, the kh31 albeit narrow band variant, to multiple RU aircraft in 11.0-12.0 bracket as if it’s nothing.
Meanwhile gaijin with shrike: well, you see…
Not even 88A’ for the shitbrick A7, come on gaijin, not funny.
Edit: look at this and go and die in a corner with your sidearm on a subsonic platform

Shrike will be on actual fighters and in bigger numbergaijin already confirmed they will be added tho, surely the agm45, i don’t remember anything about agm88a for a6e or agm78
Also the model of arm doesn’t matter that much anymore that long range launch are counterable by SAMs shutting off radars.
Guys, am I the only one who isn’t interested in this at all due to the lack of balance and it being a top-tier ARB? Like, I played it, but the more I played it, the more boring it got.
And that would mean asymmetrical balance. One side has really really good missiles but only 2 per plane and said plane is an attacker, the other gets way worse ones but way more of them. Usually on better platforms. Isn’t it the intention? But instead it’s god tier ARM vs absolutely nothing. Hydrogen bomb versus coughing baby, if you will.
Also don’t forget that terminal speed differs between 31 and 88 by a factor of 2-3 in medium-ish ranges.
To be fair I used a 500% RP on my first ever Nuke game and unlocked about 80% of an F-15 in one move.
I’m in agreement and will expand upon this; with how much ordnance options we have, I’d like to see the loadout customization also be set in live games. Presets during Nuclear Thunder felt limiting the trial aircraft everyone was provided, as well as not being able to modify on the fly between sorties felt really restrictive. Combined with the nightmare of having to remember which loadouts can only apply to NE, I think a simple solution is the ability to create a temporary loadout in pre-spawn using the UI from the hangar loadout editor, but without being able to see the aircraft present (instead giving warnings about load distribution/limit). And, if you do make a loadout that doesn’t utilize mode restricted ordnance, you can have the option to save the configuration on the fly.
Even moreso than that, there are going to be people who will want to play this mode over ARB for grinding early stage modules due to the ability to respawn and go out again. I think replacing some of the fighting positions with lighter targets (ex Pillboxes, MGs, mortar carriers etc) and cutting down on the SHORAD spam from new convoys would be a great compromise. The lower bracket can get a higher quantity of these soft targets since they don’t get as many standoff options compared to the late/post Cold War options.
At the very least, reduce SL costs in half. If it takes at least two sorties to break even on the spawn costs, and the rewards aren’t going to be increased, incentivization can be offered by not making it painful to die and respawn again.
Got there plenty of good battles and booster end. I can expect love from gj in this case anyway, my bad :D
Did a test and the Kh series can smack out to 100km from 1km of altitude at Mach 1. Wild how far out they can reach.
This doesn’t really work a lot of the time. If you launch ARMs in ESM Track the IOG is good enough to get them very close.
Not really. I tried that and from 18 launched Kh-31PD 0 hits. You need to go less than 30 km to be able destroy SAM. Only advantage is that Kh-31PD are really fast so there is smaller probability that they will be intercepted.