New Run of Nuclear Escalation!




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

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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.

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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,

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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

This is so bad like China getting only three versions of JH-7 and nothing else do devs even play the game ? At least looked at vehicles list ?

Hmm, I wonder why. 🫠


Gajin?

i guess that part where france, sweden and great britain can play with russia and china was just announced but not pushed through lol

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They just didn’t update the UI

I’ll be as fair i can , the lower tier that i played some rounds (around 11.0) , is perfect , if not for the servers that sometimes do crazy (usually when a Nuke drops) .
I went in with stock F-4F , still could kill things. SAMs were not too agressive , but they can still punch you if you are messing things up. The second round i had rockets , went better .
However, with the more chill SAMs , CAP “points” didn’t really need “nerf”.

Like i said in the previous topic, i think simpler is better for now … Top Tier misses A LOT of stuff in general (ECM/ECCM, modern CMs, many missiles /armaments are a lot off) but the low one can be perma already.