If you think Spear-3 is a Spice-250 then you are hopelessly confused.
They are nothing alike.
Spice-250 is an unpowered glide bomb with an IIR seeker.
Spear-3 is a Turbojet powered mini cruise missile with GNSS+SAL+MMW.
Even in the GNSS only config, it would give a spammable weapon, that could be fired above Mach 1, to give a capability similar to GBU-39.
But with Terminal guidance too, especially full LOAL, they would be awesome for clearing out targets.
Especially if we also got Spear-EW to use as decoys.
The fact that you think SAL Brimstone 1s are good in this gamemode is hilarious.
Storm Shadows just bring a capability on-par with the KH-59s already in-game. But maybe you can get Grom-1s back.
beats out them just shooting down the unpowered spice-250s. At least Id have 18 instead of 8, and I could fire them at Mach 1.5+ rather than sub mach 1. Plus the Brimstone 2s would be way faster than the Spice-250s fired from 30km. So less chance of being intercepted
Sure, Im the issue here, certainly not the person claiming that KH-38s and KH-31s are bad and that Brimstone 1s are amazing weapons in this gamemode
Brimstone can hit targets in NT even protected by sams and even against those sams.
Kh38 just get intercepted.
You keep having no idea of what you are talking about.
As of now the redfor has no means to strike ground targets if they are defended by ITO, i posted proof of me murderimg sams with gbu39, can you post propf of you doing the same with kh38?
We are talking about NT here not GRB, storm shadow are stealth cruise missle with IIR MITL , kh59m are normal cruise missles with TV seeker, kh59 are useless in NT they get intercepted (exactly what would happen to spear if they cause any sort of issue for gaijin , same as the kh31) .
In NT and IRL storm shadow are a counterpart to kh59mk2/kh69 not kh59m
Vikhr do not have inertial so you need to stay on target all the time, basically a death sentence.
You can launch brimstones in inertial and pop up only for the final guidance.
It’s litterally the way everyone uses them in GRB, one of the most basic manouvres used with brimstones and hellfires.
The fact you think brimstone are even remotely similar to vikhr is hilrious.
Like i sad, before talking you should understand what you are talking about …
I made clear to anyone reading this that your opinions are not credible, have fun with learning how to use bluefor weapons, they are OP right now and will probably be nerfed.
Vikhr’s are absolutely superior to Brimstones just on speed alone, then you have the fact they’re lighter and easier to carry along with the proximity fuse, you practically have to maintain lock on target with both anyway and the faster Vikhr gives you a better chance of actually hitting a sam before you die
Still need to be close by, in LoS to lase the target during the terminal phase, and they only have a 15km effective range. So you have to get close first.
Pop up from where? There is no cover. And why the hell are you flying something like the Typhoon at low alt. Might as well just J-out.
GRB… usually has cover, like hills, you can use to cover you and the SAMs, but even then, its an incredibly weak tactic, because you have to get so close and leave yourself exposed, even just for a few seconds if you time it right.
But heck, even when the Typhoon was new, and the worst thing you had to deal with was a Pantsir S1, that tactic rarely worked because it needed 7-8 just so that one didnt get intercepted and got through, because they are super slow.
Now in GRB, I doubt it still works.
Both short range SAL weapons
This is the same person who keeps saying that MMW brimstones would be DOA. Sure, go ahead. you can beleive that if you want. and that the soviets need a CAS buff :D
Even the devs have stated that redfor is too strong at the moment and that they are rapidly buffing bluefor aircraft next major update with new ARMs
Both 100km+ weapons, that might be capable of taking something out and carried in similar quantities.
Storm Shadow would be largely GNSS only though without MITL or LOAL, but correct me if im wrong, the KH-59 has MITL. Sure the Storm Shadow has longer range, but with such small maps, even KH-59 is long ranged enough for most maps to go edge to edge
I cant think of any other weapon for something like the Typhoon that would come close (unless they pulled a KH-38MT and gave us IR ARMIGERs)
If MMW is banned.
then:
GNSS Spear-3s
SAL Brimstone 2s
IIR+GNSS Storm Shadow.
Would help close the performance gap a little bit
If nothing else, its another weapon that can be used without having to throttle down and deploy the airbrake
Yet still entirely different or do we really want to compare a stealth cruise missile with a modular warhead and a low alt flight profile to something that’s as big as a 1500kg bomb, flies at an altitude of 600 meters, and, to put it this way, has the RCS of an small aircraft?
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.
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.
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?
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. 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.
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