New Run of Nuclear Escalation!

I would say that problem is with launcher. Its much stronger than 2S6 - better in every aspect.

Candid assessment of recent version of NE:

Pros

1.a.- AA/SPAA’s are much better - @ 10.7 - 11.7 the game feels much more manageable - however as the 10.7 -11.7 aircraft are up-tiered to 12.7 the game gets MUCH harder for the lower tier.

1.b - Higher tiers this becomes less an issue as more ordinance / assets to deal with AA/SPAA - are available.

  1. Immersion is good - Nukes seem to be viable /deployable - perhaps even a bit much - might raise the SP costs slightly.

  2. Game mode is far better that ARB - would encourage deployment to different tiers when possible.

Cons

  1. Pathing of AI units could use some tweaking, (unless intentional) - they seem to flow through each other, and get stuck at times (not that this is impossible/but twitching out would seem highly improbable).

  2. Que Times - SOLUTION PROPOSAL - Allow players without a plane that qualifies to enter game for 100,000 SL - Temporary Stock Plane, - stock loadouts - still 10,000 SL to spawn. This would be an SL sink for those that do NOT own a plane at the required tier to participate - albeit - a steep SL cost. This would also be heavy enough to discourage BR surfing/leaving early - as they would lose the 100K SL to leave. This would help add to available players for the matches and relieve some of the que times for different BR’s/sides.

  3. Join-in-Progress - Currently Necessary - however very annoying feature - hard to solve. Understand the reasons -however - burning a booster and entering a lopsided match at or near the end is frustrating - especially after waiting for such a long que time. Perhaps limit the join in progress feature (if required at all) to 1/2 tickets remaining. Or those that have the feature or have it enabled prioritized?

4.a. - High value target/Target of Opportunity - perhaps if a team is winning by a (Delta) # of tickets, a random high value target presents itself as a equalizer or as a “catch up” opportunity (preferably in a inactive part of the map). This would encourage people to not abandon maps if it is steering toward a loss.

4.b - Additional reinforcements - convoy / SPAA support - like any conflict - if the combat action is heavy in one quadrant - have the losing side (again at set delta) deploy reinforcements to enhance defenses at location. This provides additional targets however also could redirect opfor to other areas of the map - therefore assisting in engagement and less people leaving as the match begins to turn.

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And NATO don’t have anything to match 2S6, going from Loland to ITOs. Replacing Tunguskas with Pantsirs wholesale flips situation other way around, as “missile gap” that exists between ITO and Tunguska, also exists between ITO and Pantsir.

If you crash the kill is awarded to the missile, so that might be it for the rolands. Dont know about your friend, but he might have crashed into an invisible destroyed ship?

The roland was given the kill as soon as i was hit, as for my friend we were 20km out from the closest enemy ship and it was like getting hit by a missile or prox round not a ram.

You have GBUs and ARH which can at least fly in direction of that SAM. And difference between ItO and Pantsir is not so big. Practically same speed of their missiles.

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For the over 9 millionth time…
If it takes more than 2 mins means it is bugged. Cancel and requeue.

? The pantsirs missiles stays faster for longer? That combined with k band makes it better as you dont always know if they have a lock on you.

Thats why you get 2S6. Now ItO use J-band which Kh-31 cant deal with and guidance on search radar cant do any damage to it as it is too high above vehicle. So maybe time to get something weaker right?

Hate to break it to you, but the AI just shut their radars off, then instead of going on IOG, HARMs F off to the next closest source in their seeker. Practically required to fire them within 30km minimum, from above.

Of course withing 30km. But good luck to get so close to them and be in sufficient altitude to be able destroy ItO and not get shot down by SAMP.

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targeting through ground, missiles hit you even when you 10m above ground, getting locked and fired soon as you spawn. Maybe Im wrong maybe they are balanced.

I’d replace the ItO with the FlaRakRad, it’s the same missile, but having to reload after 2 shots would make them less oppressive.

Well, I die often from SPAA like OSA and Strela, but rarely from Buk and S300. I say, the SPAA are fairly balanced.

Well, yeah, my RWR is beeping the whole time, but as I say, I mostly die from OSA and Stralas. For me, I die rarely of SPAA, only when I am flying straight to nuke them, or I am unaware. I die more from planes than SPAAs

Though this mode has a Great atmosphere, But add AI attackers can make it better and make this mode more easy to play,AI attackers can help players locate the SPAA and draw enemy fire, helping the player’s ARM penetrate defenses.Players can destroy enemy AI attackers to get points too.

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Imagine that A10 or SU25 and whatever attacker troops fly by when you cross the frontline,that is amazing.

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Honestly I think this is even more of a relevant discussion for GRB

I think most players agree that CAS has too much sway in ground rb, but SPAA need something to generate RP/sl, and ai attackers, if implemented well, could be the solution

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It seems that it also a good way to solve the problem that air-to-air load planes have nothing to do when there’s not enemy planes in the air. but AI CAS will make ground vehicles in much more theat form air,I think AI fighter will be better,or remove AI attacker’s ability to attack player in ground battlefield in GRB

Yeah. Either proper jet attackers (like mentioned A-10 and Su-25) or AI helicopters.

Maybe also tactical bombers like F-111 or Su-24 (or something heavier like Tu-16 and US/NATO analogue)

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What about ADATS?