New Run of Nuclear Escalation!

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.

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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.

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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.

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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.

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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.

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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.

And soviets dont have any long range “stealth” munition like jsow. Harrier can send 4 jsows soon after take off, rtb and repeat. Double of what kaira can do. And as safe as its possible.

My Kh-31PDs were hitting the small SAMs much more often on ESM Track over just launching them from search mode.

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I was able destroy SAMP/Spyder only by saturation attacks from less than 30km. Still needed at least 2-4 missiles for them. Small SAM was not possible destroy at all.

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So, after playing a bunch with my Tornado GR.1, here’s some of my thoughts:

  • RP rewards need to be increased across the board. It’s a little silly right now.

  • The whole naval component feels almost irrelevant, were it not for the Californias which can be somewhat of a threat, but there’s practically no incentives ticket wise (compared to attacking ground targets) or rewards wise for players to engage in anti-surface warfare.

  • Nukes can yield a lot of SL by targeting ground units. They can also steamroll matches once the 30kt ones become available. 300SP/600SP costs feel very low and should be doubled. We shouldn’t have half or even 1/4th of the team running nuke planes.

  • Rewards for SHOOTING DOWN nuke planes should be very high to incentivize interception gameplay. It doesn’t feel very rewarding for the individual player to dedicate himself to interception duties.

  • The UK has no capable fighter platform to counter US Phantom F-4S/J spam (and apparently neither does Russia/China?)

  • Using laser-guided munitions with IOG is a waste of time (because of how slow it’ll be for you to kill individual ground units) and without IOG it’s kind of a death sentence given how you need to keep yourself exposed to SAM sites.

  • It seems like munitions with either IOG or IR guidance are the only ones that are actually feasible to use. On the Tornado GR.1, I was using the PGM 500 TV+IOG guided bombs to destroy entrenched armor positions pretty reliably.

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I didn’t record it, but the Tunguska search radar is invisible to Kh-31PD and launching in ESM Track usually got them close enough for a kill. Same with airfield HQ11 and Pantsir. If they turned off radar, I didn’t notice.

They’re probably unlikely to give any ARMs to the A6E TRAM in game (as I believe the tram never actually had the harms irl) but I think they’ll give it to the SWIP whenever they add that.

Oh Tunguska. I meant ItO 90. Those have search radar pretty high and on tracking radar it cant be guided same as in case of Tunguska due to J-band.

Note how that harrier is conveniently paywalled. Unlike kh31 carrier. And other low tier wide band ARM users specifically on RU side.

German su22 seems like an exception really.

Doesnt justify anything imo. Just like paywall doesnt justify su39 having radar, mpu, kh31p while sitting on same br as su25t without all those trinkets.

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They do though. At extreme ranges, they cannot get a point lock on the ground and will instead guide in on GPS which you can confirm with sensor view in a replay.

I personally prefer using the 39s against the s300 sites and 2s6s on the depots because I find it far too annoying to try using the tgp past 30km. Sure its much more dangerous but if you know what you’re doing you can do it without dying 99% of the time. And again, you can’t use gbu-53s against moving targets either because of a bug with the convoy target that makes all IR munitions incapable of hitting them, with the exception of the BMP (very inconsistently) and the 2S6 (but only when it comes to a stop to start intercepting). All other convoy targets are just missed by all IR/TV munitions, so you need to take laser guided weapons to hit them.

That is a bug.

When did they confirm the shrike? I know they confirmed the AARGM and AARGM-ER, but the shrike is the one I look forward to more, and when I asked about it during the Heavy Cavalry dev server, I was just told something along the lines of “Not this update but its a possibility in the future”

Does it not?

Then may I ask if having a single paywalled JSOW carrier justifies the other side doing this with TT vehicle 1-2 minutes after match start:
image

Because to me, it does not in the slightest.