Notching mechanics causing balance issues

Why beat around the bush, make bombs-only game mode and guns-only/fox 2-only game mode. Sim zomber and sim furball. That would decrease regular sim EC population to 20-50 people.

In all seriousness though, I recognize the problem, but it’s a separate issue.

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My two cents:

  1. Rework every Air RB map, adjust tree heights (and also get rid of trees at the end of the runway while you are at it).

  2. After this, reduce multipath effect. Most ARH (except maybe AIM-54) should have same minimum engagement altitude. 30-40 is fine. also rework the multipath effect on water.

  3. Notching shouldn’t be harder but instead RWRs should be less accurate. Even newest systems have error margin of few degrees. So you cannot defeat long range shots easily as it is now.

  4. Force EC maps with multiple spawn points like Ground RB instead of making a random line formation. Add an option to spawn in a base closer to frontlines but limit it with ground only spawn.

  5. Get rid of the MCM meta by either not being able to target missiles or degrade the effectiveness of the interception of missiles at least for air mode.

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Make it so that pay 2 win planes stay in their own games and also make the mig29G great again! Furthermore chaff should be stock when going against fox 3 missiles.

While this is true, it can’t substitute increasing notching resistance.

You can still notch missiles even with SPO-15 right now relatively easily, just by combination of trial and error, deduction skills and pure feel. You can also easily eyeball it if you see the missile’s smoke trail.

However, it can be the first step.

None of this matters while this still exists. Right now top tier is unplayable. It’s an obvious number 1 priority.

I consider this a temporary (probably lengthy) state though, and want to discuss the actual meta.

would u suggest it cause were already far from realism and it would be a relatively simple c&p solution that gaijin loves so much and a quick way to add a bit more chaff resistance?

It’s not really a separate problem when it’s baked into the calculus of the game mode and the people that play it. I haven’t seen a single balanced top tier game for months and most of the people that “got good” actively play with each other to try to get highest kill count on zomber players as possible.

If you are just some random schlub getting into SB then you are just getting farmed for clout.

so basically even 12.0 or 11.7 should have stock chaff?

I think the very first change to do in ARH missile is multipathing. I have a suggestion pending that explaine very numerical methods used by modern missiles to reject it. It needs to be added for ARH SAM, but for air-to-air missiles it might be too early, and stock chaff will be not only good but a need in smaller environements.

Quick overview of modern counters used in missiles:
AESA radar and the fine angular resolution.
Frequency agility (every AESA seeker cand o it)
ASLC and CFAR
Steep terminal engagement geometry
and the most important for me : Micro-Doppler / blade-flash discrimination: The Doppler paradox of an helicopter

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Like i said i dont see why not against fox 3 missiles because there is almost no counter play when grinding stock vehicles against uptiers.

Option A: Variable multipath dependent on missile and/or BR

Option B: Multipath reduced again to realistic levels, sidestepping reality for old radar missiles that are definitely more susceptible to the multipath effect

Option C: status quo

Typo? Extra 0? 🫣

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They are related, but balance and onboarding are typically considered different issues.

I don’t know how to make it easier for new sim players, or at least haven’t thought about it yet.

However, you can’t be on training wheels forever, if you want to learn to actually ride a bike.

I guess you make the argument that people don’t actually want to ride a bike and prefer riding with training wheels on. A sort of doomerish, nihilistic approach?

I can’t say for others, but that’s not what I want, and I believe I’m not the only one, at least in terms of potential air sim players, not actual players.

It’s mostly an issue for SAMs

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We should also remove flares and chaff, so every fired missile is a guaranteed kill.

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Making radar missiles more difficult to notch would make BVR engagements more relevant, and would help missiles and planes with AIM-120 do better.

However, i don’t really expect the average player to be able to adapt to these hypothetical changes, most people would barely even bother trying to adapt to the new skillcap and would simply move to other BRs, or just stop playing the game entirely (many people have already quit the game completely because their favorite plane + missile doesn’t have 100% probability of kill).

But also, there are certain BRs where the disparity in capability is way too high, like 13.0.

If you make missiles more difficult to notch, it will end up satisfying the “larp fantasy” of Kfir C.10 players of becoming completely untouchable, at a BR where a lot of the opposition cannot even touch the Kfir, let alone defend themselves from it because of poor avionics (like MiG-29 with SPO-15).

If missiles were way harder to notch, there would be no counterplay against players who chose to only play the fastest, most untouchable planes for BVR, in maps with odd terrain that makes multipathing difficult, like Spain, Vietnam, etc.

I would be spamming nothing but Eurofighters, F-15E, F-16C, Su-30SM2 etc, all in their corresponding BRs, and basically any and every target that gets within the NEZ of my missiles, is basically guaranteed to die. Somebody fires a radar missile at you from too close, you might as well J out since you are guaranteed to die anyway.

Actually, maybe this gameplay would be perfectly ideal for the creator of this NFT to reinstall the game…

Nft

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denying kills because you put yourself in a terrible position. people like you are the reason why sim sucks to play

exemple of what i deal with every match

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Bro took an example and thought it was fact 🫩

Glaze incoming

He is literally one of the best players in Sim and I’ve played against him a bunch. Never does that J out stuff even if caught off guard (the ~2 times I’ve killed him anyway :P)

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No, he is right, majority players do not care about learning X new thing and thats been proving itself ever since IRCCM missiles were added. And making it much harder to notch Fox 3 is just gonna promote it further especially in SIM.

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I dont think the objective is un-notchable, but simply, more effort. At the moment its turn 90, drop chaff. Thats about it. Basically everything can notch without issue if a missile is at its maximum active range (about 20km). Even easier if the missile is kinematically already quite slow having traveled a distance before hand. And thats without the player being aware of the missile launch before its gone active and already pre-defending.

This basically means that range doesnt matter. Firing an AMRAAM at 40-50km, ranges where it should hold an advantage over MICA EM and even R-77-1 is a waste of a missile. Because its best to always fire at shorter ranges, 15-20km. Ranges where kinematic performance at shorter ranges (more pull, faster TTT, etc etc) hold way greater advantage. Especially when they are highly capable in HOBS situations too.

So missiles need to be more dangerous when fired at longer distances. DL remaining active even during the terminal phase, reducing the notch angles (something the MICA EM already has and has been bug reported for the AMRAAM 3 years ago), changing Notch gating, etc etc. Would help make them harder to defend against, but not impossible.

Id apply the same to flaring IR missiles too. Drop 1 flare and you have defeated 99% of IR missiles. Even though thats not how it should work. You rarely even ahve to throttle down these days. Aim-9L for example has Primary documentation that it will ignore large calibre flares if the target is on afterburner. So why dont they make it so that you have to drop out of afterburner to flare a 9L. Doesnt make 9Ls unflareable, just requires smarter gameplay to actually defend.

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Only if they added a mechanic to the game to reward players for people crashing…

Oh wait…

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Sadly you can just straight up deny others the full reward with that, get anything but severe and they can just crash and deny you full reward even for a crit. They need to fine tune it a bit still but its such a good start

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