Let me start by saying I love War Thunder and Nuclear Option and have played both extensively. As such I understand what each game is going for, what makes each game work and is enjoyable to play. I can say for certain that War Thunder’s interpretation of Nuclear Option tells me the Devs don’t truly understand what makes Nuclear Option work. I would like to point out some major key issues that War Thunder’s version of Escalation does very badly and why it works so well in Nuclear Option.
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Air Defense
This is in my mind, the most pressing issue with War Thunder’s Nuclear Escalation. In Nuclear Option the vast majority of enemy air defense is made up of kinetic SPAAG’s and Fox 2 SAM vehicles. You don’t even see enemy convoys with Fox 1 SAM vehicles until 30 minutes into a game. In fact they are so rare, the factories that produce the Bolt Strike (NO’s Tor M1 Fox 1 SAM vehicle) only produce ONE every 30 minutes. Until that 30 minute window passes, you will only have to contend with SPAAG’s and the Fox 2 SAMs. These are much more predictable and present a much better target for CAS players. Air defense is intended to be a shared responsibility with the players. YOU must supplement the air defense with A2A focused players, yet in War Thunder it feels like the player is the least of your worry. War Thunder seems extremely liberal with the usage of Fox 3 SAM systems which completely break the tempo of the match. Fox 3 SAMs in NO are restricted ONLY to the big bad destroyer which starts FAR in the back as to not break the match tempo. As of now it feels like you are on a timer the moment you take off in War Thunder. Once those Fox 3 SAMs start slinging, its only a matter of time before it gets you. In my opinion the Fox 3s should be only present on the furthest back final airfield as to protect the early game tempo of the match. Forward Airbases should be only protected by Fox 1/SACLOS and Fox 2 SAM systems as to push more of the air defense responsibility onto the player. -
CAS Kill Rewards
The Dev behind Nuclear Option understands that to catch the mouse, you need to bait the trap. You need good ground target kill rewards to entice CAS players. If you entice CAS players, you entice Interceptor players to hunt CAS. If you entice Interceptor players you entice A2A players to protect the CAS and target interceptor players. If A2A players deal with Interceptor players you get more confident CAS players. The cycle repeats endlessly resulting in a fun and rewarding loop. Look, I understand you want people to suffer the grind Gaijin, I wish this was more of a game than a money printer but you do need to make compromises. Eliminating ground targets and buildings is EXTREMELY lucrative in Nuclear Option and yet you have to contend with extreme resistance from both AI/Player A2A and ground defense. Taking out ground targets should be bar none, the greatest source of score/points for Nuclear Escalation to have any real bait for the CAS players to bite on to. You need CAS to be the primary objective to prevent the horrible mothball situation of the April 1st event from returning. Even in the largest PVP matches of Nuclear Option there is always an excellent mix of CAS players, SEAD players and A2A players as well as support helicopter players conducting their duties. This needs to be captured for the long term success of Nuclear Escalation. -
Terrain/Map Design
This one is also very important and something that goes unnoticed/unappreciated in Nuclear Option. The map Terrain is set up in a way to give you plenty of “cover” to duck into for both avoiding incoming Fox 1/2/3 missiles and hiding from radar. As it is currently, War Thunder’s Escalation map is primarily a flat, uninspired map with nearly 0 cover. No mountains, rolling hills or valleys to mask an approach or to duck into when being chased by a missile. I can’t even count how many amazing dogfights I’ve gotten into in Nuclear Option just by dipping in and out between the valleys and hills, jumping onto enemy fighters at close range. If War Thunder can even mirror a fraction of that design it would be an excellent improvement to the game.
These are the 3 key major points that I do believe need to be addressed to result in long term success for the game mode. With Nuclear Option I regularly get lost in 3-4 hour gaming sessions having an absolute blast. War Thunder’s Nuclear Escalation simply does not yet grasp that spark, however the potential is there. I could list off many more things, like the imbalance between the Blufor and Opfor CAS options (I am looking at you Mavericks and KH-38MTs) but those are issues outside of Nuclear Escalation.
I truly hope the Devs get to see this and understand my points as a long time War Thunder & Nuclear Option enjoyer. I understand War Thunder is a more “realistic” take on the genre but sometimes balance and gameplay enjoyment do have to take priority with modes like this. Im sure a solution can be found and I am hopeful for the future of the mode.
-Dasmoss