i don’t think they have RCS actually modeled in game, they use work arounds to make it work
I just stopped playing my nato aircraft. And they actually need the RP for unresearched mods. I just wasn’t getting it. Only came out with a huge repair bill even after the “buffs”
And yeah, the increase in the BEST SPAA IN ALL OF KAZAKHSTAN! SAMP/T!! had exactly the effect I thought, just more things to farm in my SM2. Might as well reinforce them with Skinks while you’re at it.
Pretty much the only thing that stops me from level bombing at will is the rare bluefor playing CAP way behind their lines.
I have to wonder how the dev team played this mode, and this is the best they could come up with to fix it.
6v6 all squaded up in discord with comms
Yeah, idk why they didn’t give BLUEFOR the Patriot system or even the NASAM/CLAW system
Also I like how the best way to take out the red side AA isn’t to use your ARH but is instead to just lob a bunch of GPS bombs at them and hope they don’t all get shot down.
I had to fire 11 HARMs at the same 2S6 before one actually killed it. Number 1-3 was intercepted, 4-5 hit the ground beside it, 6 decided it wanted to be space rocket and pitched up over the 2S6 and went completely vertical. After rearming 7-9 also got intercepted, 10 also hit the ground beside it with 11 finally killing it. Before I could waste HARM 12 on another target a second 2S6 hit me with a missile from 10km away and through a hill.
What’s the point in having these ARH missiles if they either don’t work properly or are easily intercepted?
@Smin1080p_WT @Stona_WT @BVV_d
Dear Gaijin. you’ve add such good tool, but dont even try to use it yourself?
Let’s do some analisys…
HQ-11, which set as “long ranga AA” in event have… least actual performance.
I would say it cant even handle mid range targets.
SPYDER, which also set as “long ranga AA” for blues cant even reach 50km range.
Serious guys?
BUK have ultimate filght performance over all “mid/long range” AA’s - reaching 60km range with least time and most speed. not surprising it erase all the blues.
Even SAMP/T should reaching 60km range due to graph, it actually not, and even worse - it’s just not shooting while BUKs start shooting right after blue take off from AF.
Here’s the plan how to fix that mess:
For reds…
HQ-11 - move to mid-range postions.
BUK - move to long-range postions.
For blues…
SAMP/T - replace mid-range positions with Sky Sabre(CAMM-ER) or SPYDER (I-Derby ER) or NASAMS 3(AMRAAM-ER)
SPYDER - replace long-range positions with Type 03
That mesaures should balance the sides. Not perfectly but +/- fair.
Nice to see it isn’t just me having issues with them. I’ll have hits with ARHs hitting Pantsirs with no actual damage. Realistically, they would also be getting jammed that way the ARHs can get through without interception but obviously isn’t modeled.
Oh… well now I see even if the bluefor does fire, Pantsirs intercept it.

Also, does anybody know if the GBU-39 doing 0 damage against depots supposed to be a thing?
AWAK aircraft would be nice providing information to all friendly aircraft like targets. Ground radar could also do that as well but less effective. Ship based radar is the OG of command radar due to no terrain effecting the radar plus liquid cooling and a dedicated power plant.
Do balance this AI aircraft should be added so you are not given too much useful information. Stealth aircraft would also gain a advantage.
why has been rwr been showing S75 on it, i thought the only REDFOR anti-air was pantsir, tunguska, hq11 and s300
Yep, I seen 2S6’s intercept ASTERs using their guns.
You have got to drop a few on the buildings to destroy them. Using the F-15E I was dropping 10 GBU-39’s on them which destroyed them, not sure if 10 is the minimum though but also 5 GBU-39’s + 1 JSOW was enough for a building.
AMRAAMER is crazy slow next to the other systems with an even worse radar
The spawn rate of ground units is too fast. At least decrease the amount of SPAA on convoys
Though I’m glad to see balance issues are being addressed in the current iteration of Nuclear Escalation, you guys are kind of going about it in all the wrong ways this time…
Just remove the Kh-31PD??? Its clearly the problem among ARMs (even after travelling over 160km its still faster than all other ARM’s in-game…), and it made literally no sense for it to be added in the first place when compared to the ARMs everyone else got. The russians don’t “need” a broadband ARM, their Kh-38ML/MT are approximate equivalents in the mid-range SEAD/DEAD role to the HARM-C, and their Kh-31P would kinematically match the chinese ones, with the chinese not having access to Kh-38M’s but having access to a Kh-31P variant with broadband seeker (YJ-91A), making the 2 nations SEAD/DEAD capabilities functional sidegrades instead of the current situation where china is just russia but worse.
The primary problem with the Buk-M3 is that some genius gave it a 70km lock range for the missiles onboard radar, which is absurd (afaik atleast, if y’all have a doc saying its accurate, id love to see that, cuz that is incredible performance, and i have not seen any claim of the sort). The ONLY “comparable” SAM, currently in-game, the Type 03, was given a lock range of 50km, and ALL other ARH SAM have a lock range of 16km. I get its a bigger radar, but it has better performance than much larger radars on things such as the Pantsir S1…
The 70km lock range meant it is functionally impossible to shake a Buk once it launched on you, since the missile would just acquire you immediately and it would loft above all cover on the map, which lead to incessant RWR missile lock warnings at all times, and and the need for the target aircraft to fully commit to defending until the missile passed by, since it was effectively impossible to shake.
Aster 30 remain bug reported for underperformance, fixing those bug reports could have helped bridge the gap in kinematic performance between the systems instead of leaving the Aster 30 as is and removing the Buk…
Still weird that the 70km range class 9M317MH outperforms the 120-150km range class Aster 30 in effectively every way possible in-game, food for thought…
Choosing to leapfrog the prototype AGM-88D (AGM-88C with GPS to avoid the “no mmW” stance gaijin has), or the AGM-88E (with terminal mmW to counter radar shutoff and movement), allowing HARM’s a niche advantage vs frontline AA, and going straight to a missile that is not yet in service instead of doing any of the things above also seems like one of the decisions of all time :/
Some other potential solutions to address the asymmetry in SEAD/DEAD performance would be:
- Giving jets from nations other than Russia and China access to their irl ESM functions (RU/CN ESM in-game is built-in to their jets, offers greater coverage, and scan between 48-144x faster than anything western jets have been allowed to get in-game, giving REDFOR players a MASSIVE advantage in GBAD positional intel.)
- Modelling munition RCS properly (smaller munitions like SDB or HARM shouldnt be as easily picked up and intercepted as larger munitions like Kh-31, would also have the bonus beneficial effect of ending the iron-dome meta in air battles)
- Modelling smaller missiles like HARM to be more maneuverable (10G’s is a joke for a missile that has a similar form factor to a Sparrow, but with much more advanced components and electronics, and there are somewhat credible claims that the HARM is supposed to be able to be launched even at targets behind the launch aircraft, which is certainly not achievable with a missile that can barely turn at all in-game…)
Overall, as I said, good to see balance being addressed, but it kind of looks like the devs are bending over backwards NOT to rightfully nerf the Buk-M3 or buff the Aster-30 for some reason.
updating this is nice and all but for as long as this keeps causing driver crashes its going to stay unplayable
It wouldnt a problem if BUK was placed at long-range positions which is about 60-70km to frontline.
But some genius placed most poweful AA in the game to mid-range postions so it’s covering whole enemy side up to 2nd line AFs.
Its not a “long” range AA system though (contrary to how gaijin has opted to model it compared to other systems which by all accounts have superior long range performance irl), its a medium range system.
Even if they did push them back, the 70km lock range on a 70km max range missile means the issue still remain that once the missile leaves the launch tube, it becomes a nigh unshakeable telephone pole of doom that and will give you tinnitus from its incessant RWR lock alerts blaring in you ear.
The placement isnt an issue, its the fact they gave it a seeker that seemingly works on voodoo witchcraft while every ARH SAM uses lame old science, and that its competing system in the game mode is gimped in such a way that even ignoring the seeker, the Buk-M3 is still blowing it out of the water in every way conceivable.
hey smin, when will we see nuclear escal be split into 2 br brackets? next major or is it soon same w making samp/ts shoot players down instead of letting them loiter at 6km+ slinging A2A missiles into BLUEFOR airfields
As expected - nothing changes, blues got locked by S-300 right after take off.
Yeah, it give a bit better avoidance due to SARH missile, but blues still cant engage cuz if you wont evade - you’re dead.
You guys seems smart but didng get the point that put 50+km range AA to mid range postions isnt good?
S300 are really easy to kill and defend against personally

