Just want to say I’m a huge fan of this mode. Its SEAD-centric gameplay mechanics make small kills on tanks and trucks insanely rewarding. I could fly a F/A-18 around, kill an ITO or 2S6, and have the time of my life even if I only got one or two tank kills. There’s a really strong player time investment happening here, where if I work hard to survive, by either playing chicken with anti-air or notching, I can get a kill or two and open a hole in the front line for my teammates while I fly back to rearm and repeat the process. There’s a lot of replayability there too, as it makes you think to yourself as you’re landing, “I wonder if the French ARMATs can do that better” or “I wonder if I can accomplish that better if I used a HOSBO bomb instead”.
However, I feel there are minor issues that ruin this gameplay loop. Those being the way Anti-Air intercepts oncoming munitions, and the way AA Radar works in the game mode.
My first complaint is that Anti-Air, specifically the mid-map Anti-Air, is far too accurate in sniping your bombs out of the sky. I completely understand and think it’s actually healthy for the mode that the AA will shoot down your HARMs or other guided munitions. You shouldn’t be able to pop up, drop your TV or IR-guided bombs/rockets, and get 10 kills while you fly away. This tips the scales in favor of the player, as they aren’t RISKING anything for that reward of killing a Pantsir or Tunguska. If I popped my F-16 up from a hill, fired all my HARMs at each of the air defenses around a structure, killing every one of them, it takes away the joy of working hard to achieve those kills.
However, in the mode’s current state, after risking getting killed by the Buks or SAMP/Ts, all of your bombs and rockets you risked your butt to get off get instantly sniped by ITOs and Tunguskas blitzing down roads. I understand if a fair few of my bombs get destroyed; that preserves the risk/reward assessment, but when ALL of my munitions are getting destroyed, that tips the scales of this investment in favor of the game creating an overly unfair situation that ruins the general experience of playing CAS/SEAD in this mode.
What I feel is a healthier approach is making it so SPECIFICALLY mid-map anti-air has a 50/50 chance or lower of taking down your bombs and rockets when you fire them. Let’s say if I take a F/A-18C out, get close enough to fire my HARMS at an actively tracking Pantsir, fire them while I dodge his missiles, and instead of all of them getting intercepted, maybe one or two of the missiles I fired can make it through and destroy the target, and I can reap the rewards by killing the targets around him. Not only is this good for the missiles buses like the Hornet, but also good for aircraft like the Mirage who can only carry two missiles that can be easily intercepted by a Tunguska with a fraction of HIS 8 missiles.
This “total destruction” of your salvo of rockets should only apply to farther back anti-air systems where the required risk to get that reward of taking out the Buk or SAMP/T is far greater. I should be coordinating with my team to take out a Buk/SAMP/T battery, not a single mid-map Pantsir or Tunguska that will respawn in 5 minutes anyway.
My second and final point of contention is how radars work in this mode. Let’s say that, thanks to a friend flying over that area a couple of minutes ago, I know there’s an ITO at a certain position away from my F-16. I go to that location to lock the searching radar of the ITOs, knowing where they are, only to not be able to lock them until they’ve already fired at me or at the other munitions I’ve dropped near them. This also happens with Tunguskas, whereas I can be flying my Mirage out with my two ARMATS (and a small dream of them actually surviving being intercepted), I can have a visual ID of the Tunguska, my cursor over him with the ARMATS selected, and not have them pick up the SRC radar from the 2S6.
This falls back into my risk/reward discussion in the first part of this talk. My munitions should be detecting these vehicles. They SHOULD be sniffing the SRC or tracking radars, but instead the AI has decided that not only can he SEE me WITHOUT his radar, but he can actively decide to pop up and surprise me by turning his radar off and on to throw off my non-IOG guiding ARMATS (which, by the way, I think had them IRL? Same for the early Kh-31Ps?)
I believe that correcting the AI, so they have more consistent behavior, would be ideal for fixing this and uplifting that risk/reward interaction I’ve been harping on about. I understand if my missiles are just too FRENCH to smell the Tunguska; I’d just like to know that beforehand (jokes aside, I do find this happens with HARMS and other missiles as well, leaving it an anti-air issue and not something entirely with the missiles).
There’s a lot more smaller things I could talk about, but generally my point still stands that this mode is AMAZING. I LOVED the first April Fools’ event for the exact risk/reward gameplay loop I talked about here, and I hope it gets expanded upon and iterated more going into the future.