Nuclear Escalation - Development update from BVV_d

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.

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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.

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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.

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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?

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S300 are really easy to kill and defend against personally

Here’s a suggestion about SAM sites, from what I managed to find about Russian organization…

So, it appears that current S300 sites in NE are in battalion strength. It’s two radars with a min of 4 TELs (can be up to 12). Missing from the S300 battalion are 1-2xPantsirs S1, 1xThor, 2-4xZU-23/MANPADS. Normally, one S300 battalion is deployed every 60-80km, depending on the terrain.

So, in one S300 Regiment, you get one 64N6E “Big Bird”, 2-3xS300 battalions, 4-6xPantsir S1s, 4-6xThors, up to 4xShilka or Tunguska, 6-12xZU‑23‑2 and 12-24xMANPADS and if ever deployed as a regiment, it’s spread within about 30km radius.

Easier than BUK, definitely yes, but still overshoot to blue side of the map while useless SAMP do nothing.

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the missiles we see right now are also track via missile. not just sarh.
gaijin is 100% not doing that though

if these f15s or f18s S300 would’ve shot them all down

Not sure I follow. What do you mean?

SAM systems are a double edged sword.

On one side they can be very powerful, overwhelming for a player, but at the same time good SAM systems are what’s keeping enemy jets from swarming your side of the map being even more disruptive.

I prefer strong SAM’s over J15’s and 30SM2’s flying freely in contrails right above the front-line tossing Fox 3’s on people below.

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Great change removing the BUK. Now Blues can actually fly over their own turf, since the S-300 is nowhere near as oppressive.
As for destroying S300 sites, flying without a plan I obviously die, but with a planned route, a good loadout and some luck, I can take it out on my own in one or two successful runs. Seems actually well balanced right now?
Either way, there’s still one major issue I have with NT.
Improve the rewards. See the screenshot. I sweat for an entire hour, with a premium account, with a victory, and I walk away with 17k SL? Come on. Right now, with a premium account, I have to sweat just to break even. But what if I didn’t have premium? I’d lose 53k SL by playing for an hour and having the highest score in the lobby?
I earn more playing Air RB for 15 minutes, and with much less effort too. If anything, NT should have a better time-reward ratio than Air RB because of the coordination and objective play required to be successful.
I think SL rewards should be DOUBLED across the board, so that a non-premium player with similar performance as the one in the screenshot would at least earn the 85k SL for an hour of their time. RP rewards should be similarly increased. If you do that, the current respawn SL costs wouldn’t be an issue.

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