Nuclear Escalation - Development update from BVV_d

Man…🤣🤦‍♂️🤦‍♂️🤦‍♂️
Stop believe everything in Ads
S-300 have about of 100km max for latest versions, about of 40-50km for earlier.
Same as Patriot or anything else.
All ranges you see in the Ads should be divided by factor 2 or even 3.

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I think Anti ballistic variants will have the large ranges mentioned but those are against ballistic missiles and not enemy aircraft

That still wont hit the range its supposed to
The two primary platforms that can carry the missile is the hornets and the F-16 while the F-16 should be able to give it more energy i doubt its enough to actually hit the 150km range

Altitude seems to help more than speed does for these missiles unless you are flying subsonic and 12km is already the point where aircraft start to stall out so you cant really go higher

i think the real issue is that they decided to add a Russian missile with 2X the range and 4x the thrust and somehow thought that would be even remotely balanced

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Have they Stealth removed the Pantsir from RED side??? Nice! NVM…I’m blind

Yeah, it depends entirely on what missiles the system is using, they have missiles from 40 to 150km range, under perfect conditions, so like you say, considerably lower practical range.
I think the 400km on is the 40N6 from the S-400 S-400.

100% THIS!
I was actually having this discussion with another friend who I was playing Nuclear Thunder with last night. Both of us have played a fair bit of the BLUFOR side of the event, and I’ve played a good bit of the REDFOR side. The vast majority of both of our frustrations, as well as that of other experienced players in my friend circle/squadron who have played the event, is that it is the short-range air defense systems in the convoys especially, and the similar units around the depots (especially when they are close together). This is what makes playing the close air support and ground strike objectives so frustrating for both sides. The long-range systems require respect and, I think, are closer to being correctly balanced overall, but the short range systems produce an undue amount of frustration.

When you consider that things like the ItO and 2S6 aren’t really designed for moving convoy escort-type duties- having to be static IRL to fire missiles- and therefore sit between medium-range ‘theatre’ air defense systems like the S-300, Patriot, Buk, Hawk, SAMP/T etc. and more ‘tactical/battlefield’ SHORAD systems [like the LAV-AD, M163, Chaparral/Improved Chaparral Machbet, Bradley Linebacker, Shilka, Gepard/Gepard 1A2, Ozelot and so on], it is clear that the more realistic- and arguably more balanced and less frustrating solution- to this problem is to replace about half of the ItO/2S6 and equivalent units with gun/IR-missile-based units, especially in the moving convoys where these other units are far more appropriate. These units should provide a good balance of effectiveness while not being so annoying to deal with that it ruins people’s enjoyment of the game and prevents people from actually playing the objectives to the greatest extent. It would also be more practically and tactically correct, and deepen immersion- when pilots in the modern era are flying in a frontline CAS role, one of their biggest worries in that low-altitude environment is a MANPADs or equivalent missile system and gun-based AA; not something like an ItO. This is going to become even more true if/when helicopters are integrated into this mode, and I think this change should be made as soon as possible to gauge its effects.

Also worth considering is adjusting the aggressiveness and ‘accuracy’ of the AI crews for these units. As of right now, they demonstrate near-perfect situational awareness and target prioritization capability. Their ability to simultaneously threaten players, while also successfully intercepting an improbably high amount of ordnance directed at them, is pretty ludicrous, in my opinion. However, their targets are not other AI, but other very human players, most of whom are not military professionals/pilots/etc who- even if skilled- are imperfect and unable to be aware of everything all at once. Their needs to be an adjustment to the effectiveness of the AI for these units, even if only somewhat, to reflect the reality of imperfect human performance, especially in a very saturated and ‘high-risk’ simulated environment.

All that said, I’m loving Nuclear Thunder- or at least, the concept and dream of it- and even with our complaints and frustrations, I like where things are going, and could go! I want to emphasize, especially if anyone in the development team reads this, that this type of expansive mission environment is what I always wanted from War Thunder, especially at the higher battle ratings. Please, take all of this feedback in good faith and continue to improve this game mode! We’re all hoping it continues to improve and becomes a permanent fixture in the game, and we desperately want it- and other similar projects- to succeed! Don’t give up on Nuclear Thunder- we’re counting on you!

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@BVV_d - I have been trying to use your new QOL feature from your short video - I cannot for the life of me find what control to bind to allocate weapons (choosing weapon and amount to target point on map).

This feature is very useful and I would like to learn about it immediately - can you elaborate on how to enable this - or perhaps a community manager can assist?

Playing the Red side doesn’t feel so one sided now. Had some close games to night, the SAMP T was way more active!!! Just need to stop the iTO and 2S6 from shooting on the move and give the Blue side the extended range 88.


yeah it just fly over it

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why UK is in redfor I don’t get it since when UK was USSR side

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That’s actually wild that it missed the EWR being that size.

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Its not the same as it was before, you can now select teammates as targets when you couldnt before. You used to be able to leave allies on in the filter so you could see them but you would have to worry about locking them

This doesnt look like fun. I dont want to just memorize all the AA positions and GPS bomb them. There should be multiple options to fight them. I also notice you dont use the main feature of the mode, the nukes. If the nukes are unplayable, then the mode is still unbalanced

Well, we need the TGPs to reach past 30km to do so. Dumb we have the sniper pod but it’s the same exact thing as the Lightning pod in capability

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Yeah , ok… now you spawn and have 10 F-15s over your spawn.
Great fixes.
I guess i’ll play Blue side and stop caring .

Wonder of ramjet propulsion, paired with Russian deficiency in electronics so even older Kh-31, as used on premium Flankers have similar flight model advantage while using obsolete seekers. You would have to downgrade Russian ARMs to Kh-58U, used by Su-22 and similar fossils while buffing seekers to wideband+IOG to achieve something resembling parity.

I’ve did quick test against EWR and even when launched from something like Superhorny at 13km alt, 1200kmh TAS, missile is battery time limited, not flight model limited, as first missile 1 second before timeout yet still gains speed in a dive.

Missiles were launched at 150, 140, 130 and 120km, they slowed to about 1600kmh at peak of their loft, then entered dive, gaining speed

And altitude always was much bigger factor than speed for extending range. Sure, having both is great, but if not, go with higher than faster.

They could EASILY avoid much of the crap and just need specific bug (or accuracy in showcasing) fixes if they didn’t play the Russia vs NATO card . It doesn’t need to.
Even in SAMs. Use a mix that it will produce balance .Easy, simple and less problems possible. Same with vehicles available…
It’s not that it is a historical mode (which i’d support the addition nonetheless) , so be creative and try to have balanced gameplay.
No…
They can’t.
Impossible.
Thinking out of the box skill not acquired.
Error 404 creative ideas can’t be found.
After 10 days (and more if you count past event) of data and feedback.

You mean they did an attempt at making game mode that for once isn’t free for all mixed clusterfuck ARB style.

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Well it still is mixed already. As vehicles going you can see a version(at least) of them playing both sides .
The most unique vehicles atm are Rafale , F-15s and Kfir (if someone has it) . All others at least have a variant both sides. It’s more or less the same clusterfuck but with different AI opponents. Which happens in ARB already with the AI , but it doesn’t matter anyway there in how they affect your match.

The problem is you’ll find more Red side players playing Russian Su-27SM/30s with Kh-31PD (for example) , than Japanese nation players playing 30MKM with the same missile, for example.
I don’t say about China because i don’t know China’s missiles behave and i won’t judge from a statcard or whatever (and they have some unique missiles) .
I wouldn’t mind in a non-historical game mode, to go for balance as much.
I would mind that there is not any real historical battles or match ups mode… but that’s another story.