Yes, after all you’ve participated in team wide saturation attack on enemy medium range air defense, then probably you’ve sideclimbed, which incapacitates any Asters sent your way and proceed to intercept any bluefor players trying to sneak in with remaining six R77s and two R73s.
Woohoo! first deathless NE game :))))
Bottom screenshot additional proof because I forgor take a pic of the teams
I’m having same problem with LD-10 and CM-102. They are missing even when SPAA is using their radar throughout the entire flight to engage. Seems like a universal issue/bug. Or maybe a game mechanic I don’t know of.
I hope that for the next time they run this mode they atleast work on improving the lag. Every other match has this with every player in the lobby complaining.
There are computers gifted to remote Kenyan schools by the Red Cross which could handle running this games servers better than Gaijin’s current setup of what feels like a 2013 Chromebook Pixel with a dead battery, a faulty power lead and a desk fan trying to cool it down.
Given that currently survivability of su-24/f-111 is rather low, I doubt absolutely gigantic plane with max speed of ~Mach 1.2 at high alt and around Mach 1 on the deck would perfrom any better.
Unless ECM is added, of course.
There is no I in team o never mind

WarThunder air team play sort of reminds me of the stories of the attitude of USA pilots had in real life in the final year of WW2 trying to scramble at every opportunity to get one more victory because the war was ending and the catch was getting worse by the day for them to the point it caused many unfortunate incidences. Providing benefits by doing individual actions real life or in a video game does degrade team work funny enough to the point it wreaks everything as awarding a individual is always cheaper then a team!

Do you have a sound mod installed or is that sound unique to the plane?
Yeah I have IASM installed for more accurate RWR sounds.
It has individual RWR,VWS, and IR seeker sounds for a bunch of aircraft that swap automatically (if you have the Patreon version of the mod).
That is cool thanks for telling me I did not know that level of sound mod was possible.
That’s the major problem… If i tell you i had like 5 games that the game didn’t have hiccup.
I have at least 5-8 deaths per game because of sudden lagspikes.
Also, as they move forward in tech trees…
The radars should be more like
https://www.youtube.com/shorts/5eOvxj-nOGI
this,
and not what we play now.
And in a crowdy environment it shows very much .
I won’t mention the appear disappear that happens all the time , you see the tank at 600km, at 4 km you don’t , you pass by it , it appears behind you…
The funk is that…
In general, GJ is not for complex things.
They’d better start from simpler things than 400 units in a map. They can’t balance, their servers don’t cut it (or their programming) … Keep it simpler .
I think the guy does it with something to do with aircraft engines and tying that to the RWR sounds (I think I might be wrong about that).
But that mod paired with RCSM is fantastic and IMO well worth it for the Patreon version.
in the next test face can yall bring back ecm but for fighters
they’ll have to model it in for each jet in 13.0-14.7 since each jet has their own unique ECM thats internal, external, mixed or has none, it’ll take a while and be a massive update
- With all the nerfs to Redfor AA, pretty much all SPAA is a none factor and the game devolves into AESAs flying into space and raining missiles
- The ItO is insane and coupled with the spotting distance it’s easy to just get surprised by one, assuming you can get near the frontline
- Every game I tried to run ground attack on redfor I had to switch to full fighter becuase of point number one (the assymetric team numbers do not help)
I’m still optimisic
Looking forward to the future
Seems like it’s the short range ARH’s having an issue then.
Will any stealth capabilities be added to weapons? The JSOW currently equipped on some US fighters was specifically made to be low observability, this stealth munitions could actually level the field in terms of capabilities. SAMs and AAAs would have a harder time detecting end destroying them, also giving the AI less time to react due to detecting the munition much closer.
Would be a helpful implementation.
also the number of arm carriers for the Russians if you want spam arm in the us the only option is the the slow f18e with 6 missiles and the f16 and the slow f18c with 4 missiles.
meanwhile a Russian sead player can take the su30sm2 launch 6 missiles, j out repeat with the su27sm and then su 30sm and su34 all with 6 missiles each
It’s been mentioned in other threads that helicopters may be added to Nuclear Escalation. Are there any plans on adding new objectives or mechanics for helicopters? If so, could those new objectives be used to improve helicopter PvE?
I’m going to start a crusade against whichever troglodyte that thought it was a good idea to make 2S6s literally unkillable. 7 deaths, each and every one I had dropped x2 GBU-64s and from range and then launched x2 HARMs.
I got 1 singular ground unit kill. From a total of 28 munitions launched. What an absolute fucking joke.


