What is outrageous to me is they’re currently trying to balance against pact ARM efficacy, but they have not once considered making midrange AA viable targets as a stepping stone to improving SAM/AAA logic. If you’ve only got one target for your munitions, you’re going to use them against that one target. No amount of improving these targets interception rate will stop the half a dozen (minimum) salvos directed at them.
Random WT player seeing “BVV_D” on the kill feed:

This is good. I like this.
Now while i do like this idea, there is a severely massive flaw with it. Thanks to the AI for Anti Air this means a significant portion of earlier heli’s are simply useless as the short ranged AA do not use their radars to locate and attack things with, meaning they are easy prey that can do nothing, and is made worse by the fact that all anti air can attack all kinds of air to ground weapons meaning heli’s that cant spamfire will be rendered entirely useless
also again on this point, can we make use of Realistic BR of helis, whereas on Heli PvE all of them are tied to Arcade BR (and shockingly capped to 11.0!), and realistically only helis above 10.7 RB that can play this gamemode because TOW’s are super useless against any of these late years SHORAD SPAA.
Exactly!
Well they are planning to have brackets as low as stuff that was in the 1960’s so not all TOW carrying stuff would face Osa/Roland/Ito/Pantsir. They still would need to reconfigure how AA attacks stuff for them to work
Instead they’ll face m247s with impervious tracking that retain proximity detonated rounds.
I also wanna hope this is another gamemode option for heli instead of replacing Heli PvE too, not everyone want a PvP shoved into their head as well (and this might repeat the Heli EC that exist prior)
For me, that would probably be the one thing i would like to see first of the things that you mentioned you are working on, and if possible even the 1950s with Korean War era aircraft such as the F-86 or MiG-15.
I agree that the economy needs serious improvements and the Nuclear Escalation mode now suffers the same as the Air Simulator battles mode where you can spending hours of time and get rewarded a small fraction for your efforts compared to traditional AB/RB modes or even lose silver lions. To that end I also wish you all would scrap useful actions system in air sim and go back to how it was. Zombers aside, the gameplay was much more intuitive and rewarded you for your time and skill.
It would be fun to use the Tornado GR1 with ALARM in this gamemode… oh wait…
OOOHHH I HATE THAT SPAA WHENEVER IT SPAWN IN SOME GROUND ASSAULT ARCADE MAPS. why tf they have stupidly long range now even 5km can still reach.
Monetised frustration.
EA-18Gs would be so cool.
These two are what I’m most interested in so far:
Long term I am interested in naval vessels.
PLEASE make it so AI requires active radar locks to use SACLOS missiles, and launch ARH missiles.

also one more
PLEASE BAN 13.0 HELI FROM HELI PVE AFTER THIS HELI NUCLEAR ESCALATION EXIST. This should be the gamemode fully suited for major FnF helis rather than shooting JAGM or CM502KG at recoilless gunners if devs are still lazy implementing challenging objectives and ground vehicles plus BR bracket separation for them.
technically this is already ingame with the MFDs on jets like the gripen and (i think) the rafale
however im not too sure on the accuracy of the threat range displays
Will we see pure red vs blue matches. Like no more nations fighting itself? Russia and China vs NATO?
I strongly agree with this sentiment, but I do have to point out one very clear area where a nerf to a specific air defense system (the Buk-M3) needs to occur, and one thing that MUST be modelled for the future health of the mode and quite frankly this game in general.
As it stands, the lock range for the 9M317MH missile the Buk-M3 fires is an absurd 70km with a seeker activation range of 40km. This is absolutely insane. Its a large missile sure, but I can’t see 70km lock range against a fighter being in any way realistic, and this has the (extremely annoying) effect of making every buk-m3 launch trip RWR as a missile lock immediately (so the missile lock siren blares non-stop until the missile passes by you), and also makes it nearly impossible to defeat the missile early, as terrain masking is irrelevant since the missile is tracking you on its own basically from the moment its launched and lofts above terrain. The SAMP/T for compairison has a lock range of 16km…
If for some reason, 70km lock range for the 9M317MH is historical, I guess thats that, but if there arent actually any documents saying the missiles onboard seeker has a lock range of 70km (I havent found any), then this needs to be brought more in line with reality as soon as possible.
The second point in which an adjustment is due is not for air defense specifically, but for munitions. Munition RCS appears to simply be much too high in-game, and possibly even standardized across munitions (havent verified this yet), this leads to multiple negative effects;
- Mass radar clutter (I should not be able to see every single munition in the air at all times across the entire map with an airborne radar
- “Iron dome meta” (jets just intercepting eachothers munitions until someone runs out and dies)
- Unrealistic munition interception characteristics by ground based air defense (smaller munitions should be harder to pick up on radar and therefore harder for air defense to properly intercept. At the moment, all that matters is speed of the munition and quantity fired)
Theres some more I want to say about the mode, particularly in its current iteration, but overall I love the mode, I think theres a ton of potential and WT is finally moving in the right direction, but balance issues in this iteration of Nuclear Thunder are clear and need to be addressed. I’ll have a more complete write-up at a later date though :)