i always flew up north and around the whole air defense line and struck that way with the nukes on the F-4E, there was hardly any opposition that way
If you mix the LD-10s and YJ-91s the Su-30MKK can carry 8 ARMs, but you are down to only IR A2A missiles if you do that.
This is very noticeable with the ASM-2, it will in most cases just fly over the target, while the ASM-1 and Sea Eagle will usually strike lower on the hull.
I’m not sure it the issue may be the IR ASM seekers as the ASM-1 and Sea Eagle are ARH while the ASM-2 is IR. I do not have any other IR ASMs to test it with though.
Watch ASM-2 fly over the target and then drift a circle to attack again is so hilarious.
I really enjoyed the game mode, although I wasn’t able to play much due to the heatwave.
I think the AA needs to be tuned down a bit for the red side.
Rewards need to be improved again.
I like the mix of PvPvE, going for ground targets, having to engage enemy players intercepting me, returning to base, trying to survive in the conditions.
Not even comparable to the typical ARB experience.
Ya but it’s hard to take down and end the game with the small nukes, the strat to win and end game fast is to go mid and kill as many players as possible to farm sp if I remembered correctly. Added bonus of less thinking required which I like(but I know it’s bad)
Despite the BUK being very strong, i like the mode a lot, with the russian side you can see how it looks like without a OP SAM against you, the fight are good and most at BVR, the team cannot fold like in RB and the frontline keeps multipath at bay but it’s stil, doable. With NATO you can experience the need for complex attack against a comoetent AI, AGM88 are perfect for baiting moving 2s6 and the gbu39 make short work of any static emplacement, with 30km high loft shots with only 8 gbu39 you can take out the 3 stationary SAMs at depots, also you can wipe out the various BUK batteries easily, the only one that can stop you are enemy fighters.
IF the buk was less oppressive and fired only at targets gaining altitude then it would have been a very balanced and fun matchup. Even the SAMs not using the search radar is not an issue with agm88 and it keeps russian KH31 from wiping out the frontline AA.
its just low tier heli pve for planes. trash rewards and no fun whatsoever
People complain about the hyper aware AA. Gaijin: add more hyper aware AA on both sides.
There is no point in bringing any SEAD missiles since you can ripple off like 6 of them on any AA and they will shoot all of them down with ease.
Luckily no PAC-2 PAC-3 or S300 S400 in this mode, I was worried they’ll be many of them.
How hard can it be to add reaction times and inaccuracy to those Systems. Any human operator would struggle in an enviroment as cluttered as this game mode. Or just add a longer reload time for all AA Systems. Once they have spammed off all their missiles, let them rearm for like 5 minutes.
I don’t think many people will appreciate that, it’ll increase the possibility of getting shot down at forward airfields by high flyers, but I don’t know how to balance buk since at high alt I find it pretty evadable
I don’t think it will be that big of an issue since you could also have gun SPAA which function as normal. Additionally there are quite a lot of AA Systems so all of them being out of ammo and reloading should be rare. (Depends on cooldowns and what not)
fun thing the gepard ingame cant even lock on to drones but the ai version has no issue too shoot down even agm122(aim9c)
All you had to do was fix the AI AA a little bit, sensible reaction times, separating the systems that might have a small chance of shooting down munitions from everything else. Instead it’s worse, modern long range AA with all the flaws intact and no fixes. Missiles engaging missiles needs to be broadly reworked in general its just silly at the moment.
I noticed that the 2S6 and the Gepards smite missiles out of the air no problem. I had multiple micas shot down by gun SPAA. And they were 1.0+ mach.
On a different note. I think AI Ground attackers and AI Helis would also be quite fun. Though it might be difficult to implement.
The event has been extended to July 6th, 11:00 GMT.
Latest changes:
- BUK-M3 — the reload time has been increased from 20 seconds to 30 seconds.
- The composition of each SAMP/T site has been changed from a set of 1x TADS and 3x TEL to 2 independent sets of 1x TADS and 2x TEL, totaling in 2x TADS and 4x TEL per site.
- The composition of a short-range AA covering SAMP/T sites has been changed from 1x Gepard and 1x ItO 90M to 2x ItO 90M.
Community: the AA is too abundant and strong, needs to be reduced to be reasonable
Gaijin: increases number of AA
Apart from the fact that 20 seconds was already ridiculously short: 30 seconds change exactly nothing but that instead of every 20 seconds each launcher fired six missiles it now fires six missiles every 30 seconds. Still reloads so fast, that the first six missiles didn’t even reach their targets yet before the next six are getting fired. With three launchers there can be at least 18 BUK missiles (!) in the air or double that if enough targets are available at distance. For comparison: With 36 fired missiles in 30 seconds, there is more than one missile per enemy plane in the air!
The reload time is by far not high enough and should be around 5 minutes (or 15 minutes to be close to being realistic) for a reload of a launcher for the enemy to just be able to do something and not have to dodge missiles continously (this applies to all AAs btw.). Especially because BUKs have such a big proxy fuse radius and warhead to destroy targets reliable at not even close misses.
8 GBU39 are enough to destroy a whole BUK battery, comprised of pantsir and zsu23, the russians have 3 UPAB1500 and the fab 3000
BUK was way stronger than SAMP-T, and the SAMP-Ts would get demolished at the start of the match by KH-31TDs, this is a good change.