Nuclear Thunder!

Thanks for the explanation. Now im a bit calmer

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  1. Primary issue with secondary bases falling quickly is that they’re horribly defended. They tend to just have base AA and a nearby theater level GBAD site, compared to the frontline bases having layers of SHORAD and nearby Hawk/Buk batteries. The obvious holes in the GBAD network (the coast and the mountain valley) should be patched with more AA, and the airfields should be better defended, rather than just increasing the required number of nukes to kill them.

I would also add that in my experience the asymmetry of the map & of the delivery vehicles are a problem as well. The US GBAD sites are clustered in between the two secondary airfields, rendering what should be incredibly powerful assets that need to be eliminated first useless at defending airbases.

Another issue is that the MiG-23 and Su-24 are just objectively better delivery vehicles then the F-4 Phantom. The MiG is perfect for suicide bombing, being fast and a small target, while the Su-24 is far better for long range work due to its drop tanks.

I agree that the SP system needs to be reworked if this is to become a permanent mode, but nukes are only 1/2 of the equation. The delivery vehicles also need to be looked at. Which is why Im super hesitant about the F-111F as a nuclear carrier. It combines absurd speed with long range, which would give it the capability to strike pretty much any target that does not have a constant CAP practically for free.

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Quick boys, i got 3h to get 4,7k on the USA using the garbage freebies, gimme tips in a rush :D

spam headons

A2A then go nuke depots / ground units.

Or use f4e to go zuni ground units. But aa will most likely get you.

Launch 9Ls at the last moment, rush the enemy airfield and strafe the guys there

That implies that we wont see this “new” permanent game mode for several years as of now? Thats sad actually

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get 500p nuke and nuke closest left and right fields. 1000p each. Dont run to them straight, get to them by arch to avoid OSA

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Genuine question here: what was the thought process behind buffing the Osas? They were balanced before, now they’re completely undodgeable. REDFOR autowins roughly 80% of matches now because BLUFOR physically can’t do anything to the Osas. You die more often to Osas than to actual players! They need to be nerfed immediately.

Id argue that Osas and Roland’s are fairly similar. The reason REDFOR wins is because REDFOR has planes that better suit the meta of the game mode ( at least in the 12.0-10.3 bracket)

This doesn’t change the fact that if you look in the killfeed, more often than not you see BLUFOR players dying to Osas rather than dying to actual players. I’d argue that, observationally, the Osa is far better than the Roland, since A) REDFOR players don’t die to Rolands nearly as often as BLUFOR players die to Osas, and B) anecdotally, I practically never die to Rolands.

doesn’t the OSA’s missile have better velocity, G-pull and double the proxy range? while also having 6 ready to fire missiles

Or are they nerfed for this mode?

Its mainly the fact that REDFOR planes are far more suited to the altitude that Roland’s and Osa’s operate at. Both systems only shoot one missile at a time. Both systems are perfect aimbot SACLOS. Neither side can really go to attitude in any meaningful way due to more advanced missile batteries in the backline. So the only option is to hug the deck, where REDFOR has significant advantages in speed and maneuverability, making it far easier to evade Roland’s

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The issue is largely the perfect SACLOS guidance once they have launched. If they required a radar lock to fire this issue would be gone.

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Issue is, you can evade Rolands. You can’t evade Osas. Believe me, I’ve tried; you could be scraping the ground and the Osa would track you perfectly because even when its radar is off, it manually guides the missile in all the way to you because, as you mentioned, aimbot SACLOS. Hence I propose three changes to make things balanced again:

  1. Require Osas and Rolands to keep their radars on to guide missiles.
  2. Re-nerf Osas and Rolands back down to their 5deg/s track rate they had, prior to their 15deg/s track rate buff they got a couple days ago.
  3. Disallow both systems from being able to fire on the move.

That way you at least get a warning when an Osa or Roland is guiding on you, they’re able to be more effectively countered by SEAD, and they can be more easily evaded. Everybody wins.

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Actually, i’m not sure if they’s accurate when it comes to the AI
I’ve had them sometimes shoot 2, in some cases even 3 missiles before the 1st one has even reached it targets
I can’t tell if they are all going for the same target in the start tho and simply switch switch after the 1st missiles makes impact or if they are splitting up from the start

Issue is, you can evade Rolands. You can’t evade Osas

No, you can evade Osa’s, it just requires a lot of energy that you cannot easily get back. But neither system should be able to fire on the move or fire on a supersonic jet without a radar lock

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Ive done quite a bit of SEAD work. What’s most likely happening is that a couple Osas are grouped close enough together that it looks like multiple missiles firing at once

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Best way I’ve found to evade an Osa is to dive behind a hill. Unfortunately those are in short supply around the center of the map…

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Rather than close, they would have to be inside of each other at that point since it should be quite obvious how many there are at 1-2km
But even on the kill cam i don’t tend to see any visible signs if there being multiple in the same spot unless they are just 100% perfectly aligned or the kill cam simply hides the other ones that didn’t get the kill shot