I am yet to observe that in any of the matches I’ve witnessed. Even the best, most enjoyable matches that we won through active chat coordination (including an 8k+ score in F-4E banger) involved teamwork only within dimensions of a2a and airfield nuking, with the entirety of ground units being a collective ball of nope that wasn’t worth interacting with in any capacity whatsoever.
This is very reductive when this one change is “redesign the whole mission layout and AI behaviour”.
Well, this part is true, the mode does have potential and deserve work. However as implemented it feels incredibly ass to play, just full on misery. And that’s not something a game mode can exist with.
you don’t get to use your own skill in an argument and then say its better to have lower play time, and then double down on your own skill, while showing everyone you are an extremely average player lmao. that is what most peoples stats look like.
take a look at my stats, and take you your own advice my guy
There are good players and there are tryhards, your opinion became even less valuable after showing your stats 🥀 (also obv a smurf account, since a curve of beginner to pro in 2k hours would not put you at 90%+, maybe 80% )
You DO NOT represent most of the players, since most players have a life or would rather play something fun instead of War Thunder CBT
you haven’t noticed that matches are no longer 90% pvp and 10% pve?
just joined this one and most people are pve now that its viable for score. usa teams 2 days ago literally wouldn’t even drop nukes because it wasn’t worth enough score.
The change is that everyone can play how they want, that is what gaijin is trying to do and redesigning the entire gameplay of the game is how you achieve that, dumbed down to “redesign the whole mission layout and AI behaviour” or not. Is it too good for you to believe that addressing the root issue of a problem can fix the problem?
there aren’t issues with how it is implemented, just how its balanced. At least that’s the feedback I can garner. most peoples issues with the implementation is queue times that both haven’t affected me much and gaijin is working on, and the fact bases respawn, but I believe they only respawn when a convoy reaches them, and then they respawn convoys. There is more going on there than what people give credit for.
and once again, its only ass because the sams are overtuned, which will be changed, there wasn’t an issue day one with sams other than people who have no idea how to sead lol.
dude no one cares. you don’t even know what you’re arguing about at this point and you’re just making shit up to fit your narrative.
This forum does not represent even a minute fraction of the total player base and it and the subreddit have echo chambers. And even then as people say how not fun the event is and that no one is having fun, people are commenting they are having fun.
so for the love of god dude stop embarrassing yourself and just stop talking. I’m just gonna block you at this point.
I’d fly low and pop up at about 7-8km from the S-300 site, then fire a HARM or two. They’ll draw fire from the ZSUs and OSAs while I can gun the two S-300 radars. Usually one of the HARMs will get through, but not always. Then I mash chaff and dip to do the same on the next site. The Walleyes are useful as bait if you run out of HARMs to hit the third S-300 site on one sortie, or as insurance if the OSAs focus you. It’s mostly about delaying your pop-up for as long as possible to give the AA as little time to engage your munitions, since I tend to use the munitions as bait to buy time to strafe.
Wouldnt you just be quicker and safer dropping the walleyes for the extra speed and maneuverability, both to get to the S-300 site, and when attacking it?
actually I found the harms suck at killing the strella since they fire to late to dodge or get a good lock, the gbus work great against them tho. the a7e is pure sead against the sams.
No, the Walleyes don’t meaningfully affect the top speed much and depending on outmanoeuvring Osas and Buks isn’t reliable. Having 2 extra munitions to distract or kill SAMs is usually more valuable.
Please tell more about adjustig Air simulator mode EC. Gamemode struggles for a long time. Sim player base is annoyed and bored at the same time. Everyone know that game will focus on a most populated gamemodes, that is a fact, but you have really nice and more and more populated air sim mode which is forgotten by a developers. New aircraft generations broke the top tier EC. Rewards are embarassing. Lack of variety, every map is just the same thing, a a few bots for a PvE engage, maps too small for higher BRs. Game not punish “J” out before missile hit. SIM EC struggle a lot. Can you share with a players what is planned for a SIM mode?
I think the best change would be reducing the amount of short range AAs and changing the mobile ones attached to convoys to IR sams like the LAV-AD and Strela. We shouldnt have 4 times the amount of SPAAs as we have regular ground forces.
I appreciate the thought but the damage is long taken hold. I lost feeling in half my face, i haven’t had good sleep, i know my reputation is garbage and I’m the worst Warthunder Player of all time for losing 800,000 silver to deaths. I’m constantly being killed in Air-to-Air even if I beam and dump countermeasures. I should not have come here.
Also, the Russians are constantly winning now in every match. Glad Real Life was never this 1 sided in the Cold War.
My name is Nick. I have been actively playing War Thunder since last summer, although I originally joined the project back in 2013 when ground vehicles were first introduced.
I would like to share my feedback on the new “Nuclear Thunder” mode.
First, I want to mention the positives, which in my opinion outweigh the negatives.
This is truly a new mode for aircraft gameplay. Air RB has been stagnating for quite a long time, and this is the first time in years that something genuinely fresh has appeared, bringing a different kind of aviation gameplay. It is not just PvP between aircraft anymore, but a full tactical mode with strikes on enemy fortification lines, where your actions can determine whether friendly AI forces manage to break through the frontline.
Faction-based confrontation with aircraft of roughly the same era. Personally, I have always wanted a mode like this — where things are closer to reality and NATO aircraft fight against Soviet aircraft that were historically designed for this kind of confrontation. This adds a sense of realism that sets War Thunder apart from many other games.
Reworked AI units and the introduction of new air defense systems. You managed to create a believable battlefield environment where ground forces are protected by strong air defenses and AI behaves in a more strategic way. I would really like to see similar AI systems eventually appear in standard Air RB as well.
Now about the downsides and some suggestions.
As much as I like the new AI systems, I have to admit that at the moment the SAM systems on the map — particularly the Osa — feel excessively strong. They almost completely prevent ground attack and close air support. Aircraft like the A-10 or Su-25 are destroyed on approach almost instantly, and even complex maneuvers with countermeasures often do not help. Unfortunately, the new anti-radiation missiles also feel ineffective, since they are easily intercepted by enemy air defense systems.
The main reward of the match — killstreak that allows you to spawn a strategic bomber (B-52 or Tu-95) — currently feels disproportionate compared to the effort required to obtain it. You need to play using all your knowledge and earn a large amount of points. But once you finally spawn the bomber, you can be shot down immediately by enemy interceptors, right near the spawn point, where you don’t have a chance to defend yourself in any way.
I would suggest either lowering the number of points required to obtain this reward or providing additional protection for the bomber — for example by increasing its survivability or adding some form of enemy aircraft detection near the bomber spawn area, similar to how it works in Ground RB.
During the regular part of the battle, your success mostly depends on your skill. But once you spawn the strategic bomber, your personal skill matters much less, and the outcome depends purely on luck — and not in your favor.
Thank you for your work and for bringing new ideas to the game. I hope this mode will continue to evolve and become a permanent part of War Thunder.