Pantsir-S1

If it takes you 40 minutes to do a 2 minute setup + 1 minute drop, then RIP.

Targeting pod won’t allow to lock further than 14KM and since paveway in this game won’t allow to drop at more than mach 1 (for stupid reasons) it impossible to achieve that 20 km range drop (it was possible before)

If you are getting lockons out to 14km then you are doing bloody well. I often struggle past about 11-12kms

That on crystal clear sky condition only

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@ARK_BOI
Are… you trying to lock the vehicle itself?
Maybe I should start saying “Don’t lock vehicles.” in my posts.
Cause that’s why I have success. Locking vehicles takes too much time + it’ll swap to dead tanks.
I pipper where the are, drop bomb, maneuver to a defensive line, then fine tune manually.
If they start going full speed and it’s clear then I’ll attempt to lock, otherwise it’s more than accurate for the safety granted.

That can work. In some situations. Though i’ve often found that if I do that, I wont get a kill (that is usually with a stand-off weapon like AGM-65Ds where direct hits sometimes only get hits)

PGM-2000s of course work like that, but if the target moves, then nope, no kill (and assuming the Pantsir has half a brain and just shoots it out the sky)

Never really tried it with bombs. If Ive gotten into a position where I can actually drop one onto target, then im usually safe from the SPAA below.

(But clips like this dont really inspire me with confidence that that will work)

It also helps when you have a Gen 2 or higher t-pod. Id be far more confident doing something like that in the Gripen than the Tornado. (though TIALD should be Gen 2, so may be easier if/when we get that upgrade)

For me it’s the issue that the pantsir enable any team with russia to dominate the skies with the su25, and ka52s. Yes nato vehicles has Mavs, but it’s easily countered by a competent pantsir. Where as the su25’s agms have really far range, can over pressure (gaijin disabled it for mavs), and is extremely fast. Any IRST Spaa does not have the ability to shoot it down. Since it’s fast, it’s really hard for you to escape it.

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What? That’s a solid no. Pantsir cannot kill fighters regardless of range.
Ka-52s are killed by ALL SPAA platforms at the top end. Anyone bringing up a helicopter for 11.7 lost the argument.

Mavericks have over-pressure.
So yeah, too much misinfo in your post.

I have to somewhat agree with it, indeed a competent Pantsir can kinda dominate the skies but there is shortfalls that friendly CAS can fill in since as good as the Pantsir is it still need friends in high places to completely contest the skies. Additionally when enemy fighters fly at Mach just above the trees I’ve seen the radar lock go underground which I believe is a bug. But KA-50s, 52s, Apache’s, tigers etc they all have to utilise the terrain and hills in order to play effectively and safely since SACLOS SAMs still pose a threat despite their nerf Post Sky guardians

No, they don’t.

from

https://community.gaijin.net/issues/p/warthunder/i/iWx0392XWLOj

EFP do not cause overpressure damage. Works as intended.

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So identically to all other HEAT warheads in real life and in-game.
On top of that, you forgot to add the first portion: “But to trigger it, you have to break armor with HE damage, EFP jet won’t be able to cause overpressure damage.”

HEAT does very much cause overpressure IRL.

False, as you can see in the following excerpt;

The HEAT (M247) warhead has approximately 70% the antipersonnel performance of the HE (M151) warhead.

Accounting for difference in explosive mass and RE factor of the exemplar warheads HEAT warheads should have the penetration of 80% the equivalent mass of TNT.

It’s very hard to do when the performance is erroneously capped at only 20mm RHAe

HEAT and HESH shells and ATGM can also create overpressure damage but are less effective at it compared to HE ammunition and seem to only affect vehicles when very thin parts of the hull or their critical weak spots are hit directly, with overall armour thickness of hit surface having to be below 15 mm RHA, since their explosive power is directed towards creating special effects (molten jet for HEAT and scabbing for HESH) instead of producing shockwaves. There are exceptions in HEAT ammunition, which can deal overpressure damage through 20 mm

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The HE warhead does.
War Thunder only has one scale of overpressure: Death.
A HEAT’s projectile and APFSDS IRL cause overpressure effects, but in WT there’s either death or nothing, cause no one has developed a more detailed simulation for games yet.

instead they are making Type 81C 11.3 thinking it was OP at 11.0

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well yes, but you said:

meaning that HEAT does not overpressure IRL. which is wrong.
The in-game part of what you said i agree with, even if i personally think HEAT in game has to little BAE at the moment.

It doesn’t over-pressure causing death with certainty, which is the context War Thunder provides.
There’s either death or nothing happens, so to talk about nuances of overpressure when it isn’t modeled doesn’t help.

lol

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just need to climb 37km high.

seems easy enough

(/s just in case)

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they dont want it to compete with 2S6

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