This shouldn’t move due to loadout but due to current modeling issues/placeholder parts it needs to
Vehicle: Sea Harrier FA2
Gamemode: Air Realistic & Air Sim
BR Change: 13.0 —> 12.7
Reason: The Sea Harrier FA2 has the same flight performance as the 9.7 Harriers but with a better engine. It is carried at its BR by the Blue Vixen Radar and AMRAAM. It should be fine at its current BR despite that fact, but has so many missing features and issues, that this simply isnt the case.
Prefered solution: Fix the Sea Harrier FA2
BOL is currently performing at 1/4 IRL performance (bug reports in for both BOL “flares” and BOL “Chaff”) and as such, leaves the Sea Harrier FA2 with extremely weak CMs that do almost nothing. Fixing BOL would give the FA2 a capable defensive suite of CMs
Placeholder RWR. The RWR on the FA2 currently marks all targets as “IPD” which is incorrect and it should fully ID all targets, giving you greatly increased situational awareness.
IR Signature is incorrect and isnanely hot. It is almost impossible to defeat most IR missiles in any Harrier due to this limiation but IRCCM missiles at the high BR the FA2 sits, forget it. The issue is the Thrust to flare ratio on all Harriers is extremely high and needs to be fixed
Placeholder HUD, the HUD on the FA2 is that from the Harrier Gr3 and has 0 relevant symbology. This leaves the FA2 totally blind in Sim and at a notable disadvantage. If the FA2s native HUD cannot be modeled by the next major update. Please replace the HUD with that from the Tornado F3, to give us at a minimum, the A2A symbology required for fair play
Air RB, A-10C 11.3 > 11.7/12.0
4 x Aim 9M’s at such a low BR is insanely effective if used well, combined with a good gun and manouverability + tons of flares
Air RB, Kfir Canard. 11.3 > 11.0
It only has to Sidewinders, a poor RWR, a low amount of CMs, and no radar or radar slaving. Its really suffering at its BR currently, just like the J-35XS.
I don’t mind if the Merkava and Ariete are strengthened and more vehicles can reload 5s, but I think it would be better to increase the number of quick-reaction rounds for the Challenger 2 family or to increase the speed of quick-reaction rounds replenishment in terms of game balance.
(Well, for example, if you increase the number of quick-reaction rounds from 4 to 7, or if you increase the speed of quick-reaction round replenishment by 25~40% from the current rate…)
Air RB, Su-25SM3 12.3 > 11.7
Literally the same as the Su-25T in terms of capability (and the SU-25T is not very good at 11.7 in air RB), except it also loses the two R-60M’s, plus no vikhr missiles for air to air.
I think @_Renzo (sorry for the ping)mentioned this before, its air and ground BRs are probably placed in reverse. Its ground BR should be 11.3 due to the lack of means against AA while its air BR should be 12.0 with 4x HMD slaved AIM-9Ms.
F-14 dominate? only F-14 that could dominate is the event one with Fakour 90’s. It’s been years yet this playerbase stil haven’t learned how to avoid Phoenixes, I play that BR too and haven’t died to them single time in last 3-4 months, expect few times to Fakours because couldn’t react in time and they’re fast. For those that lack the RWR should go down with additional BR decompressions. They’re in no way equal as you see from comparison below:
Su-27’s with 6x R-27ER’s + 4x R-73’s and PD radar going down to 13.0
F-14B with 6x Sparrows + 2x 9L and only HDN radar going up to 13.0
Best in class climb rate, gets very advantageous Interceptor air spawn, has extremely good high altitude performance as it does not lose power until 7.5km altitude (at climb speed, that gets higher with ram air), and very good guns.
They’re also very maneuverable for a twin engine aircraft, being able to keep up and even outmaneuver some of the lighter single engine fighters.
Very good flight performance in regards to climb, and maneuverability. Combined with it having CCIP, it easily is able to get 4 ground kills with its bombs, and at the same time, being near untouchable. It is also able to equip 30mm ADEN gun pod that works as a very effective armament against both air and ground. Anti-air vehicles with slower velocity guns that it faces in any kind of downtier will have a lot of trouble trying to deal with it.
This shouldn’t move due to loadout but due to current modeling issues/placeholder parts it needs to
Vehicle: Torando F3 Late
Gamemode: Air Realistic & Air Simulator
BR Change: 13.3 → 13.0
Reason: The Tornado F3 Late is good on paper in most respects, but struggles to actually defend against ARH missiles fired at it. 50% of this issue was dealt with the new FM, but it still lacks meaningful counter measures.
Prefered solution: Fix the Tornado F3
BOL is currently performing at 1/4 IRL performance (bug reports in for both BOL “flares” and BOL “Chaff”) and as such, leaves the Tornado F3 with extremely weak CMs that do almost nothing. Fixing BOL would give the F3 a capable defensive suite of CMs
Add Phimat Pods (recently added on the Jaguars). These pods contain 216 large calibre chaff that would greatly augment the F3s current BOL and give it a strong chaff count to defend against ARH missiles (and enable more BOL to be taken as flares). The Torando F3 can carry either 2x Phimat pods (for 432 large calibre chaff) in place of both fuel tanks or replace 1x Aim-9 for 1x Phimat (for 216 large calibre chaff). Both options should be available as there are times you want fuel tanks and times when you dont.