They’re both games
Neither are realistic.
Stop comparing them for realism
They’re both games
Neither are realistic.
Stop comparing them for realism
I absolutely compare them, especially since War Thunder claims to be ‘realistic.’ Furthermore, WT is a game, whereas DCS is a simulator, not a game. Saying that WT is more realistic shows you don’t know what you’re talking about; you clearly aren’t aware that behind the modeling in DCS, there are actual pilots who have flown for real. They know how things truly work and implement them as close to reality as possible military clearances included
Warthunder’s approaches to sensor modeling and such are much more realistic though?
Defeating IR missiles in DCS is literally RNG. And radar behaviour is only roughly implemented.
In comparison warthunder actually models IR signatures, down to varrying detection bands from frequency. And even has them effected by things such as altitude. And its radars even have parameters such as sidelobe attenuation, and rough modelings of how duty loads / PRFs / peak power interact with each other. Which iirc, is more than DCS does
Warthunder’s controls are arcadey, but under the hood it really it is kind of most of the way to being a sim.
Except most of these are modeled so poorly and inconsistently to the point that dcs’ simplified versions of these are almost more realistic and a better player experience. Gaijin will almost certainly not model IIR properly, and at the end of the day a better seeker is just a higher probability of kill. Dcs just makes a compromise that they won’t be able to get it right and does it a more logical way.
DCS only accurately models plane FMs and not anything else
DCS is just as much of a game as war thunder
Can we be honest about ourselves here for a second and agree that the radar and missile mechanics aren’t the issue here but the game modes themselves being the problem? As far as I know some of the most modern radar equipment in real life are capable of tracking air-to-air missiles and that there are modern missiles capable of intercepting them; albeit probably not as effectively as War Thunder makes it out to be. The point I want to make is that the game mode is focused on a Team Deathmatch style of gameplay focusing on killing on other players to win rather than having to kill ground units or destroying other objectives. While there are ground units in game, they are entirely ignored most of the time unless you are trying to painstakingly research modules. There’s too much of a reward incentive to go after players and not enough secondary objectives worthwhile to try to go after. When you make a gamemode solely focused on destroying other planes all the balance goes towards whoever has the most missiles and countermeasures which puts a lot of aircraft at a disadvantage because they weren’t designed to just only go after other aircraft. The newly added F-16CM PoBIT is a good example of this problem; Gaijin added a plane limited by it’s amount of missiles and countermeasures and is forcing it into a meta that it wasn’t designed for and now it’s essentially DOA for air battles. I’m not asking for the game mode to only focus on destroying units on the ground but rather a rework of the gamemode to evenly balance out air-to-air and air-to-ground combat while rewarding both types of gameplay.
I think Gaijin can learn a lot from a game called “Nuclear Option” because you are rewarded for destroying sea, air, and ground assets regardless if they are a player or not. It’s actually important to go after bases, convoys, or ships in that game because they pose a real and challenging danger despite being AI. You also have to intercept players targeting your friendly AI so there’s always air combat happening in the match. It’s a good synergy between CAS and air combat that rewards both game styles.
I don’t think Gaijin is being fair when they force the meta to be solely air combat. I understand there might be players who only want that but at this point it’s seriously becoming detrimental to the health of the gamemodes at top tier when the focus is just who has the better radar, the most missiles, and the most countermeasures. The game could be a lot more interesting than it is right now.
Iton dome is a problem. Game modes are a problem. It doesnt have to be one or the other.
Never understood the communities difficulty when it comes to dealing with more then one problem at once.
I don’t think it’s the communities fault at all I just think Gaijin sucks at making gamemodes. They’re pushing vehicles that don’t work well and kicking the can down the road on what actually needs to be done.
Ignoring problems and choosing to focus on only one problem at a time is not Gaijins fault when Gaijin arent the one discussing these problems.
Saying “lets all agree this isnt a real problem.” And pivoting to something different doesn’t make sense. They can go hand in hand. Both can be problems, they arent mutually exclusive.
Nerfing iron dome, while improving game modes and mechanics can both be done at the same time. Its not one or the other.
This issue wouldn’t be that much of a big deal if the game mode was better in the first place and players weren’t just missile jousting all the time. You’re being loud on this one issue that only has been a problem just a year ago but players have been asking for better game modes since for god knows how long. So your perception that both of these issues deserve equal footing is honestly disingenuous. Gaijins long term neglect on the game mode is much more important than a simple mechanic.
So when the game mode is perfect, is that when we are allowed to bring up “simple mechanic” issues?
This may be true for air RB, but not of air sim. This is a sim thread.
In air sim, there is infinite respawns therefore winning by killing everyone only works through very slow ticket attrition and by making the enemy quit the lobby.
Whereas, destroying minibases chunks a significant amount of tickets.
As does destroying “Pushes” or “arrows”.
Now, you CAN get tickets indirectly through Air to air: A points being captured is a massive chunk of tickets as can be A.I bomber and attacker formations.
My last match was largely lost due to the enemy destroying more ground targets (granted, it’s WW2 bracket, not modern missile thunder but the ticket system works the same.)
Also on rewards.
In SB players and PvE offer pretty close-in rewards.
Killing an equal BR player rewards 450 score (pilot kill or similar) or 600 score (critical hit then pilot kill)
Destroying a minibase can reward from 400 to 600 score.
Destroying a ground target varies significantly by BR. I only got exact data for WW2/prop brackets: F6F-5 destroying and Sdfkz 251/22 earns 170 points. You can easily kill multiples in a single sortie.
Said score is then put into a 15 minute timer which, once it elapses offers reward accordingly:
200 points = 54% reward
400 points = 75% reward
600 points = 86% reward
800 points = 90% reward
1050+ points = 92% reward
(1050+ does increase, but like 2650 is 93% with a rounding error to 92% so effectively it doesn’t. Hence why people say reward is capped at 600. 600-1050 is a 6% diff. 1050 to 2650 is a less than 1% diff).
Right…because when this mechanic gets nerfed it will “fix” simulator battles somehow. Enjoy a game where Su-30SM2’s will just dominate. Do you just enjoy stale gameplay? Simulator players must love getting bored.
Do you have a point to my question?
Is the game mode perfect right now? Do you like it? Is there a point to your question?
Question: are you talking about the same game mode as everyone else in this thread? because your comment implies you’re talking about ARB and your statcard also indicates you spent less than 1 hour flying sim.

Could SB EC get improvements? God yes. It’s neglected, but that’s off topic.
Yes, the point is to ask are we as players allowed to bring up issues we have with the game. Since we are gatekeeping problems here we shoupd need to know when thats allowed.
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