Said it before and I’ll say it again, my bet is Spikes are unreliable due to their polarising nature. When they work they leave very little to no counterplay, and feel awful to be on the receiving end of.
This also goes for all FnF missiles, I get that it would be extremely annoying if they worked as intended (top attack) but the fact that it targets non vital parts most of the time with pin point accuracy it’s extremely annoying, I’ve had Spikes and PARS target things like machineguns and transmissions for no good reason and only dealing damage to those parts, they should be center mass or engine only to increase their reliability but not so much as to be overpowered.
9M133 are equally bad. I barely use them considering the terrible missile behavior Gaijin made.
May be controversial, but this PUMA is ok, the only things I can complain about are: 1)AHEAD that is still not worth being used 2)Miserable dart damage (and I still believe it’s very incorrect).
Spikes are good, I would want more of them, but having 4 is just a balancing decision. In order to have a better experience with your spikes - lock them from 3rd person view (seeker is better than almost any other FnF missile) and launch them at the max launcher elevation (that causes a great trajectory change and much more bearable damage + this way you can get the peekaboo’ing people)
UPD: Forgot the still existing bug with disintegrating tracks upon ammo detonation.
You can use them while moving, they overpressure most of MBTs. And their launch profile is slighty better due to their speed.
Claiming they’re equally bad it’s just disingenuous.
As if you’ll be able to accurately hit it while both the operator and the target in move, yes it may be good. The few times I use them are stopped, and it doesn’t overpressure.
Mine LOVE hitting the cheeks of abrams
they also bounce off the roof of pantsirs.
Simply not true. But feel free to show us how the launch elevation changes the damage.
I would love to “peekaboo” someone, but if my MUSS gets even LOOKED at, then my tracks are blowing, and can’t do much peekaboo’ing then
and you have to crest over a hill, as the seeker on the Spike its pretty finicky.
I think a simple fix like letting Spike users employ the missile in laser mode would be a good enough buff that wouldn’t warrant any of the BRs to be increased, since all it boils down to is giving them an ability to directly guide the missile within their line-of-sight and basically rids the vehicles of one of their biggest downsides, lack of adequate close range killing potential.
What I am suggesting here, btw, is one of Spike’s operating modes in real life, apart from Man-in-the-Loop and others, and it should have it as as option to make our lifes easier.
They won’t bc that would nerf the russian tanks. Based on that technicality all autoloader tanks must return to their reload position before being able to actually load a new shell
And the Netherlands should have 100% gone to Germany, especially as WE RUN THEIR ARMORED FORCES.
Another big middle finger to Germany
This vehicle is just terrible at its BR.
All the spikes can do reliably is to kill helicopter after a minute trip to it’s target, so the heli has all the time to wipe out the map before dying.
It’s ridiculous, it can’t aim properly the roof of the tanks, always landing on the canon or other more useless parts.
The APFSDS are super bad and even when it manages to pen something, the after pen damages are terribly bad.
Well it’s good to play tourist on the map and reckon so the others have all the fun.
After months of grinding, have to cope with this crap, it’s really insulting your player base.
The German Wiki article refers about different FCS modes (also can be switchted off), to aim manually wherever the cews wants, without any deadzones). Irl Leopard tanks can ofc fire as close over the engine deck as the chassis allows it.
Over the years the rear deadzone on Leopard tanks got bigger and bigger. Nowadays the whole rear hemisphere just allowes +3 gun depression. Sometimes I wan to aim at a target just right or left of me, but the deadzones don’t allow it.
I’ve submitted the report on Spikes.
https://community.gaijin.net/issues/p/warthunder/i/2DdxGYnHzXSs
That was more of a balancing decision. A lot of people were complaining that missiles just strike the center-mass and not doing any damage, I was one of them. They introduced their “solution” for the problem, it seemed viable at the moment. Now it just made every FnF munition (outside of russian ofc, because of tnt equivalent etc.) a dice roll.
Thats true, Kornets and russian air to ground missiles overpressure even with bad hits. Like Kornet hits a periscope and overpressure everything inside the tank, I mean its a tandem heat shaped charge effect, like with all heat ammunitions. Why is it even projecting damage downwards? Its total unreal. Heat jets are always directed forward, its a shaped charge effect…the whole point is that all the destruction power goes into one direction. This is rigged.
On the other hand things like Spike and Pars-3 only reliably kill enemy helis and fail to score ground kills, except you spam them.
Even while spamming them it’s not guaranteed, I used up my 4 missiles on a single tank, clear shots for only minor damages, it happened so often!
They made AGAIN a top tier useless vehicle, the grind to desperation and more frustration, makes players want to uninstall the game.
The crew died because that missile hurt their feelings.