SPAA at 9.3-10.3 is hilariously OP and i see no one talking about it

You dont need to flare, look at the clip panzer posted, flares are really only going to to stop the player from launching on you for a split second and you need an insane amount or luck to stop a launch, afterwards the irccm is so strong these its incredibly difficult to flare, you just beat these missile kinetically, if you get launched on going slow you are dead.

If you are playing something without guided missiles/bombs you should be staying low so you only appear for a short time, and fast again so you only appear for a short time and have the energy to dodge. Abuse the fact you have access to scout and hit markers, or run over the spawn/contested caps, so you dont ever have to actually need to get altitude to visually find targets. If you are confident dodging these you don’t even have to do that and really are only worrying about things like m247 and getting too close while flying in a straight line to other spaag.

If you aren’t flying in a straight line the radar lead is useless outside of like 0.5-1km, and its up to the spaag player to manually throw out a wall of bullets and just pray they hit.

1 Like

CAS takes skill? Mate, as soon as you get to missile BRs, you get ballistic computers. Plus most of those missiles are bad, to where you go slightly left and they miss you.

This post was flagged by the community and is temporarily hidden.

Would I have been dead in the clip if it was a Gepard? Maybe. Radar lead only does so much, after all. I don’t really make a habit of trying to get in and strafe SPAA at that BR when they have guns. I only risk it if they’re absolutely terrible with their aim or are distracted. Otherwise, I avoid them and just let them waste ammo.

Also, no the Ozelot shouldn’t be 8.0BR. It should be 9.3BR along with the Chap and Type 93. As for the Gepard, the current BR placements for both iterations are acceptable for now, though Stingers still need correcting.

Helis need damage model corrections but not some outright buff. Having your entire weapon suite disabled by a single bullet from an MG is a dogwater code decision on Gaijin’s part and needs to be fixed.

And what exactly do you mean by absolute death zones? You mean AF AA? That’s a side conversation as they’re not player controlled. We have other threads for that.

In this case, absolutely terrible spawning to the left

With the irst search compared to 93? Chap is agreed, lovely but lacking targets atm
I’d have the gepards to have full apds at a higher br though. They are cleaning things up effectively already.

For missile-ing maybe, but helirush…

smth like strela with ID lock, or how strelas usually perform when they have done things right, ignoring flares with IR or getting his contrast lock through locally calculated clouds

Or a spike against helirushers. (me in stock littlebird flying low as long as I don’t crash into trees lol)

The IRST search isn’t that great on the Ozelot. If anything, it’s a detriment because it’s far more likely to lock on any drone in the vicinity instead of the aircraft that’s getting in range for a run. Also, the Gepards don’t need a full APDS belt honestly. People already overuse the APHE belt to target ground vehicles instead of doing their job as SPAA.

Nah. Just proper damage model corrections would be good enough for now.

Strela overperforms. The missile turning hard before it even fully leaves the rack is atrocious, amongst other things. Iirc it does actually have IRCCM like the Stingers, so that simply is what it is. The contrasting lock through clouds is extremely ridiculous, though. Never seen any NATO Manpads do that in-game.

As for Spikes, the key to defeating those in a heli is to not fly in a straight line or stay in hover if you think you’ve been fired upon.

Helirush except kamov usually results in a straight -300sp… This is why no much people do this anymore. Totally useless compared to any 100sp ground, and extremely suffering for missile mods. Been training myself low flying in the littlebird but still capped at 0.5kd is… bruh why not hop in a tank and get a nuke when they are dumb enough for a littlebird to kill 4…

And we have the ccip-less low tier helis.

Our locally calculated clouds xD Been killed by a 81c in this way also. From his view there’s no cloud, from the server there’s no cloud, but from my side I have local clouds.

Haven’t dodged one by hard pulling in a full speed littlebird going sideways

True, though at the same time many other helis have rocket CCIP so it’s not really necessary to rush with them. Of course, rocket sniping isn’t a guarantee but if you tag some tanks and your team klls them you’ll at least get some assists, and if you get a kill or two all the better.

As for using helis with no ccip, well, that is trickier. Other than trying to play sneakily your options are limited. Nothing for it currently.

As for the clouds, yeah, I don’t remember if they fixed that yet.

I’ve dodged a few, but it’s never a guarantee. Other than reaction speed, distance is also a big factor.

Rocket sniping… pure lottery with a good CCIP mark as in russian cockpits, but 3rd view ccip is probably not accurate enough for >3km, and requires map designs a lot

Helis are nowhere sneaky with the sound, yet there’s no other options. All roof mg and rh202s will be pointing at you 2 secs after pop up.

And ground units are still teleporting and submerging into the ground when seen from 2km away up to this day…

Good ole’ Gaijin coding competency.

As for rocket sniping, I’ve had success in my Cobras even at range - Though yes it is a dice roll since they lose accuracy at distance but worst case scenario if you don’t net any crits or kills you can RTB to rearm and try again compared to rushing in which is a guaranteed death.