SPAA Automation Simulation or Rework of Struggling IADS/ SHORAD at Top Tier (Heavily Based Around TOR-M1)

Using Already In-game SARH Mechanics to Simulate Automated SPAA

After using the TOR-M1, and knowing a fair deal about SHORAD (short-range air defense) and IADS (integrated air-defense systems), I believe vehicles that have access to more automated anti-air systems should receive it, especially those vehicles which really need it. During this post, I’m going to be using the TOR-M1, as I have the most experience with it inside of War Thunder.

REACTION TIME AND PLATFORM PURPOSE
The TOR-M1 was designed to intercept munition inside of its AO as well as being a aircraft intercept platform, in which it can perform very well against close-in aircraft to provide a integrated defense. Due to top tier maps being very situational and making it extremely forgiving to air assets due to terrain, the TOR-M1 is unable to perform is duty safely due to Fire and Forget missiles and the slow reaction time do to how the platform currently “acquires” and locks it’s target in game.

The TOR-M1 has a very high intercept kill-rate due to its computer guidance and sophisticated fire control systems which allows the missile to be accurately guided on two targets at once, allowing the crew to be able to quickly react to battlefield threats. In War Thunder, not only is there slow reaction due to how the FCS is currently implemented, but due to the forgiving terrain to air-assets and previously stated fire and forget missiles.

GENERAL PERFORMANCE INSIDE OF WAR THUNDER
As touched upon in the previous section, the TOR-M1 is placed directly inside of a battle, meaning to compete with very close aircraft and weapons, a vehicle must possess very high reaction times. Other SHORAD/ AA systems at the BR usually have self-defense capability and CIWS capability due to their realistic proximity to warfare as they support divisional, battalion or regimental units. The TOR-M1 would be placed far further behind a battle, easily out side of vehicle engagement zone, so there needs to be somethings to make up for this. Adding onto the higher-reaction times of other vehicles at this BR, the TOR-M1 missile it receives, the 9M331 is honestly a pretty slow missile compared to its counterparts, the VT missiles easily out react it giving the defender much less time to react, negating the need for higher G maneuvers. The Pantsir receives very fast and maneuverable missiles, as well as CIWS, making it very capable against any threat, it also can perform the duties as the TOR-M1 which is munition interception. This is all while the TOR-M1 is very easy to defeat by simply flying in a sort of “notch” maneuver due to its low speeds, as well as VERY detectable due to its very visible smoke trail, and due to the current implementation of the FCS, you must manually guide in the munition which is made even more difficult due to the said smoke trail heavily obscuring your vision.

What I’m trying to say that I understand making SPAA more and more powerful just because 2 other vehicles are overperforming isn’t a good idea, but literally every other vehicle at this BR can outperform the TOR-M1 in almost every way, or has self-defense capability. And the reaction times in this game is incredibly important so you don’t get a spike launched at you because theirs a hill directly behind you spawn he and just launch and you don’t have enough time to react due to how the FCS works.

I believe the only way to make the TOR-M1 or ANY OTHER IADS/ SHORAD useful in-game which would have or NEED access to using pre-existing SARH FCS (used on planes already). The only way to defend my team from air-threats is to intercept the munitions, but its impossible when there are multiple launches and you are unable to defeat the source threat due to fire and forget capability.

I also do not see this implementation unfair, as you would simply learn how to notch, a mechanic most air pilots already know how to do. So all in all, I believe it will make “Ground Realistic” more realistic instead of spamming fire and forget missiles, hiding behind a hill and then RTB after killing half of a team and not even being killed.

The only time I see air pilots be scared of operating in the AO is when a Pantsir or ITO is operating, which shouldn’t be an excuse to make the TOR-M1 useless due to them being at the same BR range.

as it stands… the TOR-M1 is only good at engaging high flying drones, or one to two bombs before it gets killed by a spike or any other fire and forget missile.

this vehicle either needs a rework for its FCS, the maps at 11.7 need reworked or the TOR-M1 has no place in war thunder. This isn’t strictly about the TOR-M1, I understand other vehicles are in the same place, I’m just surprised gaijin hasn’t done anything about it and I’m unsure if they’re simply unaware.

I believe this is a topic that needs discussed, so you should bring up other vehicles and mechanics which are very similar in order for gaijin to hopefully see and make proper change to said vehicles.

At the BR it currently sits at, it is extremely easy to defeat the missile, but a simple “notch” or diving to the deck or hiding behind the hill. You are unable to protect your team at all, so its utterly useless.

Should Changes that Improve Lacking Air-Defense Systems be Implemented?
  • Yes
  • No
0 voters
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in full support for this.
Most SPAA in game rn can use automatic mode of engagement.
when it comes to missile based SPAA,
most of the have the capability to guide one missile based on SARH principles and (provided the other target is in the sme vicinity/sector as the first) engage another target with manual optical/IR tracking etc

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