Pretty Self explanatory, This is a Wish list of some Features that should Come To SPAA Vehicles or Vehicles with AA guns in War Thunder, These Features can include AA sights all the way to Better Interface for modern SPAA systems or other gameplay changes that would be good for war Thunder and make Playing SPAA and protecting your team more enjoyable and worthwhile^^
All suggestions to Help SPAA at their intended roles are Welcome. And Do plop in Bug reports if they excist be it ammo to bigger Features as both These issues are equally as serious in my opinion
Aaaaaaaand-
Please dont come with things such as Remove SPAA or AP rounds from SPAA without an Arguement as to why, Or Even just straight up arguing about SPAAs or About What country should get what, as that is not the goal of this post. I will Report These comments for not Being relevant to the topic
I really liked the idea someone brought up a few months back of having SPAA able to drive off the back of the map, or spawn a slight bit back compared to the main field.
Ill start:
Muzzle flash for SPAA Guns should be very lowered especially higher calibre ones such as:
15mm, 20mm, 25mm, 30mm, 35mm, 37mm, 40mm, 57mm, 60mm.
Most of These vehicles have Flash-Cones and Flash reducers at the End of their Barrels, and These Are supposed to reduce to flash so you can be able to See aircraft you are trying to shoot down- In some vehicles this is especially frustrating trying to Aim in 3rd Person to shoot down aircraft.
Other thing is Addition of AA sights, currently war Thunder had a min Score Limit above 0% And letting it reduce to 0% for SPAA would go a long way to help track Aircraft, As you can already set up SPAA Range Ring sights in the Custom sight settings this would go a good way to help visability while in scope mode and also perhaps increase immersion.
Oh man
Custom ammo belts
Simple lead computers
More data on the radar screen
Radar accuracy fix (global)
Radar fixes and corrections
ACLOS
ESA features
Missiles fixes
They should not come with these things, because they’re unwilling to admit a hard truth. Making an SPAA more competent against ground vehicles, will increase its usage in general, will increase its use as a first spawn, will ensure that a team has SPAA available when needed - when it actually matters (not just someone spawning it after losing the rest of their lineup in battle).
Take the recent Flakpanzer 341 changes. Since they’ve added APHE, these have been my results:
Now, obviously, ground targets have been the focus. It is the target I come across the most. But I still tackle any air I see whenever I get a chance and have taken down 163 air during those games. If the Flakpanzer hadn’t had this chance, I would first spawn the KT 10.5. In 294 games in the KT 10.5, I’ve shot down 4 aircraft. So making SPAA viable against ground, also increases their usage for their intended role.
(Obviously top-tier is a different kettle of fish, SPAA have different issues there)
(No I wouldn’t normally reach for an SPAA after losing the KT 10.5, I’d go Horton, or JU288C, or Panther 2 - the 341 changes are entirely responsible for me bothering with SPAA in that lineup)
And this is not surprising.
If you ask someone why they don’t reach for an SPAA, you’d often get the following answers:
They’re there to play tanks
They don’t like sitting in spawn waiting for CAS that may or may not come
Not being able to depend on their team to keep ground targets away from their SPAA.
In other words, add more AP rounds for SPAA. Thanks for coming to my TED talk.
Oh! Well i think The idea of giving vehicles like the Flak 88 or ZSU-57? a variable time fuze (or even a basic VT shell at higher BRs) is a solid one, too. It would add actual AA lethality to guns that should be threatening to planes, instead of them feeling like glorified HE throwers that only work if the pilot flies in a straight line and barely that.
Also, with larger team sizes, the chance that someone will spawn SPAA increases naturally. So making SPAA fun and viable in their role is a better long-term fix than just turning them into tank destroyers to bait early spawns.
But yes i do agree to that but to me that would be more ballanced of it came to all Vehicles at the same time- if they had it of course.
The Swedish L/60 is pretty infamous for being deadly against tanks due to the SAP and the L/62 Anti II is used alot in ground RB due to the Mobility/protection/AT capability but it also does mean as you say you have more SPAA Ready when the planes come
Rework of ACLOS system. Curently they are used essencialy like SACLOS, which is kinda sad. The solution would be to ad a lead indicator for the target lock with the radar, so that you still can fire without a lock or when the target is multipathing.
The WZ305 (with its HE-VT) is an SPAA that I go out of my way to use (to hunt air). I even take out China 8.0 (and others) just to use it. So the type of (anti-air) shell available can make or break some of those non-radar SPAA. The WZ305 is so good, that I simply refuse to use any other ZSU-57. So yes, any implementation of shell that improves anti-air killing efficiency gets my vote. Though, sometimes the implementation looks better on paper than practice. For example, the PGZ09 was given AHEAD rounds, which are unreliable at best, buggy at worst. When they work, they work, but there are so many times the AHEAD round will explode way too early or late, while your target flies away unharmed. WZ305’s 57mm HE-VT at least destroys what it explodes near with near certainty.
I find SPAA at lower tiers (below 7.0) to be effective against CAS. But I have a lot of experience using SPAA in the anti-CAS role. The main issue continues to be players, who don’t understand how to use it and instead sit in the spawn firing away at every CAS they see no matter the distance. I have even used my Waffentrager in the anti-CAS role to support my team.
I don’t play top tier, but wouldn’t simply changing viewing distance and targeting distance to balance SPAA vs CAS weapons be simpler? The dev’s add a weapon platform that can zoom in from some crazy distance to match it’s real world ability instead of ensure that CAS and SPAAs can counter each other by allowing their weapons/views to be within each others range?
It’s my favorite SPAA, next to the Falcon. It just deletes all CAS once you figure out the ranges, but I still have issues hitting the little recon scout drones. I think that’s a bug of some kind, as I’ll see the puff, but usually no damage.
I feel like the new SPAA with ARH missile should have their missiles ignore multi-pathing to a large or small extent depending on how good the missile could clear out ground clutter.
And when it comes to giving SPAA better AT capabilities…
The Veak 40 had APDS issued. 120mm of flat pen at 100m, Will very likely not be added as it would bump the vehicles br so much it would be Unusable as an SPAA
I believe the German 37mm Ostwind and 20mm Wirbelwind both have better ammunition
The L/70 Bofors (such as the one used on the AMX-13 DCA 40) should have a muzzle velocity of 1000–1010 m/s, based on real ammunition data. However, in-game, the Lvkv 42 and VEAK 40 currently only reach 800–840 m/s.
It’s been over a year since the last bug report on this issue was approved, and the problem has persisted since Sweden was added in Update 1.97 “Viking Fury” on March 16, 2020—the update that introduced the Swedish Ground Forces, including the Lvkv 42 and VEAK 40.
It’s now been five years, and this issue still hasn’t been fixed.
I want non-radar SPAA to have short ranged lead indicators. Say up to 1km out. This would gradually increase based on your crews range finding skill but no more than 2km.