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.
Increased reward for destroying enemy munitions and drones would be nice.
High tier SAMs without any AT abilities should get some mechanic, which would allow them to help on the battlefield even when there are no enemies in the air. Often when I spawn in Strela or OSA, there are 0 targets or 1 recon drone during the entire battle. Idk what could be done, maybe AI targets?
I wish more countries used HE-VT for their ZSU-57. Sadly, Israel never used the ZSU-57 it captured, so would have never developed HE-VT shells for them like the Chinese. I guess that is the thing with China playing catch up with other countries, they used systems longer than the others and could develop more advanced munitions for them, while the USSR and the others had already moved onto different systems.
Maybe… Add the option to spawn both a Tank And an SPAA using the multi vehcile system (or a SAM and a gun AA), so each player will have agency to protect itself from CAS. Which also represents better the combined arms and multiple layers of air defence.
The muzzleflash or tracer isn’t going to change the cramped-ness of a spawn, and the seeming need for some to sit on spawn shooting…
When someone is firing at such a distance that they aren’t going to hit they are literally just a beacon to show where spawn is, and when they stop firing they are reloading so everyone airborne knows when they are shooting.
The idea of even being able to drive off the back of the map is just so you can spread out better, but could lead to an idea of pushed back spawns when the team gets spawncamped rather than having the team keep spawning in that same spot akin to the fishbarrel.
Add a Crew Skill for Crews that gives a lead indicator for SPAA Machine Gunners and pilots. All three have training or exercises that teach them lead and predicting movements