Ground battle unplayable because example Ka50 kill easy every tanks about range 5km
And gepard cant hit with rocket because super system on heli.
This game not a simulator this just a game penetration random full fake no srapnels no blast effects
+Dont need a simlulator because the reality sucks we want play a balanced game and when they called ground battle why not still main ground Nonsense
Ari battle separate in game but ground not and not do something example buffing more SPAA and tanks defends.
Make the maps protects airplanes Big hills hide easy rides and never can capture airfields or destroys airplanes when refill
Airplanes relaxed safety plays on their own base side because auto cannons safe ass but what about tanks? Save any automatic cannons??? When respawn killing.
Airplanes give the all maps no limit no border no penalty time when blow up if going too far this is 100% air game bullsxyz@&
This is the biggest garbage change since volumetric (despite volumetric being an improvement over hull break).
It’s inconceivable to me that recent changes to missile physics were:
Actually thought out.
Tested internally for balance.
Isn’t some intentional nerf across the board to sell more premium planes and/or continue to hand hold the ARB mains in GRB.
A few further complaints for those troglodytes that like to call cope, side climb, or whatever edge lord comment is hot n fresh today.
All of the missile SPAA are complete garbage. I don’t care what flavor of the month/pet SPAA you think is still viable at top tier, it isn’t.
The only passable ones are Pantsir and Tor but they are both vastly overrated by the general community and obnoxious to utilize on the vast majority of completely dog shit maps that Gaijin still hasn’t managed to update for a decade.
Your best bet to deal with CAS in GRB is fielding either helicopters and/or CAP fighters and from a gameplay/grind perspective this decision is almost as dog shit as the map pool.
And that’s just the missile guidance.
Don’t even get me started on what they did optical tracking this patch or how they’ve completely rendered any proximity based SPAA useless by neutering IRST and general targeting behavior.
Oh! And the million scout drones that show up on track radar and can’t be filtered out - just to render your search radar completely useless for the two seconds you can actually toggle it on before RWR picks you up and you get nuked from orbit.
It’s incredible to me how badly Gaijin continues to muck up balance in GRB. God forbid CAS mains have to actually use a single braincell because it’s been reduced to addled mush after a decade of playing against NPC SAMS.
Comical that parachute bombs get added at a time when CAS pilots no longer even need to hit the deck because nothing that can be fielded on the ground is actually capable of killing any pilot who can move their mouse slightly left or right.
Despite the slight taste of goodwill in regards to econ changes, adjustments made to the balance in GRB have finally made me consider dropping this game for good. CAS/SPAA balance felt really good prior to Drone Age. Since it’s release ya’ll are just running this game into the ground to the cheers of teenage edge lords everywhere.
Something i noticed as well, in ARB ,the spaa is effected by the changes as well, the airfield SPAA is completly useless and doesnt hit anything you get so close to it the spaa cant react to you
I like the new missile flight model because it feels more realistic, but they are way too slow to react and there is an obvious, unrealistic lack of damping/proportional guidance causing the “50G” missile to turn like 5G.
This unrealistic nerf has made top tier much easier for CAS players. Of course Russia and Chinese AA are affected the least because they’re the only one with automatic target leading (for some reason).
Also the Flarakrad being the same BR as the Pantsir when it’s MUCH worse in every single way… It can’t just be bias at this point.
Well at least we know now what the previous “Skyguardian” update was all about…guarding the sky from ground based threats while “La Royale” is about royally screing the ground players.
Got my hands on the XM975 recently and I can now say for certain that CAS is going to continue to dominate “Ground” Battles. I guess too many kiddies in their brand new, premium SU-25 were getting shot down and they had to nerf all the missiles they didn’t already ruin (see: Stinger).
Also, I must ask (rhetorically) why Gaijin insists on calling “Ground” battles that name. The mode has quite clearly become Air RB 2.0 with slightly smarter ground targets. Especially sim where the player can first spawn a helicopter with ATGMs.
GJ says this change is closer to “realism”, CAS fans say they’re using decade-old planes against modern SPAA…
But they don’t realize that decades ago CAS used TV navigation, and modern SPAA is using “manual” navigation.
I use Pantsir-s1, just need the plane for a slight glide, my radar will be exactly like the radar screen of my forefathers in Linebacker II.
100% broken the game. Cant even lock onto helicopters from less then 5km away, yet then can send me back to the stone age from 10km. Makes sense. Also, love shooting around 10 missiles at 1 jet for none to hit and they all never even go near the target.
I don’t think even an improved radar screen would help the roland missiles handling, I’d rather try and hit planes with the swingfire atgm, it at least turns
Well. in Pantsir-s1, radar main tracking will lose or jump to another target.
Oh, one more SAM also flies in a terrible trajectory. That is Pantsir-s1, how bad will the other SPAAs be?
Oh, ohh, ohhh, one more thing, I realized that the radar on Pantsir-s1 is worse than the radar on Khrizantema-S, Khrizantema-S has an extremely stable locked radar (air target).
These changes are terrible and needs to be reversed, or revised at the very least. Gaijin’s claim that these flight models are more accurate have been proved wrong by video evidence, and from a pure gameplay perspective it’s an absolutely terrible experience. VT1s and Rolands are absolutely unusable.
These changes were most definitely not needed.
Just had an air task in ground RB and played Flarakrad. I can’t hit any jet, the missile just goes straight and you can’t adjust and when you can the target moved off too far and you miss.
Also you don see the missile on thermal / TV anymore, as soon as the booster goes off, you cant adjust as well…cause you don’t see your own missile. Its only good to use vs. stationary helis, as long as they don’t come too close.
I also noticed that the radar or IRST lock always snaps over to enemy ordnance. Just aimed at a Ka-50, had a clear lock and the missile closed in. Then the heli fired some rockets and the Flarak optics switched over to lock the flying rocket …and ofc my missile missed. Happens all the time. You lock the target vehicle. Target shots off a missile or rocket…the lock is lost and you’re aiming suddenly for the rocket. Its horrible.
You don’t see the missiles anymore after firing, because like I’ve been saying they’ve messed up the thermals. The sky is gray, and now, when we fire the smoke and the missile is gray too even if the smoke is easier to see than the missile. So when the smoke clears, all there is is a gray missile that blends in with the gray sky, can barely see a little gray movement. It’s ridiculous. For weeks and weeks now.
A few of us made bug reports and after weeks of discussions, they finally pushed it through to developers, but that’s been over a week I think. All the vehicles, the air targets, the missiles, the smoke trails etc is all messed up now with thermals, it is so hard to see stuff now. I believe this is why you’re also not seeing your missile. Based on my experience lately. There’s so many examples of it being messed up now after La Royale update.
I sometimes watch a YTer (HUNTER). He mainly flys aircraft, jets. You can see from his thermals when he’s targeting SPAA or any ground vehicles, they all are so gray now and same color as the ground and so hard to see. I asked him about it and if he’d been noticing and thought about it. He said on that video we were on that he was targeting a Panzer and just thought it was a bug that he could hardly see it. Then he started thinking about it and said yes it has been difficult seeing vehicles lately and he just had been brushing it off as whatever, but the more he thought about it, it sucks. There’s barely any white heat signature anywhere now.
And we had such a hard time for days and days trying to get the Gaijin bug mods to see the problem, with even a few players thinking nothing is wrong. They finally got it and pushed it through. I do hope they end up fixing it. Because this same exact bug happened in March after update. We made bug reports, they saw the issue, and corrected thermals in about 2 days. Not sure why it’s been seen as ok for so long this time though. Before La Royale thermals showed much more detail / heat signature. But I will say that this time it’s also inconsistent. One day or game it might appear semi-normal but then turn bad again. Like when I’m using ADATS and fire missiles, one game or day it might look normal (bright white), smoke and missile, but then at some point go back to being invisible basically. All gray.
I would love the new missile flight models but the unrealistic issues these flight models have currently turn these sam’s into absolute junk. The issues are not realistic and the non realistic issues are causing these missiles to be completely useless against 1. maneuvering drones, jets, sometimes even helicopters. 2. These saclos sams become useless compared to previous sams with stingers, a 10.3 sam being worse than a 9.3 sam. I find it reasonable to roll back the change until we have a realistic flight model that is not unrealistically broken since it is better to have more unrealistic but less broken flight model for the sake of balance, the existence of the sam as useful tool and balance rather than more realistic flight model but completely broken one. Also fix the smoke, it is ridiculous that my roland 3 in game puts out the same smoke as the RIM-24A ship fired 1960’s missile. In the videos we have seen it is almost smokeless but in game anyone can spot the already broken missile and dodge it with a simple turn of mouse and even trying my best i’m fully unable to counter their dodging.
Fix the accuracy of missile smoke as this is how enemy planes get their warning, it would greatly increase the lethality that is already about 0 against aware targets. 2. Fix the realistic flight model, how would you feel if your plane entered a flat spin from a slight turn? (something that shouldn’t happen). 3. You can just roll back the changes until the realistic flight model is fixed
Seriously, the stinger is way more effective against jets currently while being only a 10g missile.
Also apparently rolands have radar guidance option while only in game saclos. Add the radar guidance or automatic lead. The tors have automatic lead so it is not fair for us to have our options limited.
On video, lack of smoke in real life.
0:37 shows lack of missile smoke, 0:40 in ‘‘gunner view’’
2:40 ‘‘continous tracking of helicopter through trees’’
3:00 lack of smoke from outside view
3:52 lack of smoke both views
Chances are the first stage motor isn’t smokeless, it burns for afew seconds and then the 2nd smokeless stage kicks in, i can’t for the life of me find any information anywhere confirming other than the rolands having a 2 stage motor. Smokeless or not the rolands are grossly inaccurate in more ways than just the rocket motors. Years of bug reports just get ignored.