Roland 2 and 3 should be able to use fire control radar. Since the tor is able to have its missiles have automatic lead, we deserve that too instead of using the painfully shit electro optical mouse system. The missile would become truly useful
Still haven’t done research on vt-1 but i would expect it to be better in all ways. you can do some research too, if we do nothing then nothing will change. want change? do something
‘‘G force
Up to 9 G target maneuvers’’ to end of the sustainer motor on roland. now it cant handle 2g turn
Edit: ingame the Vt-1 animation shows that it also has a 2 stage motor.
It is true vt-1 only has single stage solid propellant motor, so the missile animation is incorrect. What they did not take into account is that the missile motor uses a low smoke propellant and the casing for the rocket motor is also made of composites specifically engineered to reduce the smoke. Guess ill have to write a bug report for that. There were also mentions of being able to hit 9g maneuvering target at 9-10km on vt-1 but that will be a way harder bug report to make. Even then, low smoke will increase effectiveness and safety of the sam. My first bug report on the roland’s smoke was accepted.
Sure, the sam is not completely smokeless but i have noticed that the color and amount of smoke can be changed, for example the sturmtiger’s smoke is gray which would be way harder to spot against ground and sky than white. Also, most missiles, while being low smoke, are not completely smokeless. As i made the bug report, they acknowledged that there is too much smoke instead of saying ‘‘not a bug’’ so i do expect some changes in the future. Has anyone reported the aim-54c’s smoke? Smoke has definetly one of the largest factors impacting combat capability in the current patch where detection of missile means a miss. Heres a video showing differences in smoke between stingers, amraam-er’s of nasams and the vt-1. Ingame Stinger and VT-1 has the same amount of smoke. https://streamable.com/hurip7
Took a broken event vehicle to fix the missile guidance months after the missile changes lmao… Meanwhile spaa players were basically told its a skill issue or working as intended… Yay
According to leaked information, in the near future there will be more aircraft (F-18, Su series, Typhoon,…) in terms of “balance” and business, they will don’t touch SPAA (they will even shadow nerf it) to let players enjoy and spend money on new planes.
As someone who grinds out AA as the backbone of my ground trees I think most if not all of them are a bit too adversely affected by the changes.
The Rolands (Roland 1, 2 and 3) are basically unusable. They struggle to hit aircraft and correct extremely slowly so that a simple roll maneuver will throw them off never mind a standard turn. They can still hit slightly oblivious helicopters but against any form of aircraft not called drones their responsiveness is too poor to consistently get them to get kills. (Experience in: XM975, FlaRakPz)
The MIM146s are fine. I see people in the thread saying they can’t hit helicopters at all but I would have to personally disagree. This is based off of my personal experience in RB but I’ve had very common games where I was able to shoot down 4 or 5 helicopters in quick succession with very little issue with the missiles themselves. I assume the problems start at very long (8+km) range as within the ~6km to 8km bubble of aircraft and helicopters it doesn’t have too bad an issue with hitting them. I will however suggest that the disparities might be because of targets engaged, as helicopters have proved significantly easier to beam compared to aircraft climbing at harsh angles even outside of the elevation angle limit issues on the XM1069. Overall these are the most ‘responsive’ SAMs I have used across the game so far even with the nerfs and I enjoy playing the vehicle as an AA. (Experience: XM1069)
For the Tor M1 (CN) I don’t have major issues as well. While the missiles are very large and not as responsive as something like the MIM146 + have some weird jittering in the autotrack mode overall they do their job fine. The range usually isn’t an issue and outside of inherent VLS system problems the missiles are performing fine in my opinion. (Experience: Tor M1 (CN))
SAM carriers that I have no experience with: ZPRK 2S6, FlaRakRad (did not buy due to missile nerfs), ItO 90M (also a VT1 carrier), Pantsir S1 (95Ya6)/ASRAD-R
With the introduction of newer, faster and now better equipped aircraft aka f16s, mig 29s helicopters radar warning receivers buffed, sam spaa need to be fixed. All we’ve seen from gaijin the last 2 years is an increase of cas vehicles, from helicopters to a10s, su25s, laser guided bombs etc and in the process off adding all of that they added one spaa that could counter all of it with ez the pantsir s1… But instead of trying to balance that vehicle they nerf’d (nuked) everything in the process. Cas was always and issue… But at least you had a counter… Now you arguable hardly have that, the issue is only going to get worse and most spaa in their current state are not set up to deal with it even currently. Gaijin admitted recently their testing needs to be improved before updates thanks to the losats woeful missile performance… All this does for me is question if they bothered to test any of the roland systems before these changes. Noone in their right mind would say the rolands are fit for purpose.
While I do agree with the fact that yes, current SAMs are for the lack of a better term just really ass, I also don’t think there’s only one side to the argument as a whole. I was playing with a friend who makes YouTube videos once pre-SAM nerfs and even as a fairly experienced player he would spawn his Tornado IDS (the 11.3 one with proper GBUs, not the 11.0 one) and then die within 10 seconds despite immediately pitching up and gaining distance to an ItO 90M because that’s clearly good game design.
Yes, airfield spawns do exist and you could also say that SAMs should be that good - but as someone who personally never had that burning hatred of CAS or burning hatred of SPAAs pre nerf I really don’t see this in the same way other people do honestly. The irony of the example given above by me is that it’s because planes spawn in at ~12km out from the battlefield at top tier currently - which is within the range of everything including VT1s, not just 95Ya6. People very often just point at the Pantsir S1 and say it’s broken for its range which has some merit and is a valid point since more full range often means a longer motor burn time, but I also struggle to see how it’s broken in that sense in the current state of the game just for its range alone when the ‘fix’ to people getting bodied so easily by unnerfed SAMs would be to push air spawns further out which only makes the Pantsir that much more relevant.
If I’m being completely honest I just take potshots at anything I have against planes because I just find it fun to shoot them down if I’m in a tank. I personally never had major issues with CAS outside of my team being gone past the 3 minute mark allowing those 3 Ka 52s to spawn in - which frankly isn’t within my control at that point and isn’t worth being angry about since it’s an issue of player retention and not game design at that stage. I find other, often more niche vehicles to also do anti-aircraft work (QN506 does wonders against helicopters) fine and I also like using FIM-92Ks which most people would probably look at and balk seeing the 10G limiter. I do agree that Rolands are absolutely gutted right now and from what I hear VT1s are in a similar boat, but I also disagree that CAS has only seen buffs and has only been dominant when pre nerf SAMs (and even current XM1069s from my personal ingame experience) could/can shoot down vehicles in quick succession which in SP would be a trade of around 2000 SP total for one 110 SP vehicle, not to mention all the other support vehicles with IRST/proxy.
I don’t want to alarm anyone here but the Rolands thrust vectoring/agility has been adjusted in a recent datamine so we MIGHT see a SPAA sam system worth using! I’m looking forward to trying it out on the dev server :D
I haven’t used it is game, however the roland 12/3 now turn better… How well they’ll perform in game i don’t know yet, in test drive it’s 50% better than before imo. It’s still going to suffer with that long range responsiveness