Spike is a missile that is now in its 6th generation. It became operational in the early 80’s. Yet every vehicle that has received or will receive Spike in the future, and there are a lot of these vehicles, is forced into high BR just because of that missile. I’m talking 80’s vehicles. They could be pushed as far up as top tier.
Another issue is despite these missiles being the most lethal ATGMs in service anywhere - they’re objectively worse than most 2nd gen ATGMs in game.
Various alternative implementation methods were suggested already, so I’m not going to cover these.
Gaijin, the end result should be:
Spikes become much deadlier in game (i.e. when they hit)
Spikes become sufficiently balanced to pit them against 80’s vehicles (depending on Spike generation).
If they just rework where the missile hits targets it would be enough.
Seems there is a RNG factor to it where the missile picks a random module to target.
This can lead to some very low damage hits. I’ve had a spike hit the very end of a tank barrel before.
If these missiles functioned properly they would be absolute cancer to go against no matter what BR they would end up at. Heheheha here comes the automatic missile, the very idea is unbalanced as hell.
Implementation methods were proposed many times over. It’s pointless to go over them again. But long story short - they can be made very balanced and even simply on par with 2nd gen ATGMs.
if spikes are ever made to be reliable (which they already are for some vehicles) all these vehicles need to go to top tier and be pitted only against vehicles with APS.
Having a “press button” to automatically kill without any warning isn’t healthy. There’s already so little counterplay to them on ground vehicle, they do not need to be stronger.
Like sure you can pop smoke, but for that you need to know it’s coming. IF they are made deadly, then forcing the vehicle to be in full LOS or the firing vehicle to be fully stationary would need to be drawbacks.