Spikes are immune to smoke

Like the title says. Spikes are IR guided munitions,meaning smoke grenades should counter those and break the lock. And yet the missile apparently ignores the fact its seeker is literally blinded. The Spike doesn’t have backup guidance like IOG,meaning once you deploy smoke,it shouldn’t even go on the last recorded position.

And yet,the only way to counter Spikes is to preemptively throw smoke grenades, otherwise you’ll be dead. This is a game where Thermal sights are blinded by smoke,but IR seekers are not.

When are you gonna fix this Gaijin?

Ah yes, Spikes.

Infamous for working exactly like intended and being a very dominant missile on the digital battlefield.

But in all honesty yes they should be stopped by smoke, but given their already incredibly lackluster performance, do they really need another nerf solely for the sake of realism?

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Just move, if you don’t move after smoking they just fly straight into you.

Fyi, ESS doesnt do anything to IR seekers

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I have a stupid question, IR in general are affected in game by clouds? I mean both air to air or SAM

For the initial lock, yes. Clouds will help block the seeker.
After launch, no. It does not seem to affect them after the are fired.

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Yes but not just a switch saying y/n.

All IRs shares the codes at different channels so AAM performance against clouds can describe all IRs.

For AAM, there needs to be enough thickness of cloud to lower the enemy signal below Acquire level, however if you launched before that, Track has a lower signal strength requirement so we often seen ir msls to hit across clouds.

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How would you properly balance Spikes anyways ?

Complaining about spikes? Really?

They are underperforming in nearly every aspect…as they are now their best use is against helis.

Let me guess this happened to you one maybe two times and now you think its unbalanced

and since when you are dead after a spike thats like a 1 out of 10 thing