Spikes missiles and equivalent should be buffed, a lot

We had bug reports from two years ago for the spikes still not accepted. Remember it’s a single number in the data files they need to change to fix this issue. Maybe with the BMPT dominating they will buff spikes.

yeah a skill issue /s

but youre so right actually spikes are amazing for getting assists with, if i ever need assists just gotta use the freccia (a shame that 10.7 has been miserable recently though i normally use the kf41 and freccia at like 11.7 or 12.7 not 11.0)

Only being an assist machine when the spike is a pretty punchy missile with a very good track record in real life does make the underperformance quite obvious.

If these missiles actually worked the CRV, Freccia, Jaguar and whatever else with it would all be considerably higher in BR as they would all have a couple garanteed kills if they arent silly with their placements

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but have you considered that currently spikes are like gambling and therefore give great dopamine when they do work?

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This is just like the brimstone all over again. Brimstones nerfed in game for being too op IRL. Spikes are nerfed in game as well.

Gambling rush may work for you but i like consistency, when my missile may decide the blade of grass to the targets right deserves to die more im not a fan

Yea kinda is like brimstone in several ways (at least for how it would work in WT)

Both have LOAL missing.
Both should have functional self-guidance as well as manual guidance but are currently stuck with poorly working half capabilities.
both have other options on the same battlefield that work better for no reason other than questionable russian modelling.

Both also wouldnt break the game if they worked like the players wanted (spikes actually hit what they lock and Mode 2 for brimstones) shame really

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Smoke grenade:

yea but that requires the player to spot the thing. Not always easy to do at all, not many tanks have an APS thats either working or able to block it as a backup too

And if a player doesnt spot a beam riding atgm?

well they get hit dont they?

So… whats the difference? Spike carriers already have the downside of low missile count to contend with besides the freccia. This is already enough to offset the automatic nature especially when as I said, a single smoke launch breaks the missile

The problem right now is that you dont really need to even pop smokes at the moment. their targeting is poor enough that they at most usually just break your track or miss fully.

only getting a couple of them means that you get vehicles at a BR where they theoretically should do fine or overperform but are often functionally useless

How can firing off a spike in any way shape or form be a skill issue? its literally all up to the game it involves no amount of skill on the players part.

where you fire from, angle of the enemy, what vehicle the enemy is in, what angle your tank is on, if youre in the freccia or vjtf are you lofting it extra, are you moving while firing, are you shooting at someone who is smart enough to smoke and reverse

it is definitely not literally all up to the game

and anyway that was a joke

No it doesnt as the missile will either go directly or loft on its own, and actions of the enemy player don’t revolve around your own skill as well lmao, anyways I’m willing to bet I have more games in these vehicles across a much larger stretch of updates, the spikes are performing horrible right now completely inconsistent, and this is with the freccia where launching 12 spikes a game isn’t hard meaning this issue just grows massively on the other vehicles that lack as many spikes.

which depends on the range to the target

not difficult, i only have like 200 games between the freccia and kf41

i got the freccia the day after it was added to the game

half my experience with spikes is in the kf41

yeah obviously they dont, but it does depend on your to judge the enemy actions to find the best time to fire a spike lmao

spikes are 100% not “all up to the game” because literally nothing is, you are the one who chooses what to fire at and when to fire them, if you fire at a moving target who is about to go behind cover is it your fault or the games when it doesnt hit?

Yeah but clearly I’m not talking about missiles that are bad shot I’m talking about the missiles when they make connections to the target and proceed to give you a hit. If I’m shooting off twelve missiles in a match and coming back with maybe 2 kills and three assist with all the missiles hitting that is still six or seven missiles that hit the target that did so little damage they couldn’t pick up an assist on the enemy.

hehe

but 6-7 plus 5 is being incredibly generous to yourself that you manage to get 12 good shots off with spikes even if you have 1000 battles with spikes i find that unlikely, especially in the freccia where you have enough spikes to take riskier shots

in my experience with spikes only getting a hit and making a bad shot go hand in hand, if i play super patiently and only make good shots with spikes i 80% of the time get crits

also dont forget that if you crit someone on like a gun or track and they repair you often dont get an assist