The current balance in Nuclear Thunder is becoming a serious issue

Right now, the Russian team has a huge advantage compared to every other nation, mainly because of the BUK systems. Their effectiveness against aircraft is simply on another level, making it extremely difficult for the opposing team to even get close to the battlefield.

Nuclear Thunder is supposed to be an intense, exciting mode where both teams have a fair chance to stop or protect the nuclear bomber. However, when one side has such overwhelmingly strong anti-air defenses, the outcome often feels decided before the bomber even takes off.

I’m not asking for Russia to be nerfed into the ground. I just want the mode to be balanced so that every nation has a reasonable chance to compete. Either other nations should receive comparable air defense systems, or the current BUK implementation should be adjusted to better fit the game mode.

At the moment, matches involving the Russian team feel noticeably less enjoyable because of this imbalance. I hope the developers take a closer look at Nuclear Thunder and address the issue in a future update.

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If it is as you say, then it should be fixed pretty swiftly.

Even to the point of either removing the buk from the mode, or, to give buk to the allied side to make it ‘fair’.

But if they did that on the tech trees for the normal matches (Because the issue extends to there) the common cry is ‘copy paste’, and that would also be the problem in doing the ‘replication’ to the allied side.

It’s a damned if you do, damned if you don’t situation.

But I do think things like this should be noted and worked on asap.

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Not only that, the existence of the KH-31PD means NATO airdefense is dead within 10-15 minutes. When I play NATO my RWR is screaming at all times, when I play Russia the RWR is whisper quiet outside of player radars after about 20 mins.

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thats what happened when country’s have different missile design philosophy’s

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The spaas in this reworked nuclear thunder are absurdly strong. The moment I take off from the airfield, I’m already being targeted and fired upon by buks.

I played a few matches and lost a few hundred thousand sl without getting almost any kills because I can’t even make it to the front line.
I’m not touching this mode again, as scraping the ground and treetops just isn’t fun.

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Gaijin wont fix the problems, just like last time.
unfortunately they don’t seem to care at all about these problems

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Real shocker, a missile from 2012 (KH-31PD) is better than a missile from 1994 (AGM-88C)

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and not only that, its a significantly larger and heavier missile and is over preforming pretty significantly with having an absurdly low drag for its design and too high of a fuel ISP

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I think make buk reload longer - like 10 mins to reload launcher. Always on radar for all spaa. Also allow lower br vehicles if atleast one of the vehicles is in the allowed range. Buff Samp T.

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It’s impossible to face Russia in this situation; I played as Sweden and got squeezed from both sides, the Russian side is “ez mode.”
The RWR only beeps when you enter the enemy base.
When playing on the American side, the RWR starts beeping incessantly from the moment you take off.
It is incredibly unfair to face fighters like the Su-30SM2 that can launch missiles, lock on, and scan while flying at high altitude, whereas you are forced to fly low because the Buks won’t let you go above 50 meters.
This situation is worse than a game of chance, because in a game of chance, you at least have a chance of winning.

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Weird gaijin said BUK was one of the worst spaas, you should be winning easily!!!

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Because it is; on paper Buk-M3 is a great vehicle. In practice is the opposite. And you’re comparing the performance of players (data that Gaijin uses) with how the AI behaves which is completely off the reality from the average player skill.

Is for a fact that AI anti-air are overperfoming in this game mode since the release in April, either overperforming or using the vehicles up to their limit which in this case the players would be the issue, which again is Gaijin’s source.

0.69 kill-death ratio is nothing sort of great but actually terrible for the vehicles that as you said ironically people “should be winning”. I’ve seen people dying to Roland anti-air system in Nuclear Thunder during the first phase, does it automatically mean it should have its battle rating increased?

newplot

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AI its op bc of its SACLOS tracking being almost perfect. While BUK being (SARH?) it has same performance as in the regular PvP mode as long as it has constant lock. Why you think almost no one dies to the HAWK?

In the april nuclear thunder buk was op bc it could lock you through terrain using sarh guidance. But isnt that the same result as an ARH guidance?

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KD is not accurate for the BUK due to launchers functioning independently

Buk-M3 is given the 9M317MA which, as far I’m aware, is a ficticious active radar homing variant of the 9M317M which is semi-active radar homing missile. Buk-M3 obviously perform differently from a player-controlled vehicle to a AI-controlled vehicle, Nuclear Thunder is proof of that; saying almost no one dies to HAWK is a bold claim to be honest, it’s very effective at long distance.

In game, the score is credited to the TELAR vehicle (launcher) but the actually credit is registred to the TADS vehicle (launcher). If it’s not accurate, how can we determine the performance of the Buk-M3?

image

In comparison, IRIS-T had, and has superior values in terms of kill-death ratio. I’m more leaned to believe that the 0.69 kill-death ratio on the Buk-M3 is somewhat accurate because I don’t think there’s a way to have a score the the TADS independently.

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think about it for a second

image

it is physically impossible for it to have a higher kills per spawn than kills per death unless it is counting multiple deaths per spawn

hence why the KD number is wildly inaccurate

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Ka50 Thunder Evolved Terminator Thunder Now Buk Thunder
average-buk-experience-v0-vzz3ixq7mlug1

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