The MI28NM problem

As someone who knows a lot about how to engage Jets and Helis properly with SAMs of all types, your failing to mention 2 important factors here.

Firstly multipathing and the currently bugged proxy fuse. Helis for whatever reason at low altitude are all but immune to ARH missiles. WHICH I should point out especially on the CAMM and CAMM-ERs shouldnt even exist as these missiles SPECIFICALLY are designed to engage sea skimming missiles where multipathing SHOULD be apparent and is in use today by the British goverment on its Cruisers and have recently just got an order for these by another NATO member.

Thats why even SAM systems like the BUK suffer because, now they have experienced what it is like to engage a heli with ARH missiles and its inability to hit the intended radar signature because of the unrealistic nature that is multipathing in game.

YOU then need to factor in the control/easeability between SAMs vs Helis when firing munitions. what I mean by this is simple really. in helis you simply zoom in, press lock button and launch with VERY WIDE FOVs thanks to good gunner sights.

In SAMs this can be done in 2 approaches but both of which still present “time-to-engage” problems. that is you bind the keybind to swap targets (assuming its not in your radar deadzone) and you simply fire, switch, fire, switch till all munitions are depleted.

The other method is using the new radar screen which when you have 2 helis and a jet flinging HK38s and LMURs, that far right menu where it lists all targets (even when filtered) can still get filled to a point its hard for someone even with good knowledge to engage all missiles and take them out.

THEN we need to factor in the bs ability to re-arm at a helipad with no consequences and effectively launch another volley of LMURs or JAGMs etc. add all this together and a single SAMP/T can be overwhelmed and killed by a heli sitting above tree top, abusing mulipathing and all a SAM can do really is engage the LMURs before its run out of ammo and cannot re-arm (even when crate is depleted) if CAPs are to far or contested.

The only way to curb heli spam with FnF munitions is make helipad re-arming cost ticket bleed OR you spend the cost in spawn points to re-arm the weapons so if you dont have enough spawn points to re-arm then you cannot re-arm

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I think cheapening air-to-air loadouts for aircraft would also be helpful, though maybe not as helpful as just taking out laser-guided / optical-guided munitions…

In my opintion the main problem is not the missile itsself, it is that the helis are basically invincible. It doesn´t even matter is the Heli is high in the sky or low to the ground but no SAM wil track and will just reflekt like from a fucking force field. Im a german main so i play the IRIS-t and i understand that Helis are build to emit a low heat signature, but it´s just gamebreaking that ther are 2 Helis 4km away and I have no way of getting them down.

Flarakrad???

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To add to your comment, aster 30 managed to intercept a missile flying 5 meters from the ground.

You shift blame like 2025 zionist. I’t’s not Unreasonable to ask for the clarity of PARS, CM502, SPIKE and JAGM flight trajectory that are modelled incorrectly while LMUR gets it correct the first time.

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are you for real ? haha
maybe if gajin didnt magicly make every russian weapon work (LMUR) while leaving nato ones in a half backed state we wouldnt have that problem.
how come only the Lmur gets a propper top down attack and not any other FnF? you cant even blame it on balance anymore, arguing it woult be too powerfull since we got the Lmur now doing exactly that.

its simply unfair. (and unrealistic considering how well known the attack profile (loft) for the hellfire/JAGM is)

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image
yeah bro this is so fun

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Sir respectfully, you dont even have top tier, and havent seen the situation for yourself, I have to say having played it, the Mi-28 is very strong rn, way stronger than ah64e (havent played it myself but have survived up to 7 missile hits in an unarmored vehicle from it (jagm)). In my experience the LMURS always kill when they hit (some rare exceptions). Also its no wonder that toptier rn is 15/1 russia player for every other nation. This is not russophobia, its just plain reality !

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I aways knew when we got to that phase in air to ground ordnance it would get to this…and the only reason they are this insane is because handheld features like the fake multipath…no bias only handhelding bs that the community doesnt wanna get rid of…

16 are much better at sam saturation but let’s not talk about that. Then, both choppers fly better than mi28
I have seen everything myself in up to 11.0. with people whining about 2s38 to no end and i see myself that the devs struggle to fix 40% winrates on russian team and have literally no idea what to do.
Sonething need to be done.

out of the 16 missiles you can get max of 5 kills which I saw with my own eyes…
out of the 8 missiles of LMUR you get 8 99% of the time…

my man you have agm-65 mavericks with 51kg of tnt explosive power and don’t get one hit kill while LMUR has less then half of that tnt and it gets almost 100% Kill ratio… now going back to hellfires and jagms… the flight path they have makes the missiles hit the hardest spots on tanks or vehicles making them unreliable… you can simetimes shoot 5 times in a pantisr and it is still alive…

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This is very sus. I’ve also noticed strange things for example BOUNCE by 122mm on something like a tiger. While it should in all cases render inoperable. This game doesn’t do well in extreme cases with powerful weapons such as 122 152, mavericks. It completely ignores things like muzzle energy
But before one draws conclusions on new choppers maybe level them up and play some? No that’s not what we do.

  • spawn a spaa (itO)
  • drive for two seconds
  • see a copter ducking briefly in the distance
  • the time it takes me to stop and aim, the guy sent already 4 missiles
  • the copter ducks into safety
  • everybody and me die

thanks gaijin for these incredibly balanced missiles

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Literal definition of taking things straight out of your ass lol.

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Sure thing buddy like there is not enough videos of that on youtube… yes those stats are right from the ass but still the amount of hit and kill rations in LMUR vs HF and JAGMS is quite interesting isn’t it?

Tell me this… why is the flight path of LMURS correct while JAGMS not?

Tell me why do I have to level up something I don’t enjoy playing but 12 years in this game (now more i belive) does give me the right to call BS on things… you know you have eyes and can watch gameplays on the internet and compare both missiles their flight path and hit to kill ratios and get an accurate conclusion… same was with 2s38 same with ka-50 same with pantsir…

It is always the same people yelling … GET GOOD… UNLOCK IT FIRST… K/D SUCKS THAT IS WHY…
Well guess what kd in this type of game can differ you can have a good KD by staying in the back farming kills and does that mean you are good in the game when you don’t play the objective as intended?

As a grown man with a healthy brain I can see details like you see them and I can’t belive you try to defend somehting blatantly obvious like for example the know flight path of both missiles… tell me now why does it differ… if they made the fly path of those missiles similar I would bug off this thread becasue that would make the missiles (JAGMS) more deadly… the agm-65 topic is for another day why 51kg’s of TNT explosive dont get into account when droping on a tank…

indeed, everything else aside, the flightpath of the lmur is easly visible in the game / replays and you can see that that one does propperly top down attack unlike any other fnf

there is no reason for speculation, the lmur is OP since i bet the devs spend 50% of the time on this missile alone and figured that the “normal” attack profile of any other fnf on the lmur gave them to many “hit”

Having 16 missiles is infinitely more beneficial to you as a player for obvious reasons, even with the slightly less killing power.

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slightly less oh please