its correctly treated as a proximity fuze, as there is no reason to model it in a more accurate way as it functions much the same from a gameplay standpoint, the way jagm fuzes itself is throught the milimiter wave radar.
said rounds being?
its correctly treated as a proximity fuze, as there is no reason to model it in a more accurate way as it functions much the same from a gameplay standpoint, the way jagm fuzes itself is throught the milimiter wave radar.
said rounds being?
Just because it benefits you doesn’t make it a “missing” fature as there is no evidence of how this sensor interacts. As i said could be added by game convention, but it is an added feature.
Thats not the case it clearly have a independet sensor.
For example the sargent york… you have the m811 and the m811 delayed fuze, other things also have this where delayed fuze rounds are separate, only proximity/instant or time/delay fuzes can be switched
how would the HOB sensor even get the data to detonate on a flying target by itself, we have examples of HOB fuses on other weapon systems and they use a radar, besides all of this is irrelevant to the actual argument that the JAGM is objectively missing the capability, the missile isnt very agile but it would make it much more effective against helicopters and slow low flying targets.
Well since they call it a sensor, there is no reason to belive that this is the device that is not in charge of measuring the HOB.
But said radar is not used for the guidance of the missiles itself, there is a good reason as to why missiles have indepdent proximity fuze, meanwhile m728 uses being the HOB sensor the radio transmiter-reciver.
that not very relevant though
It is when we have evidence that they have an “HOB sensor”, there is no reason to call it sensor if the mmw was if the JAGM fuzed trought their mmw as it would act like a relay not a sensor
Not to mention the agm 114 R is not a mmw guided missile and since they have the JAGM havesame HOB sensor it clearly does not triggers from the mmw radar…
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Honestly, the current balancing feels completely unfair. You pay the same for the UHT as for the Mi-28, but the difference is massive.
The Mi-28 outperforms the UHT in almost every aspect – it can consistently achieve 5–8 kills safely. Meanwhile, the UHT is lucky if it manages 3 kills with 8 missiles. That’s not even close to being balanced.
Please review whoever is responsible for setting it up this way, because decisions like this harm the game in the long run. Many players will simply quit if top-tier gameplay is broken like this.
Especially the Russian combo with LIMUR and KH-38 is completely overtuned and ruins any sense of balance. It just kills the fun.
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Hey everyone,
I’ve noticed a major balance problem recently.
This is how my matches usually go:
The issue: this tactic is basically always safe, because Russian missiles have an almost 100% kill rate.
➡️ Either these missiles need to be nerfed, or the spawn point (SP) cost for Mi-28 and SU-30SM should be increased to at least 1500 SP.
Otherwise the game balance is broken.
If I can drop 17 kills like that, then nobody can claim that the Russians are completely OP right now!
Maybe use your own thoughts and not that AI slop…
There is no AI. It is quite realistic that he did so many kills. But not because RU is very OP, but because the enemies are stupid.
So currently 80% of the game is running like this, and Gaijin can’t just let it stay that way
Look, there are so many topics only about Russia regarding KH38 and LIUMR, I think all these players are just making things up and wasting their time complaining about it in the forum hahaha, how can someone be so naive.
Currently the is a significant increase in RU/USSR player count and marginal increase in RU/USSR win rate due to adding a new SAM and FnF missiles for the Mi-28NM… the same thing happened last update with Germany, with the introduction of IRIS-T… and Leopard 2A7V before that. Another flavor of the month thing… nothing more.
At the same time we had a new FnF missiles for the US, but they’re locked to the new helicopter (AH-64E), behind ~515 000 rp wall, that’s why we dont see increase (not as much as RU/USSR).
If you use you cognitive abilities insted of relying on some “toster” to make the analysis for you, you might come to the same conclusion.
But after all critical thinking is hard and in currently some (wester) parts of the world is frowned upon…
-First of all, the new sams perfectly intercepts both kh38 and LMUR.
-Second. What kind of masochist do you have to be to see one player annihilating the entire team and not take any action?
And here the Russian nation is to blame, that people with new SAMs do not know how to distinguish where the AGM flying at them is, and where the enemy SAM missile spam is. I sat together with SAMPT for a while, and I saw how the players nearby were spamming missiles out of nowhere. And then they sat empty without ammunition. I understand that it is very difficult for them to look at the target’s distance, its speed, direction. You know, I am not surprised that you are farming so much kills. I have collected nuke twice with an Italian helicopter. Is it also very op? If It were Russian, you would clearly say that op. :)
People are complaining about somehting else… flight path jagm vs lmur why does the russian have it implemented like it should while other nations don’t?
it makes lmurs have high kill rate while hellfires/jagm not …
Hey buddy read the title of the thread, thanks.
It was already underperforming before waaay the update, it’s about time it goes down to 12.0 again, or it should get extra PARS launchers so that it goes from 8 to 12 and receive LFK-NG as its new air-to-air missile as the devs have no intention to give its proposed 30mm chin mounted auto cannon.
It’s far from fair, but you can still make it work, it just sucks not having any means to defend yourself against other helicopters and planes.
Also this update goes to show the level of BIAS and favoritism when it comes to Russian equipment. Gaijin’s has artificially nerfed the lofting profiles of all western AGMs to be less aggressive so that their effectiveness is more or less dictated by RNG but LMUR and Kh-38? Nah! They have extremely aggressive lofting and flight profiles straight out of a Javelin missile.
all three are protected from above in game
I dont know where you got the idea that MI28 wasnt but it is (IRL is isnt but gaijin hasnt modeled that for some reason)
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