The Namer IFV series should recieve an Ammo Box to fix its major issue

i read your OP again and I misunderstood, I thought when you talked about how bad the missiles were you were asking for them to be buffed as well as the amount. That is my bad, I didn’t read/undestand it correctly.

It changes my opinion for nothing though. Adding more fnf missiles for potential free kills I think is a bad idea. Even if you’re not asking for more damage, which again I misunderstood. I still think 4 is fine.

You haven’t used them. A single dead tank between you and your enemy completely mitigates that. Secondly, if you’re paying attention, a single pop of smoke destroys the lock.

Suggesting that you can counter an AIM-9B because you can out-G it but saying that you’re too lazy to perform basic countermeasures against a spike missile is strange.

S M O K E
C O V E R
A W A R E N E S S

It’s that simple. I’m sorry. I do play against them constantly, and I rarely die to them. I can physically count on my fingers how often they kill me, and I’ve played those Batteratings extensively.

Use your handbreak by pressing “S” and stop inside the smoke. You can also utilize this really awesome new feature Gaijin added called “Missile Evasion”.

This post isn’t about buffing the spike, it’s simply for an Ammo Box because the Namer becomes useless for its team when any round glances the turret.

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There is no dead tanks off the starts. The sprint on open large maps there’s rarely cover because what protects you from tanks doesn’t protect you from the vantage point of a missile. The smoke doesn’t help you because you’re already out of the smoke if you’re sprinting and going fast enough.

The smoke will go behind you and when you’re hearing a missile at a full sprint you’re already not in a position to stop and go back. It’s too close. I’ve said it over and over again. Sitting in a place when you’re positioned is different from the break of a game when there’s no dead tanks, and everyone is scrambling for position.

Few people first spawn the Namer at its BR. And even when they do, just smoke.

This is just a bad idea. Full sprinting in the open ain’t a good idea. Any stray tank shell is gonna deal you in just as easily.

I have to assume you’re referring to Eastern Europe and flanking to the forest, which will get you killed so easily.

Anyway, back on topic.

Not specifically about the Namer (Because I have no experience with it), but Gaijin’s bizarre insistance on giving ammo boxes to TDs and SPAAs specifically, and ignoring all other vehicles, is just odd.

Take for instance the Type 60 SPRG and the R3 T106. Both are equipped with dual 106mm recoilless rifles with 10 shots. However, the SPRG is classed as a TD, and gets an ammo box to help it with it’s miserable ammo pool, while the higher tier T106 has to pray to god that it’s team has map control to allow it to rearm.

Same with the Raketenautomat and USH. Same guns, but the light tank with less total ammo gets no ammo box, while the TD with more base ammo gets one.

Meanwhile, the vast majority of TDs do not need ammo boxes, they can already carry far more rounds than they’ll actually use.

Ammo box availability should be based on need, not on class.

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Funfact: Calliope, Panzerwerfer 42, M26 T99 have ammo boxes too for there Missiles

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Lol, as valid as opinion of a chicken about KFC assortment of sauces.

Yeah, definetely. People who both used those missiles on daily basis and got shot by them should stop giving feedback. While genius players who have their valid opinion on topics they have no idea about should share their sacred feelings. Yeah, sounds about right. XD

Doesnt the Namer have a really bad turret rotation speed too?

No. Ammunition boxes shouldn’t be the solution to low ammunition loads. It is incredibly unrealistic and overpowered mechanic that shouldn’t be added in the first place. Players need to learn to CONSERVE ammunition and fire it sparingly! Magically getting twice the amount of ammunition with practically no drawbacks shouldn’t be an acceptable thing for War Thunder to begin with.

And ammunition boxes were added to TDs and SPAA only for a reason. Because Gaijin thought every vehicle class had to be special and have a special power. Light tanks like Namer or other Spike carriers already have scouting and artillery. They don’t need more perks.

You see, the reason why we would like ammo boxes for the Namer is because it’s hard to be conservative with spikes, possibly the most inconsistent weapon in the game. Of course you shouldn’t fire them off at targets that are near corpses, too close for the spike to land, or could be taken out more easily by your 30mm. This doesn’t quiet the fact that, even when given the chance of a lifetime to take something out with a spike, unless it’s a heli or a light tank, you have maybe a 30% chance of taking it out with one spike.

If not ammo boxes, 2-4 more spikes would be an amazing addition to the Namer, and I don’t see why it would be bad to do so unless the spike gets buffed enough to become a free kill machine.

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The vehicles that needed this mechanic didn’t have the option to fire sparingly. Most notably, missile based SPAAs. You have to fire at every target that gets into range, because allowing them to close the distance gives them more time to locate and guide a standoff range munition right on top of you. You do this knowing that at longer ranges, and against aware opponents, most of your shots will miss, because the alternative is just dying without at least forcing the CAS plane to stay at a distance.

The OSA has 6 missiles, that is at best 6 kills if you’re fortunate enough to go up an entire team of the blind and deaf. You’re then forced to take the massive, slow and defenseless house of a vehicle into a CAP point if any more show up.

What about IR guided SAMs? These just miss of their own volition half the time, there’s nothing you can do to ensure a better shot when the seeker has a mind of it’s own. The Shilka M4 and Antelope only get 4 missiles each, and neither can realistically reach a cap point to rearm.

Switching back to TDs, you have the SPRG, which has 10 shots to make two very difficult to aim and inconsistent chemical effect shells work. It’s all good and well to tell those players “Just don’t miss”. But unless you’re always getting the drop on your enemies in every engagement, you’re going to be forced into making snapshots.

The Sturm also benefits. It has access to proxy-HE missiles which make it a decent counter to helicopters. However, the limited ammo load means you can’t carry many of them, and every time you try to switch you’re wasting ammo. To be clear, this is punishing players for not having the psychic foresight required to know when a helicopter is going to show up, and for not knowing that someone else will kill the helicopter first.

I could go on, but I think my point is clear. Limited ammo is not a fun or interesting restriction to play around. It merely places a harsh upper limit on what certain vehicles can do, and penalizes them for things that aren’t there fault (Like having a team which doesn’t control any cap point to allow for rearming). Adding ammo boxes was good for game health, and should be given to any vehicle that’s held back by their ammo supplies. Let them be balanced by their own merits, not the goofy restrictions that Gaijin’s gamemode force on them.

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I think it could probably be a good idea. I’ve fought a lot of Spike carriers and it’s not very overpowered. The Kornet is way stronger in my opinion. There have been quite a few times where a Spike was fired at me, I killed the carrier, popped smoke, and the Spike slammed into the ground. other times it just hits my turret cheek and does nothing. Even if I don’t kill the Spike carrier, they can only do that 3 more times at best.

I have used Vilkas with the Spikes, and I think that being inconsistent is a feature (in-game) unfortunately. It doesn’t mean we should get access to more for no reason. It’s a large trade off. The Spike might be one of the least consistent missiles in the game, but it is also one of the safest to use. You can simply lock them on using commander’s sight, barely exposing yourself, and then go back into cover. It’s often hard to even spot the launches. Having 2x more Spikes on every vehicle that carries them would be extremely cancerous.

Many maps we have in the game make Spikes barely usable as ranges are just too short.
What’s Namer gonna do when it fires it’s 4 Spikes, use it’s 9.7 autocannon to fight top tier MBTs and be really slow while doing that ?

Those vehicles are sacrificing a lot just to have 4 unreliable missiles, I don’t think it would hurt giving them 4 more.

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Yeah.

its really slow for no reason, like its a modern modification of the Merkava 4 its not going to be slow to move its autocanon

That’s the issue of the entire game.

We shouldn’t be giving a magical 2x missiles buff as a band-aid for this. Besides, it doesn’t solve the problem of tiny maps in any way either.

But that issue is directly making those vehicles worse overall.

Them receiving more missiles will make them stronger on more open maps to compensate for their uselessness on smaller ones.

I don’t believe 30mm and Spikes being in a box is unrealistic tbh. I also don’t believe it’s overpowered.

The issue isn’t conserving ammunition, I can do that just fine. The issue is that if you get hit by any projectile at all in your turret, you become useless for the rest of the match.

I’m mostly looking to mitigate the issue of you becoming useless. Rearming on only a point is really rough when you often don’t have one. I would not be opposed to having reload points in spawn, but people didn’t want that.

I’m not asking for a perk, I simply want to fix the main issue facing the Namer.

When you’re ammo racked you may survive, but you hemorrhage all your ammunition in the process. Because of this, you might as well have not survived. It’s often that you cannot get to a point to rearm simply because you don’t have them.

only getting 4 ATGMs no matter how poor they are still sucks. like the Fahris gets ten TOW 2 missiles at 10.0.