The Pantsir SM-SV is Simply Too Strong, Russian Bias as Clear as Day

uhu, my aim9x are duds 80% of the time

“queue circus music”

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it isnt though, there is no advantage a medium range system like the pantsir gets from being saclos or at least there shouldnt be, something like the starstreak still makes sense as its a short range beamriding missile, but ingame the only advantage pantsir should have is ammo coun.

It is no where near 70 percent mate lol. Russian winrates are high right now but over 70 percent is just not true.

It’s not been hard to fight them since it was added. The BMPT is what’s massively skewing win rates.
While I do not agree with the addition of the newer pantsir as the old one could manage the intended job of this one in a balanced manner.

Acting like this thing is again some hyper OP entire game swinging piece of kit is a bit much.

The extremely one sided games are not coming from the SMSV they’re coming from the swarms of broken IFVs knows as the terminator.

lol most my games I’m against russia dude, hence why I’ve lost as many. I’m also playing Italy and France, france of which I use the super etendard as cas at 12.7 cause I’ve nothing better yet.

Hence why ramming more broken bad ideas into the game isn’t the way forward.
We straight up need two or three patches of pure fixes and balance.

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It’s not been hard to fight them since it was added. The BMPT is what’s massively skewing win rates.
While I do not agree with the addition of the newer pantsir as the old one could manage the intended job of this one in a balanced manner.
Acting like this thing is again some hyper OP entire game swinging piece of kit is a bit much.
The extremely one sided games are not coming from the SMSV they’re coming from the swarms of broken IFVs knows as the terminator.

While I don’t think the SMSV is so broken that it swings the entire game, its existence does help skew those wins pretty heavily. The BMPT isn’t as strong against NATO 12.7-13.0 lineups compared to its standard 11.3 sitting (still very strong obviously), but the existence of the new SMSV does bring things back to when the S1 was running the show - Not only does Russian CAS get more freedom, enemy CAS is much less of a threat. I’ve had numerous games where a solid non-Russian CAS run can wipe out those spawn-camping-W-holding BMPTs and turn the tide of the game when they’re locking your team into spawn, but with the SMSV being as strong as it is, especially being able to sit close to the front line as well, the Russian side is much more protected from all of ground’s biggest weakness - aerial threats. Regardless of how strong NATO MBTs are, a KH38 or LMUR to the dome generally doesn’t care about how much armor you’ve got. SMSV can keep CAP/CAS away and Non-Russian teams generally don’t have much that can deal with MI28NMs from the ground.

Just as with the S1 originally, this definitely causes enemy teams to drop like flies when there’s no hope/reason to respawn or jump in CAS because the Russian team is sitting on your doorstep and you’ve got nothing to challenge them with.

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I just watched 2 BMPTs and a BMPT-72 take out my entire team in a matter of about 4 minutes xD on fire arc mind you.
These things while are killable by the high BR rounds are still absolutely broken in their damage models.

SMVM hasn’t managed to keep my CAP away, it’s kept a couple of my AS30Ls away but that’s aboutit.

The original one was no where near as good as it was made out to be, it was good don’t get me wrong. But the newer ones capabilites as you say to take down munitions is what makes it such a benefit for the ground forces.

Sadly even if some NATO teams had tanks with 2000mm APFSDS, they’d still find a way to only hit the taillight on the BMPT and then die to it. As I mentioned, the BMPTs are still strong at 12.7+, they’re just a bit easier to deal with while in a top tier tank.

I will note that with FOX3s existing, CAP can play a bit safer/away from the battlefield, but even if the SMSV can keep you away for a couple extra seconds/make you go the long route around, it gives more freedom for the KH38 deployers to do their thing.

I heavily disagree with this. I’d actually say that the S1 was better than the SMSV when it was king of the SPAA. It existed prior to FOX3s, so all CAP was much more limited in range (aside from the R27ER) and had to stay closer to the S1’s bubble, FnF munitions were limited to extremely slow Mavericks, and other munitions like dumb bombs and LGBs meant the CAS jet had to go slow which was a death sentence against the S1. Jets also spawned at ~17KM then, meaning that enemy jets were already in-range of the S1, which no other AA could even come close to, nor did any jets have the ability to detect the S1’s tracking radar.

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Aye , though i will say their damage models are so random sometimes they die one hit then others they soak DM53 like it was a 90mm AP

It depends entirely on map TBH, if you’re slinging ARhs but they got terrain or cover it’s a kind of moot point.
They can lift up fire the 38s then drop again , if I can do it in a Jh7A or a Super etendard a Su30 or such can too lol.

Oh it was still by far the best SPAA when it was the top dog, not arguing that, just not by such quite a large margin as folks made out.

most SPAAs were limited, then they added as well these radar screens which was a huge buff to them all as well.

the LSGB I used to use on teh F15A as CAS and was fine, on any other platforms it was not an easy task to do though.

yeah in range of it but at those ranges the Pantsir was extremely easy to dodge, only if you flew straight wouild it hit reliably.

I personally believe we’ve spammed too much modern kit into the game wayyy too fast.
And it’s let to this sort of super compressed, power crept mess we have now.

Air BRs should or could be up to 16, GRB up to 14.0 without issues.

so my opinion on teh SMSV, while I don’t have too much issues with it, it was not a necessary addition by any means.

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What do you mean there is “no advantage” or “shouldn’t be and advantage” and then compare it to something like a starstreak and then say the only advantage should be ammo count.

You’re just saying it should be bad “just because”.

Hey so is this true or not true, what’s the verdict on this. Are we saying it’s overpreforming fragmentation wise?

I’ve seen a lot of comments debunking this so I’m not sure what to go off of anymore.
@BasherBenDawg8 @AspectOfTheRAGE and @kedrigern since I saw you all make a comment on this.

TBF the average joe doesn’t know how to play such SPAAs to their fullest potential.

I can’t count how many times I’ve seen the typical SPAA player spawn in at one of the spawn points and just stay there with their radar display up at all times and shooting at every target that pops up on their UI.

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So the conclusion would be that calculations are pointless at predicting performance. Because values that gaijin puts there are a result of their inner testing to bring the veaponry to the performance they expect from it.
Keywords are THEY and EXPECT. And via combination of all stats we still have inhuman level of overperformance both in speed and lethality.

Lol okay, why don’t you provide some input then

because the input you provided right after this comment is just as circus worthy.

A clown sees a circus even in the middle of university

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Yeah I know what you mean man.

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I honestly agree, but this thing is so brain dead easy to use once you know how to actually switch targets so that the missiles guide on their own

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Is there any proof that it’s overpreforming in terms of speed?

And weapons we don’t have a lot of info on Gaijin does this too a lot, but the current missile the Pantsir uses, a lot of sources reference the 1700m/s stat, some say 2000m/s or even 3000. Gaijin very likely went off the common 1700m/s that’s been stated the most along with the 40km maximum flight range.

The Warhead mass in the SM-SV’s blk file is set to 25kg, the fragment count to 3500.
Assuming that the 0.5kg explosive mass isnt included in the warhead’s mass, then each fragment would have a weight of 7.14g (given that nothing else is considered to be part of the warhead’s mass value).
If the explosive mass is considered, then it’d be ±7g/fragment.

Idk if using damage to energy conversion from the .blk files is all that reliable, given that I dont think these values are intended as an accurate relation of energy.

Idk what kind of fragments they used in sm-sv’s missile but for example;
Puma’s 30x173 KE-TF/ABM (PMC 308) should have (i.e. currently doesnt) 162 fragments each being 1.24g, i.e. 201g of fragments in a 360g projectile (no clue what the diameter is)

(not available ingame currently) 57 mm PFHE Mk. 2 (kulsgr m/70Z zonar m/70(V)) has 1200 fragments, each with a mass of 0.25g and a diameter of 3mm (total fragment mass = 0.3kg in a 2.4kg projectile).

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Basically it’s not overperforming in terms of speed (maybe, it’s rusian after all) but in energy retention. It’s still like mach 3 at 36km IIRC, which is just pure bs.

What makes you think that now would be a good time to add ARMs?
Do you really think they would improve the situation?