I’ve already gone over this before and you are not me, there is no way for you to know how reliable Spikes have been for me (oh, right, I forgot that my K/D totally shows how many times I’ve disabled enemy tanks using the Spikes).
You (and others) are expecting it to just keep getting you free kills, instead of treating it as a low risk, low reward tool to just harass and cripple the enemy.
So I am correct in saying that it is too strong, me being able to literally just look at the specifications and looking at gameplay led me to that conclusion, but I still can’t call it too strong?
But instead of it being my K/D, now it is your assumption of me having it only ever seen being used badly, which might make me believe that it is weaker than it actually is?
Which isn’t even the case, because bad players performing well in it is a sure sign that it is severely overpowered in the hands of a competent player.
How would you even know what kind of players I have seen use the Pantsir?
Let me guess, next thing you are gonna tell me that I couldn’t have seen many players use the Pantsir because I haven’t played top tier enough.
Exactly, because you only can see a tip of an isberg.
Right now spikes are garbage and I will gladly explain you why.
First of all, its pointless as a weapon of “disabling” vehicles, because spikes are almost always paired with bushmaster which is nearly useless against T-series tanks and struggle to finish disabled tank off. Whats the point of disabling vehicles in wt if you can just kill it with other light tanks? 2s38 can easly oneshot tanks with its 0.5s cd gun while being at lower BR. And im not even talking about conventional light tanks with 105/120/125 guns. Im not sure about freccia, because I dont have it and I cant judge its gun based on my experience.
If we take spikes as a “disabling” munitions, there should be good quantity of them. Everything except freccia and cv90mk4 have only 4 of them which is a joke. And ofc those vehicles dont have bmpt treatment.
Even as a “disabling” munitions spikes struggle to perform, because absolutely most of the time its just doing nothing damage wise. Im not even talking about killing tanks.
There are multiple ways to tweak its effectivness:
increase amount of missiles. All spike carriers have alot of free internal space used to transport infantry and supplies which can be its own munitions.
increase probability of kill/heavy damage in exchange for much longer initial lock time or increasing its ins drift so smokes would be more effective against it
What the hell is that logic? It is obvious to (almost) everyone that the Pantsir is too strong, everyone can look at it and see how much better it is than the other SAMs, but according to you, only the people that have used it are allowed to call it too strong?
I’ve already made my points in this thread and had a lenghty discussion about them, I am not going to discuss that again, as it is off-topic
Given this is talking about your KD/KS in spike launchers the point is that you are not good in them. You dont have to have a KD of 7 to be called good, but generally atleast KD of 1 shows that youre able to get 1 kill from 4 spikes per death.
To just further drive the point in, youre saying that the Spike launcher vehicles are in a good state because “it cripples” enemy tanks, but even that alone is not true.
A vast amount of spikes tend to end up either damaging purely components that will be repaired as if no damage was ever done to them or hit something that doesnt matter or cannot be penetrated. Like hitting a machinegun or the turret cheeks.
And thats even without counting the absolutely lackluster amount of them you can bring. In a gamemode where MBTs are able to drive around with up to 40 shells of anti tank darts you are running around with 4 missiles that are unreliable and an autocannon with generally mid to shit post pen and low RoF.
Combined in only Vilkas and Puma VJTF i got over ~2.4k games in the vehicles, thats a lot of experience so when someone who plays these vehicles says that they have a genuine problem and you start throwing around random sh*t like you know what youre talking about its genuinely infuriating.
I have plenty of game time in SACLOS guided ATGM vehicles as i do in FnF systems. FnF ones simple just arent good. Only thing that makes spikes relevant is that you can throw them and then hide. Thats it.
On every other metric they are worse than missiles you can guide via direct LOS. Even Spikes that can be used at close range are unreliable.
Stop saying “you have great time with spikes” when you have barely got like 120 games with spike vehicles and cant even get a flat KD. Its the most ludicrous thing you have said in this entire thread.
The vids show skysabre being unable to intercept slow glide bombs. Any other ARH or SACLOS system cough cough wouldnt have similar issue.
That being said atleast the skysabre is from the ARH systems one of the better ones.
The overall data shows a pretty problematic picture
It isn’t even surprising to me that the USSR tree makes up around half of all CAS whenby far the most kills and deaths also are made up of USSR vehicles
Who are you making this clear for? I know its capable of intercepting things ranging from drones and glide bombs to cruise missiles. Whats the point of this?
Not for you, but for anyone else, who might not know this. Not everyone here has any idea about that system, nor they are expected to, so I wanted to clarify it.
Well, there are a few things like Decoys (e.g. ALE-50), that could act sacrificially to effect the defeat of both Radar and IR missiles(a fairly recent development). By seducing the seeker and causing the proximity fuse to action early.
So there are options, just none we’ve seen any sign of being implemented.