I one shot a Strv 122B PLSS with it once using the 95Ya6M, to be fair it was a kilometer away and it was side on but still
That’s the thing with russian SAMs, in game they have energy for their entire range bracket.
For other nations, apply the following formula :
- Take the max range
- Throw it to the trash because it’s useless
- Now take the 15km mark (or 20 for type03 and Asters)
- If the missile travelled as much its not that dangerous
- If not, just notch or multipath, if it’s an IRIS-T, you should be dead, unless you have LDIRCM or if you can lead it into the dirt
Yeah, you forgot the crucial part there. Just deploy a random payload, it will be decoyed even if its a drop tank.
Damn this thing is that sad ?
I though it only applied to Manpads… Naive me I suppose
i’ve noticed that the general pattern for range its an issue with drag, gaijin has insane drag multipliers for other missiles, and the ones that dont suffer this as much are russian missiles like the pantsir’s and the IRIS-T SLM
Well
One would think it’s easily fixable
Yup that proves your point i will say.
Also :
what the hell is that noise at 0:08 ? I hear it all the time on desert maps, and i can’t understand what it is, it’s driving me crazy X)
I think thats some kind of an animal, a bird maybe?
what does this have to do with what I said
I know you’re the person in the pantsir slinging the damn missile at the F15 lol.
it’s hypersonic I know how fast it goes lol, at closer ranges it also means it struggles to turn as hard as the thrust pushes it more.
tell me you know nothing about missiles without telling me you know nothing about them
the fact the missile booster pushed it into thinner air means at those altitudes even if it’s going up it’s far more likely to actually hit the target as it moves faster through the air than a big ol’ F15 ever will.
What are you on about? I didn’t say it’s harder or easier to use either, I said it’s easy to out manuever the damn missile from a pantsir than an IRIS T
Did you completely ignore the part where I said it has the advantage in almost every aspect? E.G the missiles to shoot down munitions, guns for dealing with closer targets etc?
Has hit me once lol, so again it’s not that hard to evade the actual missile itself.
Again I do not believe this thing should of been added but it’s full on long range capabilities aren’t it’s selling point.
Sorry but that’s the vast majority of players bud.
again getting the missile off doesn’t mean letting it get within detonation range, you can literally avoid it and make it miss providing you don’t just turn in one direction.
So every nation had the ability to counter it, as well as that the massive over playing of the Kh38s has to stop by now, they shouldn’t be in game until proven the exist, but when it was rafales nuking lobbies with hammers on betterplatforms no one cared xD
Lmur and Jags mate neither should of been added to the game.
Not just Lmur which may have more of it’s lofting profile but that doesn’t make the JAGs bad.
Sorry but I am not clining to anything lol, I call it as I see it, you can see I’ve stated more than once russian CAS is too strong and it should be addressed, or when shit is OP and is added for other nations say it how it is.
shir 2 , Chieftain 900, the likes of the M1s at higher BRs, F8U2 moving back down in BR lol, Gripens at addition were ridiculous.
That doesn’t change the fact that when IRIS T was added it had literally double the KD of the Pantsir.
yet barely anyone blinked an eye, you couldn’t spawn any form of CAS near enough if you were against it.
I mean losing so little speed on a dart tens of kilos is physically impossible.
Besides, the booster ends its burn quite quickly, and the trajectory seems to be a slow climb. Since the missile does not loft like a VLS launched one, it also won’t go for thinner air and won’t optimize its trajectory.
The rule “high target = more range for my missile” mainly works on ARH and IR type, because they can cruise up high, SACLOS, being mostly short and medium range simply don’t do that.
Ironically there’s people who praise manual guidance where if I recall, manual guidance isn’t the Pantsirs primary mode of guidance. (As in moving the turret around to guide the missle) the system does that automatically. Technically the radar screen should be the default guidance, since switching targets causes the missle to move around, or there should be some way to not cause manual interference unless it’s wanted.
Well until more info about the missle comes out, lots is left to be desired.
A 40 kilometer range and an improved ability to reach near hypersonic speeds isn’t all that far fetched. 1700m/s is a consistent claim about the missle no matter where you look over the previous iteration of 1300m/s with far less range mind you.
Literally being launched up to those altitudes will lead it to thinner air is my point.
Exactly why I said unless the target is practically AFK the missile will miss VS the IRIS T which is a nut ache to avoid at longer ranges.
This just further proving the point I made originally that the pantsir at medium / closer ranges is better in every concievable way, which I already stated.
and the IRIS T at longer ranges is substantially harder to avoid / dodge.
Dude gets a 36km kill with a hypersonic missile on an F15 basically AFK climbing.
Same crap as when folks used to get 20km kills with the older pantsir VS folks AFK climbing, as soon as the person starts to dodge it or manuever a little the missile loses speed and either misses or runs out of energy and falls out the sky.
None of this changes my point about this thing should not have been added
The max speed is fine. Any rocket can go fast enough if you apply enough thrust (and do not burn it by going too fast)
The fact that it decelerates from 1700 to 1100m/s (delta of 600) after travelling 36km isn’t however, especially with such a weak inertia.
Aster, which does loft and has more inertia goes from 1400 to 400m/s for a similar scenario in game (while we know it should be 800m/s, it’s been bug reported already)
Yes, but it’s not as much of an advantage as a VLS system.
For a high target, Pantsir missile will just go straight to target (with a bit of lead, but not much - in game anyway)
A VLS Missile will first climb, then cruise, meaning it’s much higher by the time the booster burns off. In other words, VLS missiles (meant for medium and long range) optimize their energy better than pantsir missile.
Yet somehow, in game, pantsir missile has far more energy. Hint : it isn’t realistic at all
Game design, game design. Players don’t want bigger maps, so no surprise the short to medium range spaa perform better than the long range spaa
Apart for Buk, we do not have any real long range SPAA in game anyway
At least not with the current modelling
this doesnt apply if you use radar screen. Unless the plane is within like 1km of you going sideways youll generally hit because with radar screen the missile pulls ungodly amount, way more than what youd achieve with MnK guidance.
point is youve been talking to Sausage as if he was the one in the clip, wanted to point out that he wasnt.
this is ironic. Yes the missile does go to a more thinner air with less resistance meaning less speed bleed eventually. At the same time the more vertical a launch the more will the missile lose speed especially when fired from low thick air and then gradually going more vertical. On top of the fact that the move vertical a target the longer the path to it the missile has to take and vast majority of the path remained in thicker air.
Outmaneuver? lol
SLM can be generally defeated kinematically above 20km without a problem. That is because at those ranges the missile has already bled most of its speed away and is barely above Mach 1 if not less. 25km and up outside of flying into it youll generally just defeat it normally. Hell i did so earlier in a tunisia match with a superhornet lol
The only advantage SLM has over this is that you arent exactly alerted to its presence. Otherwise you can defeat it kinematically or via doing a corkscrew while dropping flares when it goes into IR mode.
These missiles on the other hand from pantsir can generally only be defeated by breaking LOS or pulling at the last moment IF the player is using radar screen for guidance. Manually guided ones arent exactly hard to defeat as a simple corkscrew can just dislodge them from your path. Radar screen guidance doesnt give a shit.
So this is a bit of a joke, also the sheer speed of the missiles from an aware SPAA player makes for very short reaction time for the plane.
[Soyjak pointing gif insert here]
idiotic statement.
yes surely this will work out greatly 100% of the time. Also wtf do you mean “not letting it get within detonation range” its an ahead warhead. And the spall travels 200 meters before disappearing lmao.
No, they have not. The discussion is about SPAAs. Just because the only way to counter Kh38 slingers was with planes doesnt mean it was efficient or reliable.
“nuking lobbies” hmm, despite heavily playing top tier around that time i barely remember rafales nuking lobbies with much slower Hammers with visible trail. Factored in that there is on average way less players playing france per lobby than oh idk, the russians this nuking of lobbies sounds more interesting by the minute.
Almost as if pre-SLM all the people had to do to play russian CAS was just to climb and stay outside of 12 or 10km from the battlefield while high up to get 6+ guaranteed kills. Who could have forseen that having an SPAA that punished people who could only press space would result in it getting lot more kills than an SPAA that had to fight against people that had to get used to countering it.
To be fair, the Aster is rated to go double + the range of the Pantsirs missles, so I wouldn’t expect it’s motor to bring it up to speeds that’d eat through it’s fuel.
Are we talking about sea level or shooting up into thinner air is the question. Or is this just a flat value for any scenario.
Triple to almost quadruple (B1NT rated for 150km, without any change to the engine compared to the missile in game, only trajectory, guidance, and possibly battery), while the motor burns quickly IRL
3.5s from 0 to 1450 m/s
then 4s sustainer. That’s it
Rest of the fuel is used for lateral thrust on terminal approach. The in game burn times are fine, what isn’t is the amount of drag, it’s quite insane.
Up high (both for Aster and Pantsir)
provided the IRIS T reaches 20km+ in the first place since Gaijin still refuses to fix the double lofting trajectory for the missile.