I don’t think so, because the map design in this game is so bad that half the map will either be cover for the planes or an open plain where they’ll get shot down they don’t know how to design maps, so both sides will always suffer
Itd be a step in the right direction nontheless. Theres no point in contuing to add more advanced SAMS if their #1 strength is never gonna see the light of the day because players dont want bigger maps and dont trust Gaijins map design.
But that also means theres no point in CAS getting use of more advanced munitions. Since they already have the preset advantage of being in engagmemt range.
While it might benefit long range SAM more (for which btw the BUK has the best missile) it still diminishes slow CAS in the same sense and therefore doesnt offer any solutiong to the underlying balance problem
Men, agm-179, that’s exactly what I was talking about. There’s no Hellfire with a 20 km range. And what can a Vikhrs do against a helicopter 15 km away that’s firing something that could kill you?
You can get closer and score kill. Also jagms arent hitting anything flying at that range either. Especially when enemy starts tweaking once their lws and maws gets triggered.
Yes, if he sees it and has time, but the most important thing is that you’ve put the enemy helicopter on the defensive, whilst the Apache can do whatever it wants
Its a modifier that the “count” value (from shatter_damage{} block) is multiplied with.
Its used to (e.g.) make a specific part (portion) of the fragments (shatter) be ejected within specific angles.
example: Begleitpanzer 57 mm 57x438 SAP
(excerpt)
Not really, also same could be said for vikhrs, if the target is actively weaving, they don’t even reach 7km’s most of the time (no energy) at 10km’s they never have energy and don’t get there most of the time when just flying completely straight and kinda stupid to say that.