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

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

The solution is anti-radar missiles for both sides, so we can watch the world go up in flames

They arent. Also hellfires only have 8km of range. Vikhrs are kings of heli vs heli due to flying straight and having proximity fuse. Also 10km range.

It would at least give non russian CAS the ability to supress anti air more effectively without adding weapons that are a nightmare for normal MBTs

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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?

Read first. Message-Link
{B409D838-293F-4CA4-A187-CF1E59B180AE}

Then stop lying about Puma AHEAD fragments:
{754FEFF9-DF7B-43AE-B123-BC96ED1B1F56}

Then come back when you have something constructive to say instead of malding about something you didnt even care to calculate nor check yourself.

This was not my calculation either btw, I literally just pointed out how he got the 105kg value.

The Warhead mass in the SM-SV’s blk file is set to 25kg, the fragment count 3500, thus each fragment has a weight of 7.14g.

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On the assumption the warhead has no explosive mass and consists entirely of fragments?

Yes.

The explosive Mass has a separate value so I assume it is not mixed within the warhead mass.
Otherwise it’d be 7g per fragment.

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

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Do you have any clue what countPortion stands for? I have a guess that it’s a weight of a single shatter particle, but I’m not sure

I don’t have problems against it, lol. also my ground battles stats are just better than yours

Enemy can both dodge and close distance to send vikhrs. Even slight movements can send jagms off course.

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
{EC352BAA-0FE4-46CF-8F14-9B129393DE3D}
(excerpt)

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Most sams can’t intercept 6 38’s coming at you from 8 km though, pantsir is probably the only one

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.

Ig you can’t turn off the laser designator? also maws only activated from 2-3 km from my experience

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you have to pull away at the right moment. The AGM-179 basically has a sustainer motor that lasts for about 35 seconds, so it always has enough power to make turns.

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ABSOLUTE CINEMA
this is all i can say.
i wanted to say the same things, but i’m pretty sure anybody would take me seriously XD

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Same can be said for vikhrs sure but again, they fly straight, have prox fuse and you can see them and guide them unlike steroid hellfire which still has hellfire issues.

I have bind for that. You can click it all the day but maws will still detect launch and give more than enough time to dodge.

Dodged them by randomly tweaking on zulu few days ago.

On a side note, dont you think that staying that far from heli (if we are still talking about 15-20km strikes) would probably make you less efficient at ground strike? It might give your enemies more time to hide or intercept munitions meant for them.