The Type 03 is one of the worst top tier SPAA and has close to nothing going for it while also having endless issues.
The Type 03 missile has a dead zone of four to five kilometers around the launcher depending on altitude and speed of the target. The missiles are slow, loose speed quickly after motor burnout, and are at the low end of maneuverability at 36 G, with only the BUK-M3 having less maneuverable missiles at 30 G. The BUK-M3 however has Mach 5 missiles with a long burning sustainer, a very heavy warhead and TELARS with very good radars to compensate for the slow TADS radar and low maneuverability. The Type 03 doesn’t. It’s missiles are so slow that any aircraft can notch them while at 5 km distance from the launcher, and it’s warhead isn’t enough to splash multipathing planes, which the BUK-M3 can do. It’s stats also prove as much. It ranks very low in the efficiency metrics of K/D and kills per spawn.
The Type 03 should recieve the Chu-Sam Kai missile, which is more maneuverable and faster than the current missile.
It is not true
Chu-SAM Kai will be absolutely the same with same 36G overload and without TVC
It is lighter but engine work less time so speed and range won’t be really far better than Chu-SAM
So Chu-SAM Kai will solve 0 problems of current Chu-SAM
I think the main problem right now is:
that partially keep heli’s (especially ones with LDIRCM you know what I’m refering to) in a meta is multipathing.
Moderns missiles such as the Type-03 are thought to have radar that can compensate multipathing, but this is just a meta for cold war missiles/radar. Maybe flying low enough can disturb the fuze, but not the guidance; and those are about a couple meters. Which won’t help against 10+ kg warheads.
I sadly don’t know a lot about those, but I know that by example that the improved version of the Type-03 has an addition of an auxiliary radar using gallium nitride (GaN) amplifiers for low-altitude targets. IRIS-T already is immune to multipathing, and it’s k/d is still lower than others (NOMAD, Sky Sabre, SM-SV).
This could solve partially the CAS problem by making aircraft in need of distance to notch, going cold, … Use the whole map, not just multipathing, pop up, send a couple missiles, go down, repeat. This kind amakes some countries with faster anti-tank missiles way faster.
This as well could help missiles with a vertical launch not being just worst.
Other than that they should put back every air spawns fo heli’s and air base. this would make F&F heli’s not just go up shoot go down. Maybe a travel time or a longer distance should make missiles easier to intercept for vertically launched missiles.
BTW the Tan-SAM Kai is in a way more need of a buff/ BR change, it has a k/d of 0.41, making that the worst in the whole rank VIII, 5th WORST IN GAME (infront of the L3/33, gas-AAA, Luchs and FCM.36). Keep in mind that the k/d of the gaz-AAA is 0.40. Tan-Sam-Kaï is the second worst SPAA in game by the death/kill ratio.
Edit:
the use of monopulse angle tracking combined with fine angular resolution: comparing the phase/amplitude of the signal across multiple sub-apertures of the antenna to determine precisely where the energy is coming from. Multipath causes the two signals (direct + bounced) to arrive from slightly different angles and interfere, which can distort the tracked angle (classic “glint” error, dragging the tracked position down toward the surface). Modern AESA radars help enormously here because:
They have far more antenna elements → finer angular resolution → the two signals can more easily be separated
Electronic beam steering lets them adapt scan patterns and even use techniques like frequency agility to decorrelate the bounce from the direct signal (rapidly changing frequency changes the interference pattern the multipath creates, so it “averages out” over the tracking window)
They can run adaptive sidelobe cancellation, actively nulling energy coming from the surface-reflection angle
Most Heli players are just hovering above their helipad and deploy chaff while multipathing. Helicopters, when hovering, can just deploy chaff and the missile WILL go for the chaff. If this is done in conjunction with multipathing, the heli is literally invulnerable to every SAM except the Pantsir SM-SV (if it can get a radar lock). It is even stupider when the heli is hiding behind a Ridgeline, where he can just dip behind it to avoid SACLOS, chaff and lazily drift around to avoid ARH and be entirely immune to IR because LDIRCM.
These helis have literally no viable counters except planes with brimstones or TV guided missiles.
problem is that the doppler kinda erase not mooving things so he can see the target and not the ground. Problem is that not moving will make the doppler erase you from the point of view. That’s why some missiles have a minimum target speed to engage.
It’s called MTI notch after what i see and don’t completly understand)
But the mechanic that is not in the game is the mico doppler.
for a call back:
doppler effect is how a moving thing can slighty, with it’s speed, change the frequency of the wave hitting it. Modern jets uses it to identify aircrafts with the speed of the engines balde. That’s why stealth aircraft have intakes that turns to not give a direct access to the engines blade.
Modern AESA and signal-processing systems are specifically designed to detect this signature precisely because it defeats the zero-Doppler stealthiness that a hovering helicopter would otherwise have. It’s now a well-known, exploited detection method — ironically, a helicopter’s rotor is one of the most radar-conspicuous things about it, even when the fuselage is doing nothing.
The stupid thing is that this micro-doppler effect isn’t implemented (at least how I see fox-3 moves against heli’s) but modern radar in game can identify enemy aircraft by… the exact same physics.