The missile overcorrects to much, making a wave-like path as it’s tries to center on the beam, and only after 1000m it starts flying in a straight line; it is almost like a LOSAT that has the missiles spinning after the launch because of the overcorrection. Put into the equation having to depress your launcher or firing in any fancy angle and it renders the Khrizantema useless.
Below is a video of a real Khrizantema being fired, you can see that it doesn’t have the wave-like path, but just follows straight.
– 34:27 is where the missile launch is captured
– 32:54 is the trail the missile leaves seen from the vehicle
Before it received the nerf, it worked as it did in real life. Now after the changes it is awful.
Really? Do you have any video examples of it in game like in test drive gunners pov? I know the bmp2s missile nose dives but the bmp2m ones seem to work well.
Maybe, just maybe all beam riding missiles got nerfed or am I just delusional. Idk that’s just my speculation, aside from vikhrs and of course not to forget the bmp-2m’s missiles :p
Funny that the Shturm, being SACLOS guided and having the delayed response all missiles have now, is lauched the same way the Khrizantema does and goes on a straight line, without any overcorrection.
But is same to the BMP-2M: despite having the laser coming from underneath, it doesn’t kiss the ground. What I found is that it gradualy corrects it’s height difference, without any “over” change to it’s path.
I also unlocked the khrizantema-s now, and found some intresting bugs and missing stuff.
When turning radar off it should hide its self into the tank what dosen’t happen.
2.Missiels also not hiding themselves in the tank when moving.
3.The missile glitch that you talked about is completley true.
4.Missing machine gun what is halfly modeled in.
5. Third crew member missing, if you look closley there are 3 hatches but there are only 2 crew members inside (I think its the machine gunner missing).
We can add a sixth: bugged radar guidance for the missiles, as the first missile should follow the radar beam if there a STT and the second should follow the laser beam.
An old issue that appeared on a dev server, and then made it the live server, six months ago…
What I think is also a problem is that the radar dosen’t always find the targets even if they are infront of me, only after I kill the enemy the radar starts showing it. Saddly khrizantema dosen’t have anti-helicopter missile like the shturm-s.