Do to have the “weapon selection” turned on/set? CCRP automatic drop won’t work if a specific weapon is selected, even if it is a weapon that is able to be dropped with CCRP.
What I have done to make sure that that is never an issue is I keybound the “clear weapon selection” keybind (can’t remember the exact name right now, not at computer) to the SAME keybind that I use for automatic CCRP drop. That way no matter what it will instantly clear the weapon selection and allow the automatic CCRP drop.
Always been like this. IF you are still having issues and you are SURE you didn’t have weapon selection on, this might be a bug that needs to be reported. Especially if it specifically happens when you are trying to CCRP with nukes.
I have not had this issue, but I will pay very close attention from now on and report back here if I have any additional information.
Yeah, totally possible that this is a specific event issue, again especially if it is affecting nuke drops and not normal bombs. Do let us know if you encounter this again 👍
Also that is interesting that the weapon selection is NOT preventing CCRP drop. It “should” be blocking it. I’ll unbind my clear weapon selection keybind and try in a test flight, that would be a recent change if it is working while weapon selection is on. Very interesting.
Earlier ccrp was work for me no matter if was weapon selector on/off. Now in test flight its still like this while droping bomb mk82. I will test drop nuke tomorrow during ordinary battle.
…aaaand also why the hell weapon selector being on/off have to affect anything (ccrp or droping bomb series)?
I have NO idea lol 😂 I just remember a couple years ago it absolutely enraging me that it wasn’t working, and I stumbled across the idea of setting my clear weapon selection to the same automatic CCRP drop keybind.
Definitely something odd going on, I’ll do some testing when I get home. Keep us updated if you find anything else man 👍
Ooooo did your bugged nuke drops happen mostly today? They made changes to keybind hints showing up for/with CCRP.
That makes it even more possible that a new bug is happening after today’s patch. And even more important for us to pay attention, take notes/ screenshots/ videos and submit a good bug report ASAP if that is the case.
I hope this is just a bandaid fix and there are plans to address the core issue with these systems. Mainly there accuracy.
Maybe it’s a skill issue but I’ve had very little luck notching/multipathing/defeating these missiles at all.
They also seem way too capable at intercepting munitions.
Perhaps another bandaid fix could be to increase their time to engage. So after defeating one munition, they take 5-10 seconds to acquire, lock and fire on the next munition.
As of right now they ripple fire instantly and a single system can easily beat massive salvos of weapons.
Or perhaps they can have a “turn off” behaviour when detecting multiple ARMs, so players can follow up with guns or bombs while the system is offline. This would be a very fun gameplay loop imo
I hope it is possible to add more “soft” targets, or decrease the health of things like radars, as right now bombs and rockets feel pretty useless. Only guided munitions feel effective.
Radars and their launchers especially require an almost direct hit with a bomb to kill. If they are in an open field and a dozen 1000 pound bombs go off in that field, I’m sure the radar and missiles would be very susceptible to the shrapnel from those bombs.
I also think the escalation for 5kt weapons is too short. I think if the conventional and 5kt escalation was extended a bit, and the 30kt to 1.5MT was reduced a bit it would make for a funner match.
In my experience one 30kt weapons come online bases don’t last much longer, and then there are super long flight times and it’s not very fun.
If the 5kt phase lasted longer, there would be more time for the frontline bases to stay alive, and people to get points and not have to do LONG sorties. It would also allow people to stock up points so when the last phases happen the match doesn’t drag on and on.
Simply increasing their engagement time between targets would be an easy fix. Make the AI wait 10 seconds before it can fire the next weapon to simulate the operators acquiring, tracking and locking the target.
I may be a newb, so my feedback is limited. But seems battles are even more 1-sided on the US side with airfields being taken out far too easily. F4E radar still needs an an event buff.
In addition the Long Range SAMs still targeting across the map, if the ammo is limited now, they shouldn’t be shooting across the map. They should focus on enemies targeting deep in the territory.
That could probably work if you are launching at them at a reasonable short or medium distance so that one would be good as well combined with the probability of hitting the incoming missile or bomb,right now the fact they intercept the first Anti Radiation Missile and immediately launch another one at the second one is insane lol
I have to put my aircraft as bait so they track me and not the missile and that’s not even a guaranteed as other Osa AKMs or Rolands can engage that missile I’m sending if they are close enough