Updated Nuclear Escalation: Vietnam!

of course some tweaks will be needed but I personally quite like historical battles, even if the balance is even more squiffy than normal, it at least makes the balance more understandable than my 1948 medium tank being shredded by a crappy 1980s prototype

  • obeying laws of physics removed
1 Like

I feel like the accuracy or % of chance of the older aas intercepting munitions should be lowered to more accurately simulate how they are irl and also keep the whole “oh but if theyre realistic itll be boring” shtick going. Would be a lot better than trying to fight

“I am a laser of death and if you get within my eyeball range you die and you cant stop me unless you have 3000 agms”

But what do i know

2 Likes

Putting sams on depots was the worse decision of this test. Like this BR has miserable loadouts to handle them. It’s reasonably easy to kill one with one or two munitions to end it in guns, rockets or bombs. But then you remember there’s typically 2 more gun-spaa right by it to also aggress your attempt.

I would also like to report the flakpanzers are using roland 2’s according to the killfeed, not roland 1’s like the update notes said.

4 Likes

So theres 2 Spaa

And i have 1000 meters to make out both of them, ripple my 4 guided missiles and turn away so the aa doesnt shoot me down instantly

Just so i have a chance at taking both of them out?

Thats more missiles than the russian side carries, and all of the unreliable tv mavericks most american fighters get.

Over the years you introduced detailed damage models, updated convoy routes and now added missile defenses to airbases. What are planes apart from the a10 or a7 even supposed to do? Toss bombing a driving convoy with vehicles that dont die unless they are hit directly? Ripple 250 rockets against 4 stationary spaa hoping their 8km sam doesnt hit you?

Why didnt you just add more convoy vehicles and reduce their ticket drain, it feels like you want to disencourage players from playing this mode with already severely reduced rewards and more punishing aa systems than air rb.


Its already more rewarding to play air rb during grinds so why are you implementing so many roadblocks that make nuclear escalation less fun?
If im not playing for Silver lions/m or XP/m shouldnt it atleast be really fun?
All the gamemode ever had was some of the most fun in air battles you could have and making attackers shine and now the most lucrative way to farm SP in it and have engaging gameplay is back at dogfighting mig25 and f4ej because no one can really take out targets efficiently?

At this rate its gonna turn into the next Heli PVE that you reduced rewards in for so long that 1 ground kill in a ground rb game gives more XP. And then discarded because it was only ever used as a bait to remove pvp heli which had decent rewards.
Or the world war mode you abandoned years ago.

I really think if you had just increased convoy size and reduced points rewarded for individual vehicles vs taking out the whole convoy, just like partially or fully destroying a base, it would have made for more rewarding gameplay.

2 Likes

Players want large-scale battles where they destroy ground targets while engaging with other players—not spending ten whole minutes hyper-focused on attacking a single AI target.

2 Likes

In the first place, why shouldn’t AI targets be easy to destroy? Putting aside the Vietnam-era scenarios, players in modern War Thunder are already exhausted by overly aggressive air defenses and constant munition interceptions—an issue the developers seem to completely ignore.
​The devs cling to this strange idea that making AI targets easy to eliminate is somehow bad for the game. However, what players truly want is to quickly clear out enemy air defenses, engage in large-scale air combat against other players, and ultimately deliver a nuke.
​Instead, it feels like the developers would rather force us into ten-minute skirmishes against AI targets until everyone just loses interest.

5 Likes

man. tried the lower bracket with the HF-24 and it just making me regret grinding that jet all over again.
no ballistic computer vs radar guided spaa and missile air defense.
useless against all air defense
But the P2W J-22s are having a grand ol time


yeah, the mode is unplayable without ballistic comp if you want to or can only do ground attack

It really seems as though Gaijin developers can’t stand the idea of players enjoying the game, constantly clinging to strange, stubborn stances.
​When the community voiced concerns that the M163 is overtuned and in need of balance, the developers responded with what felt like a threat—claiming the M163 is actually weaker than it could be, and asking if we’d prefer they replace it with a more modern air defense system instead.
​In the first place, how many players truly want to expend all their focus and effort just engaging AI targets?
​This nuclear mode has no clear future if the developers continue down this stubborn path.

3 Likes

Okay, I’m done playing this mode again, maybe even this whole game. Every time something starts to be slightly fun, they HAVE to mess it up. Developers are completely out of touch.

2 Likes

Ban the J-22M1A from the mode. Its overpowered and horribly under tiered.

There has been no confirmed report of a Vietnam era AAA shooting down a Bomb, Walleye or Shrike. There hasn’t even been a confirmed report of 1990’s era AA from Iraq or Serbia shooting down bombs or HARM’s. Its just something that doesn’t happen in real life. So, if you want to make it ‘realistic’, this chance should be reduced to 0%

1 Like

This. I don’t EVER want to play against you stupid programmed bots/AI environment, Gaijin. Either the AI bots are dumb as hell, or they have 100% laser accurate instant response. There is no in between.

Gaijin is fundamentally incapable of programming ‘fun’ AI bots / environment to fight against.

8 Likes

Yes papa gaijin thanks
But sometimes my bomb in this game totally leaving the job without my permission
Like wth papa gaijin
Direct hit on tank with this massive bomb only destroyer the track? It happen so many in this mode and ground battle papa gaijin
So plss fix it or bring back hull break mechanic for ground
U can clearly see papa the hull is moving away from the tank like running when seeing gas price rn.

This vid it just example papa I get it from someone sending me.

But u know what I mean papa gaijin

I feel like devs took a step backwards with this new iteration. It’s less fun than the previous one.

I played a few matches yesterday since I won’t be able to today and in the future due to the F-16XL event, and honestly, after what I experienced, I feel like I won’t miss out on much.

I get the need for better Airfield AA (though I find it questionable when it’s able to increment the AA defense of nearby SAM sites against SEAD/DEAD aircraft), but SAMs at depots were not the way to go at all for these brackets.

Also, two SPAA per column instead of just one is just… The opposite of what every provided feedback has been suggesting.

And again: (i) naval remains a useless component that has no significant game impact (tickets) when considering the time it requires & yields no RP/SL/SP/Mission score rewards. (ii) Nuke steamrolling is still a thing and their SP cost is still too low. (iii) The economy only works for people who fly CAS (questionably) or Nuke Carriers and not CAP/Interceptor pilots.

We’ve been saying a lot of this stuff since the first couple iterations. For fucks sake Gaijin.

8 Likes

Feedback on 8.7–9.7

Tried to do CAS with the following aircraft: HF-24,Alpha Jet A ,Su-7BKL, Yak-28B

HF-24 was unusable in the role of ground attacker as without ballistic computer the player is forced to fly well into the death zone of the radar guided spaa. Guns are low velocity. Flight model is barely usable for dogfighting as gaining altitude and converting that into speed is limited due to missile air defense and radar spaa, turn fighting is not its strong point either.

Alpha jet A was more useful but its inaccurate rockets will either require multiple passes or cause the player to linger in the spaa death zone a bit too much. I was ineffective with it as the radar spaa is much more effective than how they perform in ground controlled by a player who is shooting at the bugged lead indicator.

Yak-28B, got erased by a convoy M168

Su-7BKL was the most effective because the rockets are quite accurate.

All in all this br bracket has too wide of a range of “capabilities” with SPAAGs that are considerably over performing against most aircraft without the limits these have in ground…or at least it feels like they dont have those limits…

3 Likes

Due to the lack of anti-aircraft weapons, the air defense of NAVAL can almost be disregarded. Anyone can fly over the defense line from a height of 6km and attack the aircraft carrier. The RIM24A and V600P cannot inflict any damage on any threat. The naval assets are currently severely lacking, with a shortage of a missile capable of attacking aircraft at a range of 10-15km. I have witnessed many times that attack aircraft would drop unguided bombs from a distance and then safely withdraw. During this period, the missiles either did not fire at all or carried out completely ineffective shots.

Feedback:

  1. Increase the number of tickets for each time, the matches end too quickly with how many targets Nuke bombers can take out

  2. Reduce the accuracy of AI controlled gun SPAA, they are accurate to the point of ruining the gamemode, seen most hilariously here

  3. Make the min/max BRs of each bracket change periodically. I.E one 12 hour period 8.7-9.7 + 10.0-11.0 would be the range used, then another 12 hour period have it be 8.7-9.3 + 9.7-11.0 and then a later bracket be 8.7-10.0 +10.3-11.0 as to allow for some vehicles to enjoy being top of the bracket (I.E F-4C / F-105D for example) and not constantly the bottom of a bracket

  4. Increase the area at each end of a runway where there is a lack of trees, as I was flying interdiction missions in the A-7E, and I couldn’t take off reliably from any airfield except the rearmost main airfield due to not getting enough airspeed or altitude to clear the trees (even when spooling my engine with brakes on), due to the sheer weight of the A-7E at full load, F-111A experiences a similar issue at high loading

  5. Allow the seach radars (Such as Nebo) to be destroyed through gunfire, I dumped 1000 20mm vulcan rounds into one. and did not kill it, just temporarily disable it, despite shooting every part of the radar

  6. make Proximity fuzes trigger on trees, this would make the efficacy of low level attacks higher, and reduce how strong the Osa is, as the missile can fly through the tree canopy without issue, which should not be the case

  7. Provide a target in the mountainous region, currently it is a dead area, with nothing. With the addition of ships on the other side, it would be nice to see some targets up the mountain path, be it even a simple convoy / depot

  8. Change the russian carrier to the Kusnetsov instead of the Baku, as the Kusnetsov, being longer, having a ski ramp, and featuring arrestor wires, provides non VTOL aircraft that see the Baku as the carrier on their team, more of a chance of taking off

  9. Make nuclear bombers harder to spawn SP wise, or force them to take off through the middle/rear bases only. Currently way too many are being spammed causing the matches to end too quickly, and targets to be removed from conventional bombing aircraft

  10. Increase RP rewards. Destroying an airfield with Napalm (4x bombing runs) with A-7D only granted 8k RP on its modifications (around 1 modification). Given the effort and time it took to do such that reward is pitiful given the time taken

I may end up adding more later

15 Likes

Ill be honest i never had takeoff issues with the A-7E nor the F-111. Maybe um just not taking a super heavy load

Good changes and overall work on Nuclear event but, this BR aint it… its super boring. Sorry