Why are spikes not hitting anything? Silent nerf?

I have been launching spikes at tanks and they are just landing in random places while the enemy tank is just sitting in the open?? Did they nerf these things or what?

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They’ve been like that for years

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Because IR missiles would be OP if they always hit, unless they’re LIMURs, then they’re underperforming

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Definitely not, I’ve had spikes since the day they came out, they have never been this bad! Especially on the ground platforms, they at least get some sort of hit.

Or KH38MT

*Fire and forget missile
*Looks inside
*Potato

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The only forget part of fnf missiles is where they forget what the target is

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Yup. have noticed it as well. It’s safe to assume it’s a silent nerf.
In my experience same happened with PARS 3 LR missile.
You’ll get a hint of why it happens if you look left at TOW2B

as long as we have datamines theres no room for ‘silent’ nerfs, and nothing has changed recently with spikes

There certainly is a way.

you wanna elaborate?

There’s no correct explanation on how FnF missiles work in the game. At least I never saw one.
Tracking could be a client entity or server entity.
In both situations the silent nerf is possible, just in the situation with it being a client entity - it’s less likely to be intentional and would just mean that they tweaked netcode into a total mess.
IIRC - there was a hack a long time ago where MCLOS missiles were made automatic, so I could assume that guidance is client based. Hence here I’ll make a wild guess that something had happened with the netcode.
And strangely enough, lately I’ve been noticing quite a lot of desync happening, especially when I’m playing CAS.

that was from 1 guy, he’s the one who made the in game stat track addon for statshark I believe even, plus I think that was technically a partially server based exploit, and it was just being fed into the normal controls for them though

all the data for guidance and flight properties is in the game files, other than that they work basically the same as any other IR missile, plus putting that type of stuff on the server end is largely unnecessary and is just not very efficient, as it would cause more lag for everyone as it would mean the servers have to do more work, the only things the servers are really needed for are progression and the state of the match

no bro, just no, nobody’s hacks are making your game desync, (partially because that would be a really bad hack that would be extremely easy for gaijin to find, i.e. “oh look whenever this one guy goes into a match everyone desyncs something must be up”)

pretty sure we get datamines for most of the server changes anyway

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No, spikes just have always sucked

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I mentioned exploit only as a way to better understand how game sees missiles. I haven’t even close suggested anyone using hacks. The worst we get on that side is chinese DDoS.
What I’m suggesting though is that servers are barely keeping with calculations. And it so happened that I play on SA - where it is probably the worst.

Okay, let me explain what I was getting at. All AA missiles are immune to that, all plane ATG missiles are somewhat immune to that. Out of heli ATGMs - LMURs are the most immune ones.
I’m talking about positional desync. Lately, just yesterday actually - I had a few occasions where a visual model was separate from the collision model by a few meters. This thing happened before only at long ranges, but here it was a fart’s distance. And I don’t know, would be glad if you would tell me, if missiles track collision or visual model. I know that targeting pods lock onto collision model, but is it the same way for guided missiles? It probably is, which is the reason for me to think that something happened lately with whole collision-visual model distance and updates. Maybe they decided to cut some server load and reduced updates? Maybe now if visual model is in “poor tracking” category - updates for collision model are reduced as well? Because before neither Pars 3 LR or Spike were missing like that and it’s not just my feeling, we got multiple accounts of that. It would also explain some wonky stuff happening with other “visual guidance” type missiles lately. But I don’t know. I’m just guessing because I do sense a problem.
Ah yea, the thing with the missiles. I, again, guess that because the angle at which Spike or Pars 3 LR look at the target is what? 30-60 degrees? And if the thing missile is locked on suddenly changes position to underground or behind the hill or whatever - missile would lose it’s lock and wander.

theres your problem, im in nz and i avoid the sa servers like the plague for everything apart from the occasional air match (theyre sometimes good for ttarb because of the lower player counts)

ultimately its not a shadow nerf to the spike youre complaining about, just bad severs and desync

i image what you mean is desync between where the server puts the enemy vs where your client sees it

i would assume so, as far as i can guess they would use the same logic as like a tv missile

which is ultimately the biggest problem with spikes, unless at quite far range they never get high enough to come down from a high enough angle to avoid it (hence why sometimes at around 400m distance the fixed launcher missiles can be quite good as they get kinda forcefully lofted quite a bit)

aps?

that too, ive been seeing quite a few eitans around recently

Can someone bring some video as an example? It should be easy if it happens often. Or at least a replay with timecode.

What I mean by suddenly is “due to a desync” or some stuff.
Besides that I doubt only SA players complain about that.
As for me - I simply have no choice, any other server is unplayable for me due to 200+ ping