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The answer is not to nerf EW, its to give AI a resemblance of intelligence. But I heard the dev team is quite small, the game is huge in scope and AI scripting is difficult because of all the different use cases. So I dont have much hope for decent AI in this game
To be quite honest, the burn-through distance seems extremely low, I've noticed that as well.
Not sure why, but it appears to me that for fire control radar, there is simply a weapon range reduction being calculated, while what should be done is burn-through capability of the radar being considered.
You'll notice that effect with the lower range soviet SAMs, I'm no radar technician but I doubt that a burn-through of less than 2nm is what it should be.
That might be the case, however the SA-N-9 is affected as well, where the FCR has infrared tracking capability and the missile is command-guided.
Even if we accept the idea that the jamming is effective enough to reduce the FCR to 5% of its initial capability, which is quite a stretch to begin with.
Edit: At least the SA-N-9 can be explained by the radar apparently being set to the wrong band in game files, which combined with the set output would indeed put a simplified calculation in the area observed, when it actually should only be minimally affected at best. Additional infrared tracking mode isn't implemented as far as I can tell.
It isn't IR homing, it is IR tracking command guidance, TV tracking with IR channel to be exact.
But that isn't implemented in game, and as I've found the FCR is not set to the correct band in game files, which at least somewhat explains the abysmal performance when it should be nearly unaffected by the AN/ALQ-99.
This is the ship version
https://en.missilery.info/missile/kinzgal
Yes, the missile is the 9M330, though the issue in this case is with the FCR, not the missile.
Yes, I understand a plane getting that close might be extremely frustrating.
Keep in mind that radar jamming burn through effect calculations are a very messy and complex business involving a host of factors that have to be factored in on how to implement a proper balance in the game.
Right now I would put this low on the list of priorities.
Right now the developers have bigger fish to fry, mainly:
1. Squeezing the most efficiency out of the Unity game engine has possible.
2. Full-court pressure on the Unity game engine 3rd party to optimize their engine better because it's this part that's making the game performance go to crap in long missions.
3. Aircraft AI improvements
4. Save game support
5. Framework/foundation work towards dynamic campaign.
Problem isn't really the plane being close, but more the fact that a single EW plane does pretty much nullify any and all missile defense for a whole surface group too.
Just to illustrate, jamming from a single EA-6B (or the Soviet Ko-45, exact same performance) at 13nm (3000ft) will result in the following engagement distance reductions for the primary SAMs on these ships:
Ticonderoga, 40nm to 4nm
Slava, 50nm to 3.5nm
Virginia, 24.7nm to 2.3nm
Perry, 24.7nm to 1.6nm
Udaloy, 6.5nm to 0.5nm
Keep in mind that is against the aircraft, not even a missile with even lower RCS.
Distance is a factor obviously, but doesn't change anything in the big picture. Interestingly enough, crew training appears to be a factor as well, but not enough to make a difference either.
I wouldn't agree with low priority at all here to be honest, since despite the many failings it might currently have, the AI does make use of EW planes with ruthless efficiency.
In fact, I've yet to see the AI launch an airstrike where EW didn't turn up prior to the attack planes like clockwork if they are available.
Whats worse, with the current implementation of flight ops, this doesn't even come at an opportunity cost.
So they should #1 focus on making AI have some sh1t to do above all else. Give it reactions. They need to hire like minimum 2 dedicated AI script programmers
As for your tactic suggestion, what chance do you think a ship can have of catching up to a EW plane and engaging? That would have to be a dumb player or dumb AI to allow a ship to move that far without repositioning.