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The funny bit here is that you won't be able to prevent the strike, which is kinda where the problem starts. You'll have to down quite the aircraft to come up as the winner in such a trade where your 5+ iglas manage to down a jet that just detonated your tank(s).
You definitely have a rather poor perception of ranges, because no IR AA in the game can fire at a plane until it is practically above them, meaning that as long as you do the very, very, very, very, very, very basic micro with them in terms of approach angle, and don't get greedy with a deep dive, you can bomb the frontline with impunity as long as the enemy Radar AA is suppressed, or dead.
But in short, if Radar was given a cooldown, then that would require a rather notable buff in Pact ASFs across the board. A rather notable part of the Pact design lies in their use of Radar AA over ASF, while part of the design of Nato is the correct use of SEAD in combination with their ground strikers to counter it. I understand you want to ensure Nato has no real weakness in air combat, but to make it so that anyone that can do so much as beat the Medium AI will be able to block enemy Radar AA entirely with two SEAD planes is not exactly what I would consider 'fair and good' game design.
It makes life even harder for those Divisions on both sides that lack proper ASFs, primarily the reservist divisions, that are purposefully designed to usually have access to decent Radar AA due to being the guys usually defending them in the rear lines, but very poor ASF selection. Put in the ability to block all Radar AA, you'd have to invest double the amount of points per aircraft in IR to halt what will end up happening as a result.
and problem is if player is even bit of competent you are not doing more then one attack without losses and even first attack should end up badly for you
Like if you have to turn the AA off the SEAD mission was a success. Even if you turn your radar on and off the chances of you actually hitting the SEAD plane are rare if the players knows what they're doing.
The mechanics right now are fine.
Broken arrow shouldn't always be the point of reference since WARNO airplay is vastly different.
No one mentioned Broken Arrow.
I send in SEAD with my support planes, but I regularly have at least 1 get shot down and 1 barely flying.
These "Jamming" aircraft are in a few decks and are really just sitting ducks for fighters because of their need to loiter to be effective.
The current state of Air for NATO is a dilemma, "Should I spend >200 points for the ability to potentially(Not even guaranteed to) destroy a T-80 but lose my aircraft?"
PACT doesn't have this dilemma, for them its "I see the enemy has a M1A1, I will send my AT plane that has better range than my western counterpart and then I will stay above friendly AA so that their fighters can't get me without dying"
That roughly 400m difference means PACT don't have to expose themselves for as long, and can fire off 2 without getting shot down. I know this because I do this myself.
NATO's air defence cannot 1 shot most, if not all, PACT AT planes, meaning they have a higher chance of making it out alive too.
As for what thugnightly said, it is a problem.
Yes the mechanics are fine, but the balance is not.
NATO's ability to use air support is severely hampered thanks to the MiG-31's massively long range missiles combined with both long, short, and non radar AA.
Something needs to either be changed or buffed so that NATO can actually use its aircraft effectively rather than wasting a ton of points for minimal effect.
Pact has more infrared AA and the Tunguska which can disable its radar and keep gattling cannon firing - unlike the gepard. With sead as pact, you’re almost guaranteed a kill. With sead as NATO, you’ll likely kill an OSA or something on an unsuspecting player, but be shot down by the Tunguska or iglas.
ECM planes do not counter infrared aa systems. So flying these in as nato into high infrared aa areas is just asking for an expensive point trade loss
But for this I would argue that it should be mor lethal than it is currently, either in damage or chance to hit.
We would basically be emphasising more focus on the EW gameplay, which personally I am for.
I would also say that we should be able to really set the formation of aircraft call-ins better to account for this so I can ensure my SEAD plane is in a certian position within the package.
Edit: I honestly think the airgame needs a proper rethink (including helicopter movement). The aircraft mechanics have barely changed since WG:AirlandBattle, the engine can handle differing altitudes for aircraft, Eugene should really think about adding more depth to how aircraft can function.
I agree