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AA players in Ground RB have been extremely suspiciously accurate in the last week or so
All my friends agree, somethings up. No aiming shots, just immidiately hitting on target. Super suspicious. Anyone else noticing this?

For information: Im a 1000+ hours ground RB player past level 100, i know skill and i know sus, somethings up.
Last edited by Overheadcam; Jan 24 @ 3:57pm
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Showing 1-15 of 24 comments
Aleuvian Jan 22 @ 9:09am 
Depends on how you are flying, but there is still some cheating software that gives you the arcade lead indicators and, as of yet, is still not detectable by anti-cheat.

Cheating feels like a pretty large problem in modern War Thunder, but usually people use it to cross-map snipe.
Last edited by Aleuvian; Jan 22 @ 9:10am
Good. The only good CAS is dead CAS.
Last edited by Sir Seanicus, Esq.; Jan 22 @ 9:24am
Aleuvian Jan 22 @ 9:33am 
Originally posted by Sir Seanicus, Esq.:
Good. The only good CAS is dead CAS.

While I agree with that sentiment, cheaters also deserve to get ♥♥♥♥♥♥ by a cactus.
Venom Jan 22 @ 9:39am 
Originally posted by Overheadcam:
All my friends agree, somethings up. No aiming shots, just immidiately hitting on target. Super suspicious. Anyone else noticing this?


The question is what BR you have in mind. On BR 9.7 to 11.3 there are many SPAA like Strela, Ozelot, Tungushka, Gepard against which missiles absolutely do not work countermeasures and their missiles are insanely effective and accurate. Basically there is no defense option there except flying low or very far with Mavars and the effectiveness of SPAA is extremely high.
Nack321 Jan 22 @ 9:44am 
Originally posted by Venom:
Originally posted by Overheadcam:
All my friends agree, somethings up. No aiming shots, just immidiately hitting on target. Super suspicious. Anyone else noticing this?


The question is what BR you have in mind. On BR 9.7 to 11.3 there are many SPAA like Strela, Ozelot, Tungushka, Gepard against which missiles absolutely do not work countermeasures and their missiles are insanely effective and accurate. Basically there is no defense option there except flying low or very far with Mavars and the effectiveness of SPAA is extremely high.
ozelot being good? I cant most of the time lock onto something because it does not lock especially with russian helicopter even when the had there back turned to me! The missile often randomly stray away from locked targets! Where is this good?
UFO Jan 22 @ 9:48am 
Overall pilots flying CAS are incredibly stupid when it comes to attacking SPAA. All you do is fire a few seconds worth of tracers anywhere in their line of sight, then wait until they dive for you (98% of the time in a straight line as soon as they spot you) and fling boom until they come apart. No need to figure for lead, all the vital components right out front to catch the bullets/shells. Rinse, repeat. Mind boggling how often this technique works.
Last edited by UFO; Jan 22 @ 9:49am
Aleuvian Jan 22 @ 9:51am 
Originally posted by Venom:
The question is what BR you have in mind. On BR 9.7 to 11.3 there are many SPAA like Strela, Ozelot, Tungushka, Gepard against which missiles absolutely do not work countermeasures and their missiles are insanely effective and accurate. Basically there is no defense option there except flying low or very far with Mavars and the effectiveness of SPAA is extremely high.

Frequent SPAA player here, and I have some comments about that:
  • Ozelot missiles frequently miss, overshoot, or overcorrect. Most CAS players flare too late, and that is why they die, not because the missile is actually good.
  • The Gepard radar is... Questionable, at best. It is probably the most unreliable radar in the game, and the missiles are the same as the Gepard. As long as you don't fly in a straight line without flaring, you can easily dodge Stingers by turning slightly.
  • Strela has no radar, but does have extremely effective missiles and a massive possible lead range. You can still outmaneuver it, but it is much harder and it does straight up ignore flares completely.

The IR SPAA are just about the worst top tier SPAA in the game, though. The Strela is the exception, not the rule, and even then it has significant limitations.

Some tips, though. If you are being locked and fired on by any SPAA, Immediately flare and turn away from the direction of your flares. This increases the chance of the missile taking the flare instead of you. Fire of a burst of flares, not just one, so the heat signature is greater.

Begin initiating a turn, or start 'wobbling', as this will cause the missile to massively overcorrect because Gaijin decided that more realistic missiles only have a -1, 0, or 1 state to their fins and no in-between.
This is good, no more noobish CAS in Ground battle.
Tank players are sick of you, if you want to play planes go play planes
Venom Jan 22 @ 9:54am 
Originally posted by Nack321:
Originally posted by Venom:


The question is what BR you have in mind. On BR 9.7 to 11.3 there are many SPAA like Strela, Ozelot, Tungushka, Gepard against which missiles absolutely do not work countermeasures and their missiles are insanely effective and accurate. Basically there is no defense option there except flying low or very far with Mavars and the effectiveness of SPAA is extremely high.
ozelot being good? I cant most of the time lock onto something because it does not lock especially with russian helicopter even when the had there back turned to me! The missile often randomly stray away from locked targets! Where is this good?



Ozelot is one of the best SPAA in the game. If you have a problem with this SPAA, then the problem is something else. :) I've played Ozelot many times and I will clear the entire sky with it, create a no-fly zone. First of all, Ozelot basically has something like a radar, even though it's not a radar and the aircraft's RWR can't pick it up, meaning it doesn't know about you, but you know about the aircraft. In connection with the small size of this SPAA, you can hide anywhere and its speed, it's a deadly weapon. Plus you have thermals as a bonus. Stinger missiles have an amazing ability in this game to quite often completely ignore countermeasures and the turret rotation speed and other aspects are more than good on this SPAA. The missiles have a slightly lower G-load than the Strela, but they still turn very well, which they shouldn't based on the numbers. You need to know how to use these missiles. You have to anticipate the enemy's flight and ideally shoot against the super if it is flying away from you, not towards you, or if it is in a full turn. Also, if you lock on to an enemy, use pre-aiming to help the missiles. Don't rush with your shooting, don't stand on the spawn, find cover and you will see that Ozelot is an insanely strong SPAA. As I already wrote, I have no problem destroying almost every plane in the sky with Ozelot with very high effectiveness of hits. Plus, all these IR SPAAs have the magical ability to lock on to a target even beyond the horizon, behind a forest, when enemies can't even see them.

Helicopters are a chapter in themselves, but this does not only apply to Ozelot but almost all SPAA on similar BRs as the missile, etc. because especially if the game puts you in the uptier, you can meet helicopters that have guided missiles at 8 kilometers, which almost no SPAA on this BR can aim at the front aspect. This is a general problem of helicopter balance, not a SPAA problem.
Last edited by Venom; Jan 22 @ 9:57am
Venom Jan 22 @ 10:00am 
Originally posted by Aleuvian:
Originally posted by Venom:
The question is what BR you have in mind. On BR 9.7 to 11.3 there are many SPAA like Strela, Ozelot, Tungushka, Gepard against which missiles absolutely do not work countermeasures and their missiles are insanely effective and accurate. Basically there is no defense option there except flying low or very far with Mavars and the effectiveness of SPAA is extremely high.

Frequent SPAA player here, and I have some comments about that:
  • Ozelot missiles frequently miss, overshoot, or overcorrect. Most CAS players flare too late, and that is why they die, not because the missile is actually good.
  • The Gepard radar is... Questionable, at best. It is probably the most unreliable radar in the game, and the missiles are the same as the Gepard. As long as you don't fly in a straight line without flaring, you can easily dodge Stingers by turning slightly.
  • Strela has no radar, but does have extremely effective missiles and a massive possible lead range. You can still outmaneuver it, but it is much harder and it does straight up ignore flares completely.

The IR SPAA are just about the worst top tier SPAA in the game, though. The Strela is the exception, not the rule, and even then it has significant limitations.

Some tips, though. If you are being locked and fired on by any SPAA, Immediately flare and turn away from the direction of your flares. This increases the chance of the missile taking the flare instead of you. Fire of a burst of flares, not just one, so the heat signature is greater.

Begin initiating a turn, or start 'wobbling', as this will cause the missile to massively overcorrect because Gaijin decided that more realistic missiles only have a -1, 0, or 1 state to their fins and no in-between.


Thanks for the advice, but I'm already in the end game and I've played all these SPAAs for many hours. And with almost every one of these IR SPAAs, except for the poor Chaparal, I can clear the sky whenever I need to. So I don't know if you have any problems with these SPAAs, but I definitely don't and it's very easy to destroy planes with them, so I don't need advice because I have no problem with it. :) But I repeat, thanks for trying to advise. Apparently, many SPAA players don't know how to play and think that it's enough to stand still and shoot missiles. Personally, I consider IR SPAAs at BR 9.7 to 11.3 to be the absolute strongest in the game when it comes to IR SPAA.
Aleuvian Jan 22 @ 10:14am 
Originally posted by Venom:
First of all, Ozelot basically has something like a radar, even though it's not a radar and the aircraft's RWR can't pick it up, meaning it doesn't know about you, but you know about the aircraft.

The Ozelot does have a radar, and it is detected by enemy aircraft. Your missiles are IR guided, and while the Ozelot has IRST in real life, it doesn't actually work in War Thunder and disabling your radar also permanently makes your IRST non-functional.

Originally posted by Venom:
Stinger missiles have an amazing ability in this game to quite often completely ignore countermeasures and the turret rotation speed and other aspects are more than good on this SPAA.

Stingers cannot outright ignore countermeasures, but they do have IRCCM so can ignore countermeasures if you ONLY use countermeasures to avoid the missile. Once the missile is within 1km. of the target, it begins rejecting flare signatures, so flaring either immediately after launch or while the missile is at distance guarantees it loses lock.

If you fight a half-decent CAS pilot, you'll notice they also turn and break away from the missile and begin to do a little 'wobble', this often causes the missile to completely overcorrect and slam into the ground even without flares.

Originally posted by Venom:
The missiles have a slightly lower G-load than the Strela, but they still turn very well, which they shouldn't based on the numbers.

This is not true. The maximum G-load of the FIM-92K is 13G, while the maximum G-load of the Strela is 20G. Stingers have the third worst performance of any SAM present in-game, beaten out only by the Japanese Type 91 (10G) and Chinese HN-6 (12G).

The Stinger is outmaneuvered by turning slightly, as it has to massively overcorrect to keep up. This makes it all but ineffective against a pilot who doesn't have tears in their eyes because they died in their tank.

Originally posted by Venom:
Helicopters are a chapter in themselves, but this does not only apply to Ozelot but almost all SPAA on similar BRs as the missile, etc. because especially if the game puts you in the uptier, you can meet helicopters that have guided missiles at 8 kilometers, which almost no SPAA on this BR can aim at the front aspect. This is a general problem of helicopter balance, not a SPAA problem.

Helicopters are an SPAA issue, not a balance issue. The problem is that Gaijin artificially halves the lock distance for enemy helicopters only, so whatever your lock distance is is automatically halved. This is then reduced further for helicopters that have modifications that reduce their IR signature. The lock distance can get so short that there is no way to lock a helicopter at all.

Now, you did make some great points. The Ozelot is great if you know how to use it, but you must compensate massively and know what targets can and cannot be fired upon to use it effectively, and even then you are entirely at the whims of the skill level of the enemy pilot. If they know how to do more than press spacebar on a target, then you really can't do much to them in the Ozelot.
Last edited by Aleuvian; Jan 22 @ 10:15am
Venom Jan 22 @ 10:34am 
Originally posted by Aleuvian:
Originally posted by Venom:
First of all, Ozelot basically has something like a radar, even though it's not a radar and the aircraft's RWR can't pick it up, meaning it doesn't know about you, but you know about the aircraft.

The Ozelot does have a radar, and it is detected by enemy aircraft. Your missiles are IR guided, and while the Ozelot has IRST in real life, it doesn't actually work in War Thunder and disabling your radar also permanently makes your IRST non-functional.

Originally posted by Venom:
Stinger missiles have an amazing ability in this game to quite often completely ignore countermeasures and the turret rotation speed and other aspects are more than good on this SPAA.

Stingers cannot outright ignore countermeasures, but they do have IRCCM so can ignore countermeasures if you ONLY use countermeasures to avoid the missile. Once the missile is within 1km. of the target, it begins rejecting flare signatures, so flaring either immediately after launch or while the missile is at distance guarantees it loses lock.

If you fight a half-decent CAS pilot, you'll notice they also turn and break away from the missile and begin to do a little 'wobble', this often causes the missile to completely overcorrect and slam into the ground even without flares.

Originally posted by Venom:
The missiles have a slightly lower G-load than the Strela, but they still turn very well, which they shouldn't based on the numbers.

This is not true. The maximum G-load of the FIM-92K is 13G, while the maximum G-load of the Strela is 20G. Stingers have the third worst performance of any SAM present in-game, beaten out only by the Japanese Type 91 (10G) and Chinese HN-6 (12G).

The Stinger is outmaneuvered by turning slightly, as it has to massively overcorrect to keep up. This makes it all but ineffective against a pilot who doesn't have tears in their eyes because they died in their tank.

Originally posted by Venom:
Helicopters are a chapter in themselves, but this does not only apply to Ozelot but almost all SPAA on similar BRs as the missile, etc. because especially if the game puts you in the uptier, you can meet helicopters that have guided missiles at 8 kilometers, which almost no SPAA on this BR can aim at the front aspect. This is a general problem of helicopter balance, not a SPAA problem.

Helicopters are an SPAA issue, not a balance issue. The problem is that Gaijin artificially halves the lock distance for enemy helicopters only, so whatever your lock distance is is automatically halved. This is then reduced further for helicopters that have modifications that reduce their IR signature. The lock distance can get so short that there is no way to lock a helicopter at all.

Now, you did make some great points. The Ozelot is great if you know how to use it, but you must compensate massively and know what targets can and cannot be fired upon to use it effectively, and even then you are entirely at the whims of the skill level of the enemy pilot. If they know how to do more than press spacebar on a target, then you really can't do much to them in the Ozelot.


I repeat, if someone has a problem with Ozelot, it's in his abilities, not in the fact that Ozelot is a weak SPAA. As I wrote, I have no problem with Ozelot clearing the entire sky and declaring a no-fly zone, if I can do it, it means that Ozelot can't be a weak SPAA, don't you think? Do you really believe that in all these many games I've always, every single game, met an amateur in a plane? :) I play CAS a lot, as well as SPAA, so I know very well how both sides work. The problem is, like many crying SPAA players, that they don't know how to play with it. Many times repeated things, they stay on the spawn, an easy target because there the planes look like before, they don't hide, they don't seek shelter from a possible attack, and Ozelot is very small. Many players don't understand at all that the IR SPAA has the strongest side in a surprise attack from ambush. You have IR missiles that you can just fire and they lock on, which is a huge advantage for ambush attacks compared to radar missiles that have to be manually locked on and maintained. You can fire at multiple targets and immediately hide behind cover. Thermal helps you incredibly and makes it easier. You can shoot at planes that you can't see, are behind the forest, because in this game the seeker will find them. Also, players often don't use pre-aiming, they don't help their missiles, as they shoot too hastily, they don't read the plane's flight, its direction and flight path, they don't anticipate. They simply play SPAA stationary and just click on the plane as soon as they see it. I notice this even when I play CAS, most players absolutely can't play SPAA. Especially IR, which is very strong when attacking from ambushes. Well, yes, when you start shooting madly, in a hurry, as a bonus in an open position, not taking advantage of moving around, hiding, then it's difficult to play even in the best SPAA or tank.
Aleuvian Jan 22 @ 10:45am 
Originally posted by Venom:
I repeat, if someone has a problem with Ozelot, it's in his abilities, not in the fact that Ozelot is a weak SPAA. As I wrote, I have no problem with Ozelot clearing the entire sky and declaring a no-fly zone, if I can do it, it means that Ozelot can't be a weak SPAA, don't you think? Do you really believe that in all these many games I've always, every single game, met an amateur in a plane? :) I play CAS a lot, as well as SPAA, so I know very well how both sides work. The problem is, like many crying SPAA players, that they don't know how to play with it. Many times repeated things, they stay on the spawn, an easy target because there the planes look like before, they don't hide, they don't seek shelter from a possible attack, and Ozelot is very small. Many players don't understand at all that the IR SPAA has the strongest side in a surprise attack from ambush. You have IR missiles that you can just fire and they lock on, which is a huge advantage for ambush attacks compared to radar missiles that have to be manually locked on and maintained. You can fire at multiple targets and immediately hide behind cover. Thermal helps you incredibly and makes it easier. You can shoot at planes that you can't see, are behind the forest, because in this game the seeker will find them. Also, players often don't use pre-aiming, they don't help their missiles, as they shoot too hastily, they don't read the plane's flight, its direction and flight path, they don't anticipate. They simply play SPAA stationary and just click on the plane as soon as they see it. I notice this even when I play CAS, most players absolutely can't play SPAA. Especially IR, which is very strong when attacking from ambushes. Well, yes, when you start shooting madly, in a hurry, as a bonus in an open position, not taking advantage of moving around, hiding, then it's difficult to play even in the best SPAA or tank.

Most SPAA players are terrible, I will agree, but let's not pretend that the Ozelot is some god-tier SPAA when it is one of the worst of its class comparatively. You can use it highly effectively, just like I can, however you have no means of self defense, have limited range, and limited target engagement capabilities.

You cannot engage most aircraft unless they burn off significant speed and, at that point, let you kill them. It is common to be required to use 2 missiles on a single aircraft; the first to kill their speed and force them into a maneuver, then the second to intercept them during the maneuver. Under this use-case, the Ozelot consumes a large amount of ammo and has relatively little lead capabilities compared to it's nearest counterpart; the Strela.

IR missiles can be very strong and I'm not saying they aren't, I am saying they are incredibly limited in their capabilities and not as strong as people seem to think they are.
Venom Jan 22 @ 4:37pm 
Originally posted by Aleuvian:
Originally posted by Venom:
I repeat, if someone has a problem with Ozelot, it's in his abilities, not in the fact that Ozelot is a weak SPAA. As I wrote, I have no problem with Ozelot clearing the entire sky and declaring a no-fly zone, if I can do it, it means that Ozelot can't be a weak SPAA, don't you think? Do you really believe that in all these many games I've always, every single game, met an amateur in a plane? :) I play CAS a lot, as well as SPAA, so I know very well how both sides work. The problem is, like many crying SPAA players, that they don't know how to play with it. Many times repeated things, they stay on the spawn, an easy target because there the planes look like before, they don't hide, they don't seek shelter from a possible attack, and Ozelot is very small. Many players don't understand at all that the IR SPAA has the strongest side in a surprise attack from ambush. You have IR missiles that you can just fire and they lock on, which is a huge advantage for ambush attacks compared to radar missiles that have to be manually locked on and maintained. You can fire at multiple targets and immediately hide behind cover. Thermal helps you incredibly and makes it easier. You can shoot at planes that you can't see, are behind the forest, because in this game the seeker will find them. Also, players often don't use pre-aiming, they don't help their missiles, as they shoot too hastily, they don't read the plane's flight, its direction and flight path, they don't anticipate. They simply play SPAA stationary and just click on the plane as soon as they see it. I notice this even when I play CAS, most players absolutely can't play SPAA. Especially IR, which is very strong when attacking from ambushes. Well, yes, when you start shooting madly, in a hurry, as a bonus in an open position, not taking advantage of moving around, hiding, then it's difficult to play even in the best SPAA or tank.

Most SPAA players are terrible, I will agree, but let's not pretend that the Ozelot is some god-tier SPAA when it is one of the worst of its class comparatively. You can use it highly effectively, just like I can, however you have no means of self defense, have limited range, and limited target engagement capabilities.

You cannot engage most aircraft unless they burn off significant speed and, at that point, let you kill them. It is common to be required to use 2 missiles on a single aircraft; the first to kill their speed and force them into a maneuver, then the second to intercept them during the maneuver. Under this use-case, the Ozelot consumes a large amount of ammo and has relatively little lead capabilities compared to it's nearest counterpart; the Strela.

IR missiles can be very strong and I'm not saying they aren't, I am saying they are incredibly limited in their capabilities and not as strong as people seem to think they are.


I'll close this topic simply, I've played a lot in this game, but I still consider myself an average player. If I, as an average player, can clear the entire sky with Ocelot quite easily, how come others can't? So what's the problem?
Aleuvian Jan 22 @ 4:44pm 
Originally posted by Venom:
I'll close this topic simply, I've played a lot in this game, but I still consider myself an average player. If I, as an average player, can clear the entire sky with Ocelot quite easily, how come others can't? So what's the problem?

Because you're an above-average player. The average player in War Thunder terms gets maybe 1-2 kills, spawns maybe two times, then quits after one or two matches.

The average player registered on Thunderskill averages a 1.5 - 2.0 K/D, but the majority of players don't bother to learn tank weakspots, how to maneuver their plane, or etc.
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Date Posted: Jan 22 @ 9:00am
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