WARNO
SURM
themediocrity  [developer] 6 Oct, 2023 @ 11:51am
Community Questions
Because there are limits to what can be modeled I often end up with options on how to represent certain things so I figure when I encounter such questions I'll just ask what people think.

  • Should LGB bombers attack from higher altitudes for greater standoff range, or come in low to limit exposure to SAMs?
  • What would you like to see happen with ARMs (anti-radiation/"SEAD" missiles)? Right now they are still in the game, but with the ranges in play, they are pretty vulnerable. Do you use them? Should they stay?
  • Would you use a laser guided 152/155mm shell if it took a couple minutes to arrive? Or do targets move around too much to make that worthwhile?
Last edited by themediocrity; 6 Oct, 2023 @ 11:59am
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Showing 1-3 of 3 comments
Koreets 21 Nov, 2023 @ 12:20pm 
After some experience in multiplayer:

1. High altitude is OK.
2. Don't use it. Will be useful, if only SEAD planes will have top-level jamming ability. On the other hand, for now MANPADs are the most effective AA after fighter planes. So maybe it is better to remove SEAD planes completely instead. Especially since ingame AA can't destroy ARMs.
3. They will be useful if those shells will destroy modern tanks and infantry in buildings with very high chance. Perhaps a salvo of 2-4 shells would help.

Also a suggestion to significantly increase the moving speed of artillery spotters to help them escape from enemy counter-battery fire. Their autodetection is only due to engine limitations, and so you can increase their survivability this way.
≠バイト 21 Nov, 2023 @ 8:45pm 
1. high altitude is fine
2. ARMs is fine. manpads and IR based SAMs are still effective but with relatively low hit chance more often than not these miss and radar-based AA will still snipe your planes from across the map. there's been times where i've had a plane get shot at by 15 stingers and they've all missed. SEAD planes where you circle and loiter at the edge of the map and 'snipe' radar AA is the only way to use them. possibly have them fly lower to avoid exposure to SAMs?
3. may be useful, but will fall victim similar to the forward observer's call time. it only takes a couple of seconds for a real team to CFF in real life and for battery to get rounds out. in game, by the time you use them, the enemy has likely already moved out of the area, even with the saturation fire/fire for effect
Last edited by ≠バイト; 21 Nov, 2023 @ 8:47pm
themediocrity  [developer] 27 Nov, 2023 @ 9:03pm 
Thanks guys!

Originally posted by ≠バイト:
3. may be useful, but will fall victim similar to the forward observer's call time. it only takes a couple of seconds for a real team to CFF in real life and for battery to get rounds out. in game, by the time you use them, the enemy has likely already moved out of the area, even with the saturation fire/fire for effect

Do you have any sources for a CFF that fast in the 80s? Everything I can find indicates several minutes. I'll take any excuse to speed things up, but I'm kinda down to the absolute minimum times I can find sourced. So if there's something indicating faster, I'd take it. I could see a laser-guided shell being faster to call.

Originally posted by Koreets:
After some experience in multiplayer:
Also a suggestion to significantly increase the moving speed of artillery spotters to help them escape from enemy counter-battery fire. Their autodetection is only due to engine limitations, and so you can increase their survivability this way.

Yeah, that's a good point. I will do more research on what I can do to prevent that (I think there's one thing I can change but it might limit options for on-map counter battery (against mortars and such).
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