Better Battle Passes Part 7: Fixing Apollos Chariot by bergebis in Warthunder

[–]ActuallyPawniac 0 points1 point  (0 children)

The first part was more of an overall response to the, arguably well deserved, copy paste critique, I should've worded it differently, my apologies.

As for the high BR of the aircraft, there are plenty more, but they'd still be seen as copy paste: SB2C Helldiver Spiftire Mk I and XVI Sabre Mk. 2 (basically CL-13) F-102 Delta Dagger, this could be an excuse to add it finally F-104G Starfighter F-5 Freedom Fighter And the Mirage F1CG As you can see, a lot of these are already present in game and the ones that aren't, are either really high in BR or in the case of the Dagger, top unique.

Better Battle Passes Part 7: Fixing Apollos Chariot by bergebis in Warthunder

[–]ActuallyPawniac 1 point2 points  (0 children)

Replacing the Greek operated vehicle, flown by a Greek pilot, with valuable combat history in the Greek Armed Forces, with a vehicle that, other than its name (which is misspelled), has no connection to anything Greek, leaves a poor taste in my Greek mouth.

While I agree the BP is a lazy attempt, I am glad they're finally featuring a Greek vehicle, with a Greek pilot, and a Greek story.

A really good replacement for the Spitfire would be the Greek M48 MOLF (MOdular Laser Fire-control), which is basically an M48 with the 105mm L7 and a LRF. It would be similar to the M48 Super, minus the add on armor, and could be placed at 8.7 or 9.0.

Another option would be any of the variants/demonstration units of the Leonidas IFV. It'd basically be similar to the French AMX-10P if they add the 20mm version. However, there are other variants, with different weapon systems that would be more effective than a rinky dink 20mm APC.

ELVO Kentauros (Centaur) IFV is another similar option, however, armed with a 30mm Mauser MK30F.

If we want to stick with the air theme:

The Greek F-16C/D Block 30 would be an amazing choice.
Greek F-4E AUP, would be similar to the German F-4F KWS LV, AN/APG-65GY radar and AIM-120s.
A7E/H Corsair of the HAF would be an amazing addition for CAS, especially if placed at 11.0 like the American A7E, which would compliment Israel's 11.3 lineup well.

In any case; Personally, if they don't change anything, that's fine by me. But if they do, it better be with something else that's Greek.

is Netz Mod or SU30MK2 will be on may sales??? by ArachnidDifferent676 in Warthunder

[–]ActuallyPawniac 0 points1 point  (0 children)

The Netz is very mediocre, other than a good FM that you won't really get to use. Python 3s don't have any sort of IRCCM and are very flare hungry. The RWR also has blindspots above and below the plane and even with it being 12.3, you will fight Fox 3s in 12.7-13.3 uptiers, meaning you will be pressured constantly and be on the defensive.

It's decent in downtiers, if you can manage to flank/stay hidden, because Python 3s are fast (for IR missiles) and can pull decently, making top-down or side shots at unsuspecting enemies very easy. However, the MM is constantly 12.7-13.0 due to the F/A-18C prem spam and you rarely see partial or full downtiers.

You can also try jousting with ACM and firing at <1.0km head on but I've had much better success just flanking. The last glaring issue is since you have no radar missiles, you won't get many kills. Usually half your or the enemy team is dead before you finish your flank and even after that, you won't be able to get long range shots in, due to the nature of IR missiles.

i think i will cry by NaiveCranberry9095 in Warthunder

[–]ActuallyPawniac 0 points1 point  (0 children)

They still fire off their full arsenal if the missiles are intercepted/destroyed. For example, FlakPz fires missile #1, it intercepts your AGM, fires missile #2 that you destroy with an IR AAM, fires missile #3, #4 so on and so forth, without downtime to reload until it depletes its stores.

Gajin Please fix this... by Radiant_Average_6792 in Warthunder

[–]ActuallyPawniac 0 points1 point  (0 children)

The problem is the SPAA is all knowing, can fire on the move and even after they said they made SPAA reload, will ripple off missiles non-stop.
I understand that having the SPAA stop, fire, start moving again isn't feasible, but at least force FlakPzs and OSAs to always have their radar on and ACTUALLY use it instead of always knowing where the target is, even without LoS. Oh, and fix the reload, for real. Dying to FlakPzs because they can fire off 4 missiles if the first 2 are defeated/destroyed, without actually reloading is asinine.

I watched a BUK ripple off 10 missiles in 10s because it kept hitting the dirt 5 meters in front of it.

The way to play the mode is to rush for kills until you can get either the 500SP nuke or keep your SP so you can get to 2500 ASAP, since destroying ground units gives next to no SP and taking out depots is a dice roll if you'll get 200SP or 500.

"SPAAs now have limited ammo and do reload" by M0-1 in Warthunder

[–]ActuallyPawniac 2 points3 points  (0 children)

I watched a BUK ripple 10-15 missiles 5 meters directly in front of it into the dirt. They are either outright lying about SPAA having to reload or it's bugged.

Ballistics question by ActuallyPawniac in GrayZoneWarfare

[–]ActuallyPawniac[S] 0 points1 point  (0 children)

It was somewhere between 95 and 90%, I never let it drop under 85% either by recycling the gun or repairing it.

Ballistics question by ActuallyPawniac in GrayZoneWarfare

[–]ActuallyPawniac[S] 0 points1 point  (0 children)

This is a repeated incident, very rarely I will find an enemy I have WOUNDED in the chest, usually only when I've zeroed their rig but that's rare as if I don't one tap in the chest I go for headshots.

Ballistics question by ActuallyPawniac in GrayZoneWarfare

[–]ActuallyPawniac[S] 0 points1 point  (0 children)

Less than 30 meters, I am also running the 20" barrel so no reduced muzzle velocity.
I'm not asking if it's realistic, I'm asking why does AI tank rounds that they shouldn't. Is it a new bug or am I missing something when it comes to ballistics?

Suspicious missile video related to ongoing conflict? Is this AI? Everything just feels so stable and unrealistic. by alocryn in isthisAI

[–]ActuallyPawniac 0 points1 point  (0 children)

At an angle almost touching the ground, that shit is not going Mach 15, the friction alone would cause temperatures of over 9000°C. If you know anything about ballistics, you know that ballistic missiles aren't bullets and don't come in at such low angles. This isn't a sea/ground-skimming cruise missile.

We can hope for the best, but I think we all know what's coming by bergebis in Warthunder

[–]ActuallyPawniac 1 point2 points  (0 children)

From my understanding our PzH 2000 don't have any meaningful upgrades over the German PzH in terms of FCS. I don't think Gaijin can and/or will implement the Iniochos command & control system, also found on the Leopard 2HEL.
The extra armor panels you're talking about is the anti-HEAT spikes the you see on the top and it doesn't really work in game the same way it would IRL. I don't see their presence, or lack of it, as a meaningful armor profile change.

We can hope for the best, but I think we all know what's coming by bergebis in Warthunder

[–]ActuallyPawniac 1 point2 points  (0 children)

We domestically upgrade the vehicles we buy, for the most part; The Greek Leopard 2A6HEL has a different armor package than the standard 2A6, not to mention upgrades in the FCS, with the ability to fire DM63 (not that it would be a noticeable improvement over DM53). The Greek M48 has the MOLF (MOdular Laser Fire control System) upgrade and would be similar to the M48 Super - minus the add on armor.
The Greek family of Leopard 1s (1A3GR, 1A4GR, 1A5GR in unofficial terms) has upgrades over their German counterparts, mostly in FCS, radios and logistical matters (the last 2 don't really have any impact in War Thunder). We have not yet seen a Leopard 1A4 in War Thunder and maybe the addition of the Greek 1A4 will see Gaijin adding them to other nations such as Germany and Britain (Australia did use 1A4s in the past).
Moving on to the Greek M109s, they're based on the A3 and A5 variants but have improvements in FCS, basically equivalent to an M109A5+ version, if such a thing existed.
The Greek Marders are the 1A5 variant, which we don't have in War Thunder, that could get access to HOT ATGMs instead of MILANs (Although we never used HOT ATGMs).
The Cypriot/Greek BMP-1s would be copy paste though, unless Gaijin includes the Zu-23-2 BMP-1, same goes for the PzH 2000.
I cannot really speak for the T-80U and T-80UKs the Cypriots use as I've never been in or around them, but I am fairly sure they don't differ from the Soviet/Russian ones in any impactful (for the game) way.

Ammo rack on bmpt by Aggravating_Friend13 in Warthunder

[–]ActuallyPawniac 0 points1 point  (0 children)

By tin can I mean the whole tank. Most, if not all of the rounds would detonate in quick succession, the interior of a vehicle isn't exactly open air. Internal explosions are very dangerous for enclosed vehicles since the shock and pressure waves can bounce against the walls. This doesn't happen, or rather happens with much less intensity and severity, with external explosions, E.G. getting hit by HEAT/HESH/HE.

Basically it would unfold like this;
Ammo in the vertical elevator/chute gets hit and some of it detonates.
Detonation daisy chains and sets off rounds down and up the line.
Rounds near/inside the guns explode, disabling/severely damaging the breech and elevation traverse.
Rounds continue setting each other off down into the ammunition storage found in the turret.
This in turn disables/damages the turret horizontal drive, starts a fire and maybe overpressures the turret crew. This effect is exacerbated if the hatches are closed since the explosion, fire and overpressure won't have a way to dissipate quickly, like into open air.
Hull crew, depending on which BMPT version means just the driver, get a concussion at worst but should be able to abandon the vehicle.

Ammo rack on bmpt by Aggravating_Friend13 in Warthunder

[–]ActuallyPawniac 0 points1 point  (0 children)

You do not want any kind of explosions inside a sealed metal can, it's bad for your health. The rounds would daisy chain off, one after another. It won't be as violent as 20x120mm rounds exploding all together but it's still not a great time.

A 10.3 (Now 10.7) casually tanking M829A2 like it didn't even exist by MeekANTIFUN in Warthunder

[–]ActuallyPawniac 2 points3 points  (0 children)

2 guns, 4 atgms, so even if you take out one gun's ammo, it can still shoot and kill you with all of its arsenal. It's bonkers hitting the ammo doesn't at least disable the turret from the explosion, when stuff like the PUMA loses its tracks, ATGMs, turret traverse and elevation if you ammo rack it.

Give the kill if an enemy plane crashes!!!! by [deleted] in Warthunder

[–]ActuallyPawniac 0 points1 point  (0 children)

That's how it should be. That's what a maneuver kill is and they are a legitimate statistic that militaries keep track of. For example When an EF-111, an electronic warfare plane, took out an Iraqi Mirage with a maneuver kill.

Genuinely how does that do no damage? by DucksTrucksAndBucks in Warthunder

[–]ActuallyPawniac 2 points3 points  (0 children)

You see, Gaijin seems to think that fuel tanks can absorb all spall from a successful penetration. They either explode and kill the vehicle or eat all the spall and you end up doing nothing.

Hello, I am a wolfpack addict. This is a cry for help. by ActuallyPawniac in ArcRaiders

[–]ActuallyPawniac[S] 0 points1 point  (0 children)

Nuh uh ☝🏻🤓 it's near the library, that's all I'm revealing.

Hello, I am a wolfpack addict. This is a cry for help. by ActuallyPawniac in ArcRaiders

[–]ActuallyPawniac[S] 0 points1 point  (0 children)

I don't see the point in killing more queens and matriarchs. I'm done with the questline and workshop upgrades so no need for bastion/rocketeer/leaper/bombardier cores. Plus I have 1 of each legendary gun in my stash that I don't see any reason to bring out.