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Toggleable impact point selection for F&F FO&U missiles.


Zucc_Boi
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  1. 1. Should impact point for FO&U missiles be toggleable?

    • Yes
      2
    • No
      1
    • Maybe
      0


The introduction of Spike in War Thunder is naturally tricky in terms of what features to implement, what to neglect, and how to balance in terms of counter-play. One of its unique features is FO&U mode (Fire Observe and Update) which allows an operator to manually steer the missile from the missile seeker's point of view. Among the many strengths of this mode is the ability to select an impact point on a target. 

Realistically, the Spike impacts turret center, as seen in this video:

 

(Operator manually flies missile until he acquires LoS, then switches to automatic mode and the seeker locks onto turret center)

Spoiler

 

 

In War Thunder such shots may not be sufficient, and to finish off a crew there may be a need for 2 missiles impacting different areas of the tank, e.g. center (turret crew) and front (driver, or an encapsulated crew like 2S38). In the current implementation, missiles will impact center of mass so subsequent missiles won't deal further damage (as long as neither player moves between shots).

To deal with this issue without adding a potentially OP FO&U capability, I propose that impact points be toggled via a button. 

For example: front, center, rear.

This would not be dissimilar to how the Pantsir works, with options between leading or not leading a target. The interface should include a display similar to said 'lead/no lead' option, or the 'lock' option for the Spike.

 

This suggestion names the Spike, but principally it should be implemented for any future FO&U missile (e.g. Akeron MP). Missiles that are F&F but not FO&U, e.g. Pars 3LR, or the Javelin (not yet in game), are not relevant for this suggestion.

 

Edited by Zucc_Boi
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