SPIKE BALANCE PROBLEM

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DanielGrushin
Posts: 1
Joined: 2024-01-24 23:31

SPIKE BALANCE PROBLEM

Post by DanielGrushin »

There is huge problem with the SPIKE HAT atm. I don't think that I've personally seen more OP thing in PR.

Let's break it down:

- No max range (the only HAT with no max range in the game)
- TOW tier splash against infantry (the other guided HAT's have very small splash, compare to the SPIKE)
- Zoom and Thermals (again, not a single HAT have this feature)
- Damage (825 on ERYX vs 1100 on SPIKE)
- No deviation (deviation doesn't matter for the SPIKE, since rocket always flies UP)
- Best HAT for close range kills, you can get off the cover while preparing the rocket and it won't wobble like ERYX or SRAW/NLAW

Now, another problem is MAP balancing with the SPIKE:

Burning Sands (1500 VD against 600m MAX range on ERYX seriously brakes the balance on LRG layer, not to mention Eurofighter vs MIG balance which is already bad. Open desert map with the ZOOM and no max range on SPIKE is a bad mix for MEC)

Ascheberg/Korbach (Open maps with lots of assets, good view range and RU side having 200m unguided HAT is not fun at all)

OP Thunder (same issues as above, SPIKE with TANDEM RPG7 leave no chances for RU side. It is basically you're fighting against 2 tanks and 1 small portable ATGM)

Pretty much every map with the SPIKE is unbalanced, I've just highlighted the most BROKEN maps

Solutions:
NERF damage to the level of other guided HATs (825). Maybe even less, to compensate its thermals and TOP mode

Remove ZOOM (partially fixes problem with the no MAX range limit, since IRL max range of the small rocket is ~1500m and the only map with that VD is Burning. That way we save the realism element, but also balancing it in game)

Remove insane splash against INF (don't change it on the TOW variant)
Last edited by DanielGrushin on 2024-01-25 00:37, edited 2 times in total.
Crylink
Posts: 65
Joined: 2021-07-21 15:08

Re: SPIKE BALANCE PROBLEM

Post by Crylink »

game is purposely not balanced
Grump/Gump.45
Posts: 501
Joined: 2018-12-15 21:35

Re: SPIKE BALANCE PROBLEM

Post by Grump/Gump.45 »

DanielGrushin wrote:There is huge problem with the SPIKE HAT atm. I don't think that I've personally seen more OP thing in PR.

Let's break it down:

- No max range (the only HAT with no max range in the game)
- TOW tier splash against infantry (the other guided HAT's have very small splash, compare to the SPIKE)
- Zoom and Thermals (again, not a single HAT have this feature)
- Damage (825 on ERYX vs 1100 on SPIKE)
- No deviation (deviation doesn't matter for the SPIKE, since rocket always flies UP)
- Best HAT for close range kills, you can get off the cover while preparing the rocket and it won't wobble like ERYX or SRAW/NLAW
Depends which Spike variant.. Yes, other HAT launchers that have thermals IRL need thermals. Looking at pictures of the missile, its easy to see why its damage is like that.

Spike-SR: 50–1,500 m (55–1,640 yd)
Spike-MR: 200–2,500 m (220–2,730 yd)
Spike-LR: 200–4,000 m (220–4,370 yd)
Spike-LR II: 200–5,500 m (220–6,010 yd)
Spike-ER: 400–8,000 m (440–8,750 yd)
Spike-ER II: 400–10,000 m (440–10,940 yd)
Spike-NLOS: 600–25,000 m (660–27,340 yd)
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bad_nade
Support Technician
Posts: 1373
Joined: 2008-04-06 18:26
Location: Finland

Re: SPIKE BALANCE PROBLEM

Post by bad_nade »

Grump/Gump.45 wrote:Depends which Spike variant.. Yes, other HAT launchers that have thermals IRL need thermals. Looking at pictures of the missile, its easy to see why its damage is like that.

Spike-SR: 50–1,500 m (55–1,640 yd)
Spike-MR: 200–2,500 m (220–2,730 yd)
Spike-LR: 200–4,000 m (220–4,370 yd)
Spike-LR II: 200–5,500 m (220–6,010 yd)
Spike-ER: 400–8,000 m (440–8,750 yd)
Spike-ER II: 400–10,000 m (440–10,940 yd)
Spike-NLOS: 600–25,000 m (660–27,340 yd)
Does any of the HAT kits PR have minimum target distance? Enforcing minimum distance could be interesting way to nerf a kit or an asset without reducing its damage.
InfantryGamer42
Posts: 495
Joined: 2016-03-16 16:01

Re: SPIKE BALANCE PROBLEM

Post by InfantryGamer42 »

clueless_noob wrote:Does any of the HAT kits PR have minimum target distance? Enforcing minimum distance could be interesting way to nerf a kit or an asset without reducing its damage.
Pretty much all of them should have it, if that was not removed in one point.
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