GrimGrom -> limitation of air defence systems / implementation in the CMANO (11/7/2015 8:13:45 PM)
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I would like to better understand limitations of air defense systems and how these limitations are implemented in the CMANO. For example, when people are speaking about tactics for defeating air defense in the CMANO they are usually listing surprise (late detection and reduced time for engagement), jamming, saturation (mutliple missiles and decoys) and attacks from different detection. Benefits of first three are obvious, but I'm not sure if and how effect of the last one is implemented in the CMANO. I see how multi axis attack would be beneficial in real life situation, as it could put more strain on the crew decision process, but is that really implemented in the CMANO considering that human factor is not present in the game? As far as I know, SAM systems also have a limitation in number of targets that they can simultaneously track and engage and sometimes in number of data channels for missiles that require guidance? Is that represented somehow in the CMANO? I noticed a "missile defence" property in the database. Is that property related to limitations that I discussed above or it is used for something else?
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