The New Way
New Way Tl;dr
SAM Repair
If you want to skip to the tl;dr, click here.
SAM sites initially spawn as a Zil-135 truck.
SAM units are now deployed into individual GAZ-66 trucks to allow for custom unit placement by using F10 > Unpack
or
Type | Command |
---|---|
Version 1 | -unpack |
Version 2 | -unpack XXXX |
Version 3 | -unpack XXXX 120 |
The first unit (ECS /CC/ PCP etc.) will spawn as a SCUD launcher. If you kill the SCUD launcher, the system will be dead.
Be careful where you -unpack. Many SAM systems will not function correctly if the ECS/CC/PCP (Command Vehicle) does not have Line of Sight to enemy aircraft. Choose a well defended, yet open location. Away from trees, buildings and terrain obstructions.
All primary and point defence units will spawn as GAZ-66 trucks and will have the RP value of their original units (i.e. 7 RP3 for a SA10SR, or 3 RP3 for a LN).
These function like a crate, and can be carried by player logistics vehicles and placed anywhere within 20nm of the SCUD.
Note 1: You will have a white circle marker showing you where 20nm is around the launcher until replacement is complete.
Note 2: Place the trucks the direction you want them to unpack. For patriot LN/SR where they are directional and face the opposite way to the truck they're on, this conversion is done automatically on deployment for you so point the truck where you want the missiles to point. (See image below).
Note 3: Distance checks between compositions are distance from any unit.
Finally, when you're happy you can then use -unpack XXXX
(using any ID of a unit in the truck) to unpack the composition using all the remaining GAZ trucks that are alive for that group.
The time to build remains 30 minutes / 15 minutes, but from the moment the SCUD was spawned (i.e. first unpack). Examples:
-unpack trucks
on a Patriot site. It takes you 35 minutes to place/shuttle/drive all of the units into position. When you run -unpack XXXX
on the Patriot site it will build immediately.-unpack trucks
on a Patriot site. It takes you only 18 minutes to position the units. You get This PATRIOT build will be complete in 12 minutes
(or similar) after running -unpack XXXX
Either way, the enemy team continues to have a single-target kill opportunity by destroying the site SCUD launcher.
Launchers, and point defence units will automatically spawn with a rearm truck, if there is no rearm truck as part of the composition within rearm distance (not shown in the image below).
So to summarize what I already said in the gen chat:
- first unpack you get a scud where the command units, radars, etc. will be
- you get x number of GAZ trucks each being a launcher baby
- you can pick them up with choppers or send them autonomously
- on second unpack, everything settles.
To make it more survivable:
- command site to be a bit more spread out
- launchers come in singles with their support truck that's moveable.
-SovietKitty, 2024
Players are able to repair damaged Surface-to-Air Missile (SAM) systems under specific conditions. The repair system ensures that only partially functional SAM systems can be restored, offering a tactical and cost-effective alternative to full rebuilds, while preventing over-permissive repairs.
Repairs are only allowed if the SAM system is not completely incapacitated. Specifically, repairs are permitted unless both of the following conditions are true:
Critical System Loss:
All units in a critical category (e.g., all launchers, ECS, CC, or all SR components) are destroyed, rendering the system incapable of engagements.
Critical categories can be checked using the -sam
summary command.
Severe Damage:
60% or more of the primary group (e.g., Patriot components) is destroyed. The primary group refers to essential SAM elements like launchers and command units, while secondary components such as point defense groups (e.g., Tors) or rearm truck groups are excluded from this calculation.
Event | Cost | Cooldown |
---|---|---|
RP (cooldown) | 100 | (0) |
Spawn ZIL | 150 | (0) |
2 SR killed | 150 | (14) |
Start Repair | 150 | (14) |
2 SR Killed | 150 | (28) |
Repair Complete | 128 | (28) |
This is that when you repair, more units would go on cooldown, so by holding the max number of RP that could possibly be killed, we prevent repairing above - or negative user experience of failing to repair because you no longer have enough RP - or that you just lost an objective etc. etc.
This also limits the amount of repair opportunity to avoid spamming repairs.
If you lose a gaz truck, they wont be there when the composition spawns so you may end up with only 3LN etc. The main thing is that a repair will only go back to the originally deployed composition (i.e. 3 instead of 4) - otherwise the game has no idea where to spawn that unit and cant add a unit to the group. Which becomes really complex and messy.
The benefit of this mechanic is that if you use the manual composition placement which is time consuming, it may be better to repair missing assets than it is for a full reclaim and replace.