HUGE Ground Vehicle Damage Rework Coming - New Modules & Crew Healing - War Thunder Roadmap News
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- Опубликовано: 15 апр 2024
- Absolutely huge changes are coming to War Thunder fairly soon that will fundamentally change ground combat in game. In this video, I go over everything that you need to know about these changes.
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Video Title: HUGE Ground Vehicle Damage Rework Coming - New Modules & Crew Healing - War Thunder Roadmap News
#warthunder #warthundernews #warthundergameplay - Игры
Official Dev Blog Announcement: warthunder.com/en/news/8851-roadmap-following-the-roadmap-possible-changes-to-ground-vehicle-damage-models-en
I think the crew healing thing is completely realistic. In real tanks they for sure have first aid kits.
Where is the merkava MK.3D review
In your videos use the metric system.
I just noticed modules I don't think I've seen before. Optics I've seen. But things like radio, Evaluator controls I don't think I did. Has this always been the case?
Life is about to get alot worse for my 2c, 12 meaty bois to be lit on fire, and have constant concussions.
Concussion will be only for the gunner(s)
They're trying to make the spinning turret from the Bradley vs T-90M battle in Ukraine possible lol
Thankfully, most people disagree with the concussion mechanics. Only barely. But most people don't like it.
@@sauronsrighthandman301 It sounds good against light tanks, but then you remember the fuck fest that is the 2S38 and realize it's not worth it.
I like the idea of adding electronic components, but I’d prefer if they added it to helicopters instead of tanks. Like, currently, I can slam 120mm APFSDS shells into a heli and get a “Hit.” I’m pretty sure most helis aren’t just shrugging that off with no damage in real life with how complex they are electronically.
I agree that the helicopter damage model needs to be reworked. Regarding the electronic modules, that scares me, the gaijin studio is not capable of correcting a multitude of bugs that have existed for years. This has a chance of making the game worse.
Buh buh buh buh... Mah ka50, it won't be able to fly after getting smacked by a sturmtiger rocket to the cockpit, if that is gonna happen then pwease at least nerf the m22 and l3 and Stuart and sakeen, they are too oppppppppp fuck gaijoon they suck
Gaijin is literally making crews into senator Armstrong lmao
“Nanomachines son”
Pray to the Stalin and Stalin will give you your arm back within 2mins.
"THEY HARDEN IN RESPONSE TO RUSSIAN BIAS!"
Imagine a 2S38 constantly stunning you because its shell penetrates your tank despite dealing no damage to crew.
Pretty sure when a tank is constantly penetrated the crew should be dead lol, sounds like the issue here is that some shells dont do damage
If you actually read it, it says if they are injured
That's not how it works it's only when a specific crew member is hit by fragments
@@Dwagonier_XAceX101 yup like 99% of flame reddits/youtubers seem to be ignoring.
I'd much rather have stun than small components destroying my tank and getting set on fire constantly
The Loader is Burning we need FPE
The first and third way sounds ok but the second way sounds really annoying i dont think they should add it or definitely test it heavily like everything else.
The 3rd one I think they might want to add more fire extinguishers
Yeah, maybe 3 max and 2 free would be nice. Or maybe keep like now but you can replenish FPE at points@@alexmation1634
@@alexmation1634 Maybe they'll implement a usage value to the different fire types, for example:
-Temporary fires (rubbish/clothes/MG/etc.) have a value of 1
-Indefinite fires (oil/engine/gas) have a value of 2 or 3
-Extinguishers have value of 3 each
-If you only have 1 usage value left during an indefinite fire, then it won't put it out, but it will give a few seconds where the fire doesn't damage you
Alternatively, they could assign a percentage value to the extinguisher that goes down based on the time it takes to put a fire out after activating it, with similar effect as the above option.
More way to disable the turret ring, crew stunning, fire inside the compartment are horrible ideas ngl
@@nono-zu6ob all more ways to make this game even more annoying
Why are autoloaders as a module not discussed?
A human loader can be knocked out, but an autoloader still functions if everything else in a tank is damaged
Haaaa, do you which nation has the most amount of auto loaders? Good luck lol
@@justinthomas85 my exact thought lol
Xaxacacscacs autoloader mechanisms have stalinium protektive armor shell.
no bro that means russia will get nerfed!!! they already suffer SO much!!! while i agree, russian players will freak out and gaijin won’t even consider it anyways lol
@@justinthomas85 France ?
I demand that we get more uses of FPE.
Or better yet let them be resupplied at points
@@alaska6120exactly. Then people will actually fight over the objectives
@@alaska6120 I feel like that would lead to a major gameplay balance issue, unless they limit it to only one resupply and lock it behind an upgrade like the crew replenishment is.
@@alaska6120 or better yet, stop getting shot at
It’s a FPE charge how would it make the game unbalanced? That makes absolutely zero sense
I think that the more detailed modules should be added in waves to ALL nations at once so it's not unfair where one nation has more damagable vehicles than another. I also think the stun effect could be cool but only for larger caliber guns so autocannons don't just stunlock you.
Yes, and altered slightly
Sparks and ringing for the player seems excessive, but making the crewmember pause for a moment seems reasonable
@@Cannon2541 yeah
@@Cannon2541 i mean the sparks read abit janky, but the ringing noise i feel like sound pretty immersive, no?
@@Schimml0rd I don't want my tinnitus activated every two minutes by fake tinnitus.
I imagine they will do it by rank
So... basically, instead of making the ammo more reliable at actually knocking out components and crew members they're removing player skill components from the game and making it more random, yeah thanks Gaijin, that's exactly what we wanted...
Yeah I cannot express how many times my apfsds rounds have gone straight through a Russian ammo carousel just to cause some rounds to go “black” and nothing happen at all. A round not detonating means a faulty round which should mean Russian tanks should have a chance of not firing but that would be frustrating so how about a tank dies when ammo explodes but Gaijoob can’t comprehend that for Russian vehicles
I feel like you're jumping to conclusions with a very small amount of information
@@Collat3ralD4mage you should be nicknamed the complainer, russian tanks arent just spared of a way to die because gaijin felt like it, rusian fuel tanks explode pretty much all the time when in reality they are used as armor, and western tanks survive ammo hits just as often as on russian ammo, its all rng, stop blaming it on russian bias and get good
@@vladcadar8557 you missed my point. I’m saying there should be no rng for *all vehicles* I am not biased. I’ve played Russia at top tier a lot myself and I’m surviving ammo detonation at least once every two games. Meanwhile whenever my tanks with blowout panels the ammo always detonates. I can only recall 3 times out of my 2000+ games that my blowout panel has not detonated when struck cleanly l even though it should have.
Improving the model of a vehicle is bad? Wtf
I don't like the stun. I'd like to see optic damage actually matter. Maybe lose bino view with the loss of the commander. But this stuff can be added to Sim when you want max realism.
I disagree with you on the stun, but I honestly think that bino loss after commander death- I mean unconsciousness, would be a good addition to RB as well as Sim.
@@ShawnF6FHellcat I think "stun effects" can be done right. But how it is currently described I do not like. I honestly like the idea of ringing and dampened sound for a short period after taking a hit. Either way, if they wreck the game at first, I'm sure it'll get fixed up to a better state than it is now.
@@funwithmagnus8570 Yeah, the new damage system alone is going to cause a balancing nightmare, resulting in BRs moving around more than ever before...
You have negative kds and you want to lose your binos as well. Yeah lets not do that.
@nikolaperic6307 my KD is just barely above 1. Thank you very much lol
This basically is a buff to anything with high firerate. Looks like my break from war thunder is gonna extend a little longer
I was concerned about autocannons becoming even more OP. Sounds like i was on the right track
My Falcon and ZA-35 gonna be even more cancerous
@@barronhelmutschnitzelnazi2188 hopefully it will justify/somewhat nicely enhance my having maxed out crew reload skills frequently.
i was gonna say big buff for anything with a stabilizer first shot is gonna be stronge
if they decide to add that stun mechanic vehicles that can reload fast like japanese mbts and that sweedish bkan artillery are going to dominate since they shoot every 4s, which means if you get hit by one of those and you get stunned for lets say 2s you're never gonna be able to do anything to save yourself, its unfair
the stun mechanic seems overly complex and less intuitive than a simpler system. just use a much shorter version of the dead crew mechanic! the gunner or driver being effectively incapacitated for a second or two after taking a hit seems like a perfect debuff, as opposed to relying on the weird swaying and screen effects.
I really like this idea too, in fact I have previously suggested it on the forums years ago
What? It works when a specific crew member is hit by shrapnel, otherwise nothing happens. It depends which crew member is injured. Pretty realistic I'd say a driver being smashed by hot fragments is going to be out of it for a moment if they are even alive.
@@Dwagonier_XAceX101a rpg hit the side of an m1 near the driver, didnt kill him and he backed up in just a few sec, its not a real life take on it, only reason they would not be able to respond is if the tank hit a mine or sum and knocked the driver out
@@Dwagonier_XAceX101another real life example of why this is false is a rpg hit the front of a1 while the driver had his hatch open, wounding him pretty good but he was able to respond and get out of there almost immediately, so as I said before, it's not a realistic thing
@Rono99 i dont think you are very informed on anti tank munitions. You say "rocket propelled grenade" hit a tank? Do you even have a fathomable idea at how many different types of launchers and warheads there is? Each one is so different from country to year. So stop talking off news articles that talk about stuff without being specific to was it RPG 27, RPG 29, RPG7? What was the ammo used for that said launcher, was it tandem...was it normal one shaped charge without an anti ERA penetrator. Is it a damn bozooka made in 1942 and what was the round fired.
Do you people who talk about propaganda even look into the logic of tank armor vs different weaponry? You are talking to warthunder players, they are highly informed most of the time. Hmmm was it a captured American smaw? Who knows...the list of variables could be insane.
Armor is more complicated than saying. "Tank stop rpg = tank good"
Did you know tanks use many different types of ammunition too?????? Not just for penetrator factors but for a dozen reasons like reducing likelihood of ammo detonation in ammo stowage, different propellants increase velocity, thus increasing penetration.
Do you get the idea? And the name of an rpg is just the name of the weapon, per say: your classic m4 rifle, depends on the 5.56 used. Was it m995, was it m855. Im not sure how i can explain it to somebody who doesn't everyday look into tanks history and sources.
Ha! As soon as they said "a more detailed model to *specific* vehicles" I figured it'd be primarily for western tanks. Lo and behold, yep, they mentioned the M1 and Leo 2. Can't wait to see the chance modifiers for different vehicles for the random "rubbish, crew clothing, oil, wiring, etc." fires.
Only for western vehicles too. Gaijin’s Russian bias is showing again.
@therealspeedwagon1451 Oh I'm sure some select non-Western vehicles will get detailed models several months after. Maybe a year or two. Who can say?
war thunder is going to the jungle there will be that many bugs
I'm very onboard with these changes, but there's one potentially major thing that has been overlooked: These changes will make the Anti-Tank SPAAs even more of a menace by giving them even more vulnerabilities to exploit on their armored counterparts...
idk. yes it was frustrating, but realistic. happened in desert storm. a bmp was shot, other side thought it was disabled...then it shot back at them. the bmp crew just took a couple seconds to..idk..patted themselves to check if they are still alive? when they realized they are and no serious damaged, they jumped into action and shot at the americans i think? could be brits but i think i remember it was an american vehicle unit.
this is just a mechanic to appease the crybabies. i hardly play those light vehicles. sometimes i'm frustrated when a penetrating hit does nothing. i just check the hit camera for where the crew or ammo are.
@@thecursed01 That's why I have a problem with much of the community saying that solid and sabot don't do enough post-pen damage. Those rounds are meant to utterly destroy the components they directly hit, then send said components' shattered remains into the crew and everything else. When it comes to ammo detonation, you have to either damage the detonator enough to make it go off prematurely, or hit the propellant directly while retaining enough energy to light it with the heat from friction. I do wish that Gaijin modelled the ammo to shoe both propellant and penetrator as separate sections, so that the penetrator detonates either by RNG or not at all (depending on the type), while the propellant has a 100% chance of cook-off if hit. Now would be the perfect time to do that, since the coding would be simple and they will be updating most if not all ground vehicle models anyway.
Have your voice be heard, vote against the stuns option, WE DO NOT NEED STUNLOCK IN WAR THUNDER! If stuns get added, I will be leaving the game, World of Tanks has this stun mechanic and it's absolutely terrible, we do not need this here, period.
Nu huh Light tanks are cancer
+1!
Nuh hu light tanks are cancer
I say bring back crew injuries from impacts. Old ground forces was far better than this garbage we have today
@@gam883quiet down simpleton.
New alert message dropped:
“Your commander is on fire!”
"You got a hole in your right arm!"
I’m actually excited for the extra modules and the “burning crew” effect (fucking brutal btw) because we’ve been asking for something like the avionics and wiring for the KA-50, how they can just absorb high caliber ordinance to the body because it’s just an empty space with no fuel lines, wiring etc.
The “crew fire” seems like they’re trying to throw a bone for when you hit a vehicle and it just passes through a light or even heavy vehicle with absolutely no effect. With the fire, you’ll at least do some damage that’ll lessen the enemy’s efficiency with a non-lethal or critical hit.
The stun lock is a terrible idea. Like Tankenstein said, all that’s gonna do is exasperate the “first shot” advantage meaning whoever gets off the first damaging shot basically gets their hand held for the rest of the engagement while the victim is sitting there helpless as they deal with a half dozen status effects
It might sound "metal" or whatever but I see it getting very old after 3 or 4 times
I mean it depends on the crew member that gets hit will be stunned.
@@Dwagonier_XAceX101 I honestly think it makes sense for the whole crew to be stunned. Even if you aren’t injured in a hit, I imagine a shell going multiple times the speed of sound punching through the steel armor and potentially out the other side would be a very loud, disorienting and distracting event. The crews in War Thunder’s ability to just ignore this with a stone face is kinda ridiculous.
@@darkninjacorporation but its also not IRL, where you are actually fighting for your life. that's not fun. This is a game, and its supposed to be fun. I like realish stuff, but adding stun to the game would make it distinctly unfun for most. I'd rather deal with constant crew fires over being stunlocked.
the way they describe these changed really don t make them seem like they will add to the game, the main problem for most people is solid shot doing too little damage, same with apds, while APHE is incorrectly modeled to explode in a bubble rather than a cone, like HEAT. I can maybe see those extra modules, but having my mg ammo set on fire and thus incapacitating my turret crew while they put it out or while it puts itself out, with no other damage to anything else let s say, sounds really really infuriating, I want to see this being tested first, and i want to see dev servers for it. If they introduce it straight into the game it will probably be a dumpsterfire
I feel like the crew healing overtime should instead be being able to switch around crew, so for example if you have a hurt loader you can switch the gunner to their position and at the cost of having an overall slower turret you can reload fast again
There should also be a setting to prioritize who to switch out id rather switch my white driver to loader then my commander who has a steel rod in his head switch to loader.
As someone who hates hitting IFVs and doing no damage, these are all terrible and should not be added imo.
The first one could be cool, would maybe make the op 50cals on early usa tanks a little bit of a handicap.
The second is absolutely terrible, I do think that maybe kinetic energy could be cool, like a heavy shell could yeet a bmp1 a feet or 2 maybe.
But stun is rubbish, the aiming going off center also sounds absolutely horrid.
I do really want to see an fv4005 ripping the turret straight off a tank though.
The 3rd way just sounds like extra RNG, please just don't.
it just sounds like it's being more realistic, idk why they wouldn't be added
I think war thunder is going so realistic to the point where the ‘realism’ will effect gameplay in unnecessary ways.
like the kinitc energy
@@infinitehexington because realism does not equal fun. It usually gets in the way of it, in fact. First and foremost, a game should be fun, obviously.
I think they should alter the proposed healing mechanic / add to it. I do not dislike what they proposed, and of course any crew healing would be awesome, but I think what should also be implemented is that replenishing a crew member at a captured zone additionally to giving back a dead crew member also heals all other alive crew members fully. This way the crew replenishment modification would also be usefull for tanks with only two crew members in GRB (like for instance the M50 Ontos amongst many others).
If they add concussion, it'll be the last nail in the coffin for me. Imagine IFV's being able to knock you out for a bit by just railing you with 30mm. No thank you.
It only happens if you're being penetrated and your crew members are being damaged.
Wtf is gaijin smoking ffs, fixing damage models by making it absolutely worse??
Hello, we already get stun, called contusion, u can check it when ur vehicle has no autoloader and in reloading time u get shot, even without damage on u, ur reloading will stopped on couple of moments
I'd like to see a repair/rearm zone in the spawn areas. On maps with a single cap, it becomes impossible to get more ammo or fully repair when your team is being stomped on and spawn camped. With a repair/rearm zone in the spawn you can get your ammo, FPE, crew, etc back at the cost of having to fully disengage and retreat back to spawn.
I legit will not play ground battles anymore if stunning is implemented.
Stop lying,you can't escape the snail
@@alo3786 Absolutely can if that shite gets added. What brand of heroin were they slamming when they came up with that nonsense?
Sounds like someones scared of a little concussion
You really riled up the mouth breathing cretins.
There's a vote. If it gets voted as good by most people then by definition, more people are happy than unhappy, so ... bye I guess.
Problem where?????? They just don´t like spall liners (zu deutsch Splitterschutz). Gayjin should remove it if they don´t like it. No spall liners = more shrapnel = more damage in the tank
I want to see more internal modules cause shrapnel, radios, optics, ammo, engine/transmission, gun breach, literally everything that can shatter and be thrown at crew at over 200m/s
9:05 Probably more like just giving themselves some first aid when they are not under attack. Same way as the loaders start replenishing first-stage rack when they don't have to reload the main gun.
i dont even care any more about any of this at this point.
all i want is either a ground RB mode that excludes aircraft, or at least make aircraft more point-intensive to spawn.
people can spawn in some planes after 1 ASSIST...not kill,not cap..no, an ASSIST.
what good does a fancy overworked damage model do to the game when theres 3-5 planes in the air on both sides after 2 minutes in to a match?
this game has become so incredibly unfun lately
So more ways to die = more rage
More bugs, more inconsistency, less progress = more GE sales?
More ways to die AND more ways to kill. So, no, actually. You will remain at exactly 50% win rate and 1:1 KD as an average player, just like before.
@@gavinjenkins899 not an average player like u kid stay down and i dont care about ur kd
@@quandalusdingelous So you must be BELOW average then? Because if you were above average, then "more ways to kill" would benefit you more than "more ways to die" would hurt you, since above average players kill more often than they die. Thus you'd be happy about the change. Since you're not, I can only conclude you must be below average. Or just illogical. One of the two.
@@gavinjenkins899literal "umm aksually🤓" moment you sound like the most annoying kind of redditor.
Stun could be a mixed bag. I think it’s a good idea but it needs to be hard capped so you don’t get stun locked. IE: if you are stunned you can’t get restunned for 30 seconds or so. This would keep things fair so first strike matters but you can’t keep someone locked up forever.
I'm for the changes, at least on a theoretical level, but we're missing far too many details to form a solid opinion. I'm mostly skeptical about the concussion effects. I hope optics become a somehow relevant module like was done with radiator. Nothing like seeing all enemy optics turn black after a shot, but it isn't even counted as a critical hit.
if only theu did something similar to planes, its so annoying when you kill a plane by shooting out their engine and setting the whole aircraft on fire but they're still able to gun you down and drop all their bombs on you while diving into you
Shut up just dont
The stun mechanic is giving me flashback to WoT
I think the turret moving thing is inspired by that one scene from fury
DO NOT EVEN CONSIDER STUN MECHANICS
The cannon drift mechanic is simulating how a the gunner is hit n tries to keep on target.
I see concussions going away (at least from RB) the same way as incapacitation due to crashing did long ago (tank+ speed+ wall=garage), maybe leaving only the visual effects.
I think stub lock should only apply to heat or high explosive rounds. Gives you more use out of it against mbts to give you time to get away or load darts.
So would this change the apr for the panthers the round has the same size as the other one but it can’t break tracks when it should
the stun is a nice idea, but i cant imagine how annoying autocannons would be, maybe they can disable that for small caliber cannons, and the size of the caliber thats fired
Crew stun system is cut and paste from Battlefield 3 suppression effects. Love it
I can't wait for fast firing, high damage vehicles to be even stronger! Stun was such an amazing mechanic in WoT that everyone loves so why not add it to WT too, but make it work in even more annoying ways!
huh so basically it nerfs anyone with crew loaders not automatic loaders used by russian tanks, gotcha.
It would be nice if Gaijin would actually listen to what we wanted and have been asking for multiple times over the years, rather than stuff no one asked for. I think another "strike" is in order like last year
why, i like the changes?
@@Schimml0rdRealism shouldn't sacrifice fun.
Different idea for healing: Make it like the Field Repair function, but call it First Aid. Heals a living crew member back up to all yellow. Then, at cap points you could have an ability called Aid Station to swap in a fresh crew.
I don't mind the concept of stunning, but I think it should be limited to HE impacts that fail to penetrate, and stun should only happen within the first second or so of spotting an attacker (kind of representative of your crew being caught "off-guard" by an enemy's sudden appearance -- no time to brace for impact). And I think there should be a limited period of time after being stunned that you have stun immunity to prevent being stun-locked.
More detailed modules for vehicles is a good thing, but I would hope they would release them in even waves across the different tech trees to maintain balance.
Hear me out, these new modules as additional mechanic might have deeper meaning. Some time ago they improved the rp gain didn't they? So now they could bring some more modules to research to sort of bring back the grind back where it was, but hidden because ,,you get more rp now" but there is more modules toresearch. About the crew i see it this way, when engaged in battle crew has no time to let say use a medkit, but some time after dealing with threat they ,,see" they have a bit more calm time and apply medkits to themsleves (which btw might be additional module to, not to turn it off or on, but for example speed u[ the healing process or makie it more effective)
Any news of autoloaders being modeled in? It’s BS when they can lob darts at you at max reload speed after the apparent destruction of the autoloader from my dart going straight through where it would have been inside the tank
what is that surbaisse skin? or is it custom?
I’m not entirely opposed to this, sure it is just blatantly negative changes, but I think it adds a bit of realism(and goofiness) which isn’t horrible
idk. yes it was frustrating, but realistic. happened in desert storm. a bmp was shot, other side thought it was disabled...then it shot back at them. the bmp crew just took a couple seconds to..idk..patted themselves to check if they are still alive? when they realized they are and no serious damaged, they jumped into action and shot at the americans i think? could be brits but i think i remember it was an american vehicle unit
i think the fire change will be interesting. i was pretty tired of getting a good shot on a tank just for it to cause a silly fire that does no real damage, and then eat a shot to the face and get 1 shotted
Image the stun from surviving a round from a sturmiger. I think they should add crew heal to crew replenishment.
I think they should add voices when they get hit: crew members in agony, dying, electrical sparking, etc. damage sounds too
So the crew mechaic means autoloader nations being buffed? Or they gonna make autoloader stuck and stops from loading when something is hit?
For healing I prefer a Medkit upgrade BUNDLED with crew replenishment. So you are outside of cap zone, you can press the crew replenishment button to slowly repair your crew's health. If you are in the cap zone, it does it slightly faster and does both actions at the same time (You get a crew member if you don't have one, and you heal up the others). I don't like this whole potion of regeneration all of our crews have, since it will be more difficult to kill those snipers who just sit in the corner of the map all game, unless you revenge bomb them.
Would also be great if they updated ground earnings to be not least like it currently is
It makes perfect sense to me that they have a picture of the M1128 next to this post. I've sent so many DM23/33/43/53/63 through those only to have nothing happen that I have lost count. Yes I know it's a skill issue and I ought to figure it out but this thing just won't die...
As someone who mains a _compact_ light skinned vehicle (ie no no-armor-best-armor powers), this all sounds very excellent! I'm cackling at the thought of my non-fatal ATGM strikes disabling enemy MBTs for longer and giving me the chance to reload.
i think why they put the cannon drift if ur guner got hit because if u get in real life an hit u are undershock and do things with out thinking because u got shot thats is my thinking behind why they put it in
My thoughts exactly, if your hit your gonna fumble around or bump into controls as you writhe in pain. So far I'm excited for whenever this update drops.
@@jagdtiger1771I don't care what happens in real life, this is a game and this sounds like an awful mechanic.
Things that make the experience more frustrating shouldn't be added.
@@carlblack8574agree
Honestly as a tanker. I understand the crew damage/concussion states. Speaking from an Abrams crew point. Scanning for targets with the controls. Getting hit by a round is pretty significant and if you're constantly scanning definitely gonna mess with your aim. At the same time. It's a video game at the end of the day and worrying about my gunner/commander getting traumatized by the surprise spaghettification in the turret just makes it excessive. I mean I guess if they register hits in a way if your tank gets hard enough there should be a 2-5 second composure check to snap out of that fight or flight response.
When’s the tank event been ages since the boat one I’m guessing they are waiting till victory day
Yep, ready for the next tank one. Vilkas was worth the grind, excellent vehicle.
@@str8ballinSA object 292 too
They could be waiting for the April fools shit to finish but just a guess
@@General_kenobi12 You may be onto something - when is it over, do you know?
@@soumyadeepchoudhury3201 Yep, 292 is great as well. Both fit well in their 10.3 and 10.0 lineups.
That Russian 10.0 is wild...
I won’t comment on the stun mechanic but internal smaller fires I quite like the idea of, things like sabot would pretty much never cause one but others will be almost guaranteed
Please tell me that at some stage they will bring out a mode with no bloody planes, tanks only! so many games now people get 1 kill or capture a zone, J out and go to planes, its frustrating as hell
The worst thing is the camera shake, concussion and subsequent cannon drift. Maybe a second or two of shock once you get hit bad, but wow that just seems like you're gonna be fighting the game as well as the enemy.
That mean they are finally gonna add the auto loading mechanism to tanks so when u black a t series ammo and don't ammo det u can at least hurt their reload
I once shot a french tank from right at the middle of the turret neck with Conquerors the 120 mm apds, shell passed between crew members then made them Simpsons. I could see the glory hole on the turret on replay.
people sitting behind cliffs/corners using third person camera waiting for you to move is already a problem
there is VERY little incentive to do ANYTHING other than camp and now sitting still doing nothing is being buffed
after the first 3 minutes of a match going for a cap is suicide you will be bombed or you will be shot by the dude behind a hill you cant do anything against....
I hope the healing of ”injured” crewmembers doesn’t include the dead ones aswel. It’d a fine addition if a slightly banged up guys can patch themselves up but the dead should remain so, unless healed via the crew replenishment.
HEAT warheads are not in fact shooting copper plasma. It is a super sonic particle jet made out of deforming copper less so than actually molten parts. It will still be able to set fires tho naturally due to the nature of the speed and friction it will cause when colliding with fuelsources.
So does this finally mean helis wont be able to take a apfsds shells through the length of the aircraft and keep flying?
So torn on the stun mechanic. It could help a lot with some of the more trolly tanks, especially with the garbage that are spall liners, but I also don't want it to happen to me lol.
yeah maybe before that they could fix ap and apds to make british tanks actuaally playable ...but yeah no,what we get is a stupid wot stun mechanic
Tbh, change the playstyle in Warthunder to be “pretends your tank doesn’t have armor and take SOIL as an armor” would works. I mean you can’t damage a tank, if you are using soil as Armor. Heck, I wish we have hearing penalty mechanics. When shell hit your tank and it doesn’t penetrate. You’ll get hearing penalty, which reduce crews overall performance by 10% for 10 seconds. Heck, maybe a too large round hit your tank you can gain “Permanent Hearing loss” penalty. Which basically makes your game no longer making any noises. Or reduce game audio by 95%. Affect overall gameplay.
Also adding “Fuel cap” which basically affects only when enemy hits your fuel tank and cause a fire. Your tank can run out of fuel. When running out of fuel. Your tank can’t move anymore and only thing to operate is manual controls. Means any tank that use mechanical systems for move the turret will have 50% turret traverse speed reduction.
To balance this, adding Range Finder modules in Naval. If you damage this, you will no longer have Range Finders.
I really like that crew healing mechanic, but I hope they make it a little more complex, with bonuses or negatives to the healing speed. For example, if your crew isn't doing their job, maybe they heal a little faster. If they're constantly moving, shooting, reloading, maybe they heal a little slower. If you're on a cap, maybe they should again heal faster. And a bit iffy, but if you get a kill, assist, or cap, maybe you should get a small temporary morale boost that makes your crew heal or even perform slightly better.
Remember how they buffed the ERA on the Abroomz tanks on the Dev Server, just to Nerf it back to how it was on the Live Server. Everyone just forgot that 👀.
Stun effect probably act just like the random lag spikes you get when youre hit sometimes anyways😂
I like some of these changes because it does make it alittle more realistic but my problem with it is that why are they choosing only to apply these changes on nato tanks first instead of doing to the T tanks from ussr because the M1 tanks already suck when you get shot but the Leo's make sense because of volumetric I just think that it's a dumb idea to only do it to one of the higher winning tech trees and one of lowest winning tech trees
I think most of these sound like amazing changes that will be mostly disliked, at first. Would APCR actually become usable (Sherman has joined the chat) and HEAT viable again? Will armored cars no longer be more survivable than an Abrams? Stay tuned. The crew healing part is a little worrisome. The "zombie crew" could be problematic, however, minimally wounded crew should recover, (just shake it off), but severely injured crew should almost be the opposite. In other words IRL, a stunned crew might get their wits back over time, but a badly injured crew would likely get worse, if not succumb to their injuries. I think crew replacement should be expanded, on a base, and possibly include replacing badly injured crew. All that said, I still wish they would dedicate more resources to revising map shortfalls and the game mode stagnation. But, I suppose that is not sexy enough to bring in new players. (but it might help retain the older ones)
Why we still dont have a repair wheel where you can choose which component to fix
The fact stuns are 50/50 is mind blowing. For the rlly good players that can click first. Cool. Now imagine yours on 120-200 ping because eu or na servers relative to where u are at. Literally just disadvantage no matter what
with all the new modules that can get on fire i sure hope they gives more fpe and/or be able to restock on caps
No aim drift / stun wait times, anything but that.
ive said it before and ill say it again: reduce the armor value required to trigger APHE fuses. currently its usually 19mm or so, and your average shot to a light vehicle wont yield that so the round goes straight through. reduce the trigger point and you will see APHE rounds much more able to respond to light vehicles. it shouldnt really have any effect on more heavily armored vehicles and i cant see how this change would have downsides if im honest, it would only help with lightly armored vehicles by changing a single value that, in my eyes, doesnt really detract from realism.
IF they spread it out across all nations at a given BR or Tier for the damage models it will be interesting. If they smack only one or two countries at a time with every hit damaging some sort of module there will be another uprising.
They specifically only mentioned western countries. Gaijin’s Russian bias is showing again
Balance wise, I would like to see them add the loader penalty and more modules on Leopards, more than on M1s. They could theoretically make Russian and Chinese autoloaders stuck, with Russian modules larger and easier to stick for balancing reasons. I see so few ZTZs these days. For leclerc and type 10, they could add more modules so that they can be disabled easier. And do not add too many modules to the Ariete and Merkava since they are already as is (Or maybe add more modules to increase their effective RHA? who knows).
Bug win for the chally considering it is mostly top-secret so it either gets added in accurate moduals or doesnt at all
I thought this was a video game didn't know we were in a military training Sim
Crew stun is fine, and other smaller fires as well - the crazy sway thing and all - nah, that needs to get cut before it's ever in game.
As for crew healing - A: I agree it should more be at a cap point, and B: even in the field, at last check I'm pretty sure tanks have medical kits to deal with injuries - and since these crews are only ever 'knocked out', I'm sure they have the supplies to treat the minor wounds they receive from a 152 mm APHE round to the face.
I don’t mind the *concept* of a stun effect but I don’t like how it seems to be planned for implementation. I really feel like having screen effects like sparks and shaking, as well as ringing will be incredibly distracting at least for me; so I hope it’s something you can disable. I know that’s kind of *the point* in terms of realism and how crew concussion things work, but there has to be a line between gameplay/realism and I feel like that is too close to the line.
Can we get rid of fuel tanks working as ERA and also fires doing absolutely nothing over 6 seconds and then exploding?
In my personal opinion, all that I wish for them to change: Is to either remove or improve "Volumetric" with the armor and shells. I'm not too hopeful about all these additional changes, we'll have to see EXCATLY how they are implamented, and how the change gameplay.
Guess we have to do another revolt
I just have one question, will Tom Cruise come running out to put out the invisible fire when my crew gets set on fire.
Will see how it plays out. If the direction is to give the person who hit first more of an advantage, that's fine with me. I'm tired of hitting M109s first, and then they one shot you back.
So no more best armor is no armor. Nice
That's gonna upset my 2S38 crew...
@@str8ballinSA haha
@@45atanner Its so unfair, as I am struggling to kill 4 tanks and 3 airplanes in under 20 sec right now...
@@str8ballinSA I will have fun rapidly giving out anesthesia to enemies with my 57
@@str8ballinSAI know ur joking but it still enrages me that that thing is the same br as the Bradley lol.