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[Feedback] War Thunder Changes Roadmap


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4 hours ago, Acid_Burn9 said:

Not too happy about this one.

  • It will make securing the reward for the kill more annoying and will add more possibilities for the kill to be stolen.
  • Blocking the control is a horrible idea. If the aircraft can still fly and fire - let it fly and fire. Blocking control goes against whole "beast deep inside you that will not die and will fight back" idea. If you dont want to be killed by a "dead" enemy - kill it better and stay aware.


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Otherwise a lot of good changes. Happy to see the game improving.

I dont understand how getting rid of a feature that only serves to annoy people is bad. Like, what do you want us to do, vaporize an aircraft we shoot at to prevent this from happening? How is it fun to destroy someone and watching him to fall into a flat spin, only for him to be able to shoot and launch missiles at you, either because "memes" or because he got mad that you killed him? 
How is it fun for a Pe8 to be able to drop its nuke even though you took out its wing? How is it fun for an aircraft you destroyed while it was strafing you to be able to drop its bombs and/or keep firing its guns just because you didnt quite literally blow it up from the sky? 

Dying to dead players is not realistic but most importantly, its not fun. It adds nothing into the game and has been exploited to the max in the past. Dead aircraft would come to your airfield and strafe you as you were landing or taking off kind of thing... Much wow very fun...
 

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3 hours ago, Mewwwwwwwwww said:
  • Improved target hit alert in the aircraft battles. For an air target that is considered shot down under current conditions, but still has the ability to hit its offender, or if there are munitions on fire, we are going to add a delay on reporting the frag, possibly blocking the control of the shot aircraft after some time. Next Major Update.


Almost all changes are great.  But I still need to give some advice.  Look at this sentence: "possibly blocking the control of the shot aircraft after some time."  Don't let it be possible!  In real life, the F-15 has even been able to fly back after losing half of its wings.  There are too many examples of being too damaged to fight, but the pilots flew these planes back.  So I feel like if a player gets shot down by someone else, but he might still be able to fly on a monoplane, let him fly, and maybe he can land and fix the plane.  This can make the game more fun!  In fact, the aircraft in the mixture battle should not have a 15-second countdown.  They might fly back!

 

 

 

By the way, idk why it change to Chinese when I just submitted it. Maybe the stupid google. But now I change it back. Hope the google translate won't make mistakes on turning Chine to English.

Flying back is one thing, scoring kills is quite an other... 

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Please do not ignore Simulator Battles!

 

Players should not have to pay their full repair cost just to spawn their vehicle for the first time! If it wasn’t destroyed, it shouldn’t have to be repaired! 
 

Additionally, the SL rewards/min need to be relatively equal to what is earned in other game modes. Further, those rewards need to be credited to the player during the match, since the repair costs are so high and players end up running out of SL and being unable to respawn despite their end of round rewards being enough to have covered their spawn costs. The rounds can last 3 hours, players often don’t have enough SL to play the game if they don’t get the reward until the very end of the match.

 

Continuing that critique, it’s very frustrating to have had a great game and know that the rp/SL reward should be enough to unlock the next vehicle or modification only to realize that the round you just left won’t end for another 2 hours so you won’t see that next unlock until then. 
 

The rewards for destroying ground units  in sim battles is pathetic and often inconsistent. Just looking at the scoreboard, you’ll find that you are earning just 21 points per radar SPAA you’ve destroyed which is absurd when considering how effective those ground units are in killing your team’s aircraft. Idk what 21 points gets you in terms of SL/RP but I do no it’s insultingly low.

 

Sim players are also excluded from the majority of game challenges and events. Why?! Please include us! 

 

Please give Simulator Battles more attention! Some of these changes are simple changes that would dramatically improve the game!

 

These economic changes are a step in the right direction, don’t leave SB players out!

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For assault matches, could you make it possible to prevent players from using vehicles not in that BR. Often times going in to get daily boosters, there's players using Premium Vehicles at top tier and they're teamed up with someone who dragged them in there, using a super low BR vehicle in top BR matches. Often times this leads to the match being a quick loss and the daily boosters being pointless. Punish those players by making the matches unplayable for them or prevent them from going into the match all together, with an alert stating they have no vehicles at the designated BR for this match. 

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  • Technical Moderator

Lovely changes with no doubt :salute:

 

Since we're gonna see an apology system, could we also see an upvote a player on the team? I think this can significantly improve a player's willingness to play with the team and also be a symbol of positive behavior in the game.

This can bring more achievements, titles, profile icons, etc. etc.

 

Thanks!

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Everything mentioned looks promising, but final judgment is reserved for when it actually happens.

 

I do have a suggestion for something that the spurned changes did try to address (lacking full lineups): make vehicles that are foldered significantly cheaper to research. This could encourage players to briefly detour off the main progression path in order to have more resilient lineups.

An example would be the American M60 (foldered under the M48A1) and the M60A1 (AOS), currently there's no reason to get the base M60 for 150k RP when you could skip it entirely and research the improved AOS version for 180k. If researching the base M60 took perhaps only half the current requirement (75k), its optional grind would look a lot more appealing to players wanting something immediately stronger than the anemic M48A1.

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I have a rather radical suggestion for changes that can be made to the way vehicles and nation lineups work (in ground battles) that, would fill in BR gaps and reduce server que times, while also allowing for a reduction in or removal of upteir mechanic which would in effect alleviate BR compression.

 

How it works is that, tech trees of different nations are separate but crews are shared between nations allowing for the mixing of vehicles from different nations in the same lineup. This would mean more vehicles available for a lineup at each BR patching in the holes for certain nations. How this would reduce que times is in theory because all players at a BR are able to be queued together the amount of time needed to find a match for them would decrease. Why this would allow for BR range for matching to be decreased from 1.0 BR above or below to 0.7 or 0.3 or no variation at all, is because there will be in effect more vehicles at every BR and so it wont be necessary to have such a large BR range.

 

However it is important to recognize the cons of  such a large change to the way the game works, It's definitely something the community would need to vote on.

  • The first concern with this would be with historical accuracy but in ground AB and RB there isn't a historical Mach-maker so vehicles are a mix of nations in the servers anyway.
  • Secondly there is a worry about how this will affect all the players current crews, as keeping all current crews and combining them all into one section may result in just too many crew folders. So I would suggest to keep the 3 or more of the highest level crews from each nation (level 0s not counted) and any crew that has had GE spent on crew training, furthermore you would have to add crew slots for all the crew slots GE was spent on, or refund the GE spent on crew slots.

I hope this suggestion at least serves to provide ideas for others on how War Thunder can be improved even if those ideas are a bit outside of the box and maybe quite different from the initial direction War Thunder was designed with, as the game is quite different now several years later.

Edited by goldenjarichobo@psn

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I'm cautiously optimistic. My biggest gripe was to do with RP gain - it took me nearly twice the number of games in the CV90105 to get to top tier in Sweden late last year, as it did in the XM-1 to get to top tier America 3 or 4 years ago (and with notably better performance in the CV) .

 

Hopefully these changes don't just get reverted with an 'oh well, we tried'.

Edited by _artek
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3 hours ago, Bruce_R1 said:

Take a look at the repair costs on the most common bots ships now. Under the changes they'll lose more SL than they make. Nice added bonus there.

Won't do much, aimbot bots have no trouble damaging targets. They're still perpetually stealing kills from human players because things like shell room explosions don't register as damage caused by the person who did it, then when the ship dies the entire score and SL gets awarded to some random bot typically earning them 10k SL.

Edited by lizardmech
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Quite happy about this one if its going to be real!
Also, may not be as important as all the other changes, but a SERVER REGION INDICATOR on the lower left corner, next to the ping and fps showing like "ru / eu / sa / etc" would be very appreciated! some servers have constant packet loss issues but that not a problem with the game, its an issue with the user internet service, so knowing what servers you have packet loss will make determing wich one to play on a lot easier! (normally you have to select one server, waste an entire match due to PL and then select the next server, and hope for the best). Thanks to whoevere read this!

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5 hours ago, ZE4L0T said:

Great changes, at least superficially. I'm looking forward to seeing how these play out in-game. Sadly, there are still no plans to bring back the removed German vehicles like the Panther II, Tiger 10'5, or Coellian, or to bring back old event vehicles, or plans to give top tier tanks stock APFS-DS rounds.

Fake vehicles will never be re-introduced. And Maus comes back annually.
When R2Y2s get replaced, they'll be gone from researching permanently.
----
Good changes. I want event vehicles to have even lower repair costs tho.

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More love for Air Simulator battles, please.

 

The changes for SB actions counting towards daily tasks and such is huge, but please give us a little bit more attention. 

I could spit out ideas and such, but this isnt the place for that.

 

A simulator specific survey and/or revamp would be sweet. 

Gaijin has an awesome opportunity here, I hope it all works out.

 

edit: Old Guard player here, came out of the woodwork and made my first post on the forums just for this.

Edited by Motofox117
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I like what I am seeing here. There are only two points I do not entirely agree with, which are:

 

A) taking away controls from still controllable aircraft. 

 

My suggestion would be: reward the aircraft's killer with a kill, let the victim remain in control and give anybody else who further damages the victim an assist.

 

B) compressing the playable areas on Ground maps.

 

Many people complain about the maps being designed like in DotA, where you just follow a lane until you meet the enemy. This allows for very little tactical gameplay.

 

Having points that give players a good opportunity to harass the enemy team should still be a thing. It should be a reward for good map knowledge, however, such points must be available to both sides on each map so one spawn side doesn't have an automatic advantage.

 

 

Otherwise, as I said, I am really happy with what I am seeing, especially the part where SIM finally gets included in the BP progression.

 

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The changes look great!

 

But please do not apply this gameplay change, (the last one) to air simulator. 

Quote

For an air target that is considered shot down....  possibly blocking the control of the shot aircraft after some time.

Returning a damaged plane is part of the fun in simulator, and I worry that the system will be too enthusiastic.  Maybe just prevent guided weapons from firing.  However, dropping bombs is essential to reducing weight in order to return to base. 

The natural chaos, random stuff, players "thinking outside the box", scoring a lucky shot, is part of what I enjoy in WarThunder :)

 

Also, this is low priority... could the Blender plugin in the CDK have an update?

Edited by Rataz
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1 hour ago, lizardmech said:

Won't do much, aimbot bots have no trouble damaging targets. They're still perpetually stealing kills from human players because things like shell room explosions don't register as damage caused by the person who did it, then when the ship dies the entire score and SL gets awarded to some random bot typically earning them 10k SL.

Yeah, I think you're going to be proven wrong there. The majority of naval bots in a mid-tier RB game still score 500 or less a game. It's still only by sheer volume of games that the method pays off. Even with the new x11.7 multiplier a Frank Knox will have to make 2800 SL per life now before it starts to make money for the owner, up from 700. That's non-trivial.

It's not the only thing they need to do, but I'd say it should still serve as a useful depressant. Certainly more than locking down AI firing of primary armament or restricting referrals did (which isn't saying much).

 

But yeah, this is the carrot. There will still need to be a stick... Like mass-banning one of the small squadrons using bot armies to drive up squadron points for a small number of real players. That'd give people the hint I think.

Edited by Bruce_R1
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Good changes overall, great to see them. My only gripe is the lack of mention of the "realshatter" problem plaguing air battles right now, with all sorts of cannons reliant on explosive and fragmentation effects to damage aircraft seeing sweeping reductions in effectiveness. Is there any word of a fix in progress, or at least a rollback of realshatter until the mechanic can be more properly fleshed out?

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These changes are in the right direction, however these "gains" back in SL and RP are not really gains since they've been nerfed so hard since 2018. Even with all these new features to give players RP at the end of the day its only like playing with a 100% booster on, it should be 2x what these changes are. RP is by far the biggest limiting factor for players attempting new tech trees, it simply takes to long even after paying 100$ on premiums. I'd like to see the modifiers for at least RP increased a bit more but otherwise its better than nothing. 4/5 stars

I would have really liked to see gaijin fix the massive problems with volumetric and shell damage RNG, very disappointing that 0 effort or even acknowledgement of this back breaking issue. Fuel tanks and external modules eating shells ect ect. This issue has been reported many many times and its very frustrating not seeing it addressed patch after patch,  

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I think Income Insurance should be limited. If it is unlimited, it may have some negative effects. If it is unlimited, there is a possibility of abuse, such as a behavior script whose function is very simple, just to resurrect, move forward, wait to be killed, but because of the existence of Income Insurance, this negative behavior will not cause any loss and can obtain positive benefits. This is not only unfair to other players in a game, but also affects the normal play of other players. In order to avoid this situation, clear constraints should be placed on Income Insurance because for most players, it does not happen often. However, in an unrestricted situation, the possibility of it being abused is very high and has happened before.

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Personal suggestions/observations:

Spoiler

Personal suggestions/observations

  • Still need non-kill skills rewarded, like baiting, skillful defensive flying, or pressuring an enemy into friendly's hands. Meaning, that the proximity reward for air needs to return.

  • Recommend free repair rate to increase. Most people aren't patient enough and still go back into a battle straight away, so the impact is not as bad as full-on repair reductions.

  • Convertible RP linked to how much GE or packs bought - More real money spent means a better conversion rate and/or able to apply a certain amount of convertible RP per month on module research or so.

  • Air SB needs to get rid of the 1st spawn cost, this is a Pay-2-Play wall. It should be as with every other game mode, that one must only pay after a flyout for the repair cost depending on the damage obtained during the flyout.

  • No risk for Premium Players by not being able to go negative is a bit too extreme, a reduction yes, but coming out not negative is also not great either.

  • Improve the assist and kill mechanic for Naval. Right now, one is just trying to be the player that causes the last damaging hit, because that is the one getting the kill, even if that player causes only that one last damaging hit. So, this can lead to the player that did 99% of the damage getting maybe an assist. In some cases, not even that, if it was a while ago.

  • Make scout planes researchable in main tree for use in all modes in the same way the OS2U is implemented, by making it researchable once reaching a certain rank in Naval. Additionally, link the spading and crew stats of the tech tree version applicable to the version used in naval (if not already the case, but so far it feels as if the scout plane version in naval is a stock version of the aircraft). This would mean the effort to create those planes is not just visible in naval, but also other modes.

  • This is something I need to put in as a detailed suggestion, but a, granted substantial, rework of how line-ups are created by making vehicles have alliance alignment tags (kind of a precursor to this already exist through the flags in the statcards). Vehicles from different nations can then be combined into a line-up, as long as the vehicles are from the same alliance.

    • The biggest impact would be that this allows implementation of minor nation tech trees without the issue of not having full tech trees and line-ups, because gaps can be filled with vehicles from other allied nations.

    • Another big positive aspect is with minor nation tech trees then allowed, it would drastically reduce the uproar in the community if a vehicle is placed in a controversial tech tree (e.g., the SK105, Hunter F.58, Swedish AHS, etc.), because now they go in the nation they belonged to.

    • Can research multiple nations with one line-up, meaning each vehicle used is still putting the gained RP into the nation it comes from, though maybe if no more vehicles are available for research, the RP gets then diverted and spread across the other nations used in the line-up from the battle.

    • Allows Gaijin more pre-orders for new nations (yes, a bit bad for player wallets, but with the economy changes this might help Gaijin lessen the potential economic impact from them)
    • Returns to a bit more realistic (not historic, people need to understand the difference) matchmaking.

 

Detailed response per item. Colors are for my personal impression are green = good, orange = neutral, dark orange (it is not the red used by mods) = bad:

Spoiler

Changes to Silver Lions mechanics

  • Improved the balance of Silver Lions (SL). Increasing the reward multiplier and reducing the cost of repairing vehicles to make all vehicles break even for the average player, including without a Premium account. Update June 2023. à Good

  • Calculation of the economic parameters of each vehicle from average indicators instead of vehicle statistics. For all vehicles of the same type and one Battle Rating (BR), the average statistical indicators will be calculated, after which they will be used to calculate rewards and repair costs for each vehicle in accordance with its economic rank (rank and position in the rank). Update June 2023. à Looks good, have to see.

  • Improvements to Premium accounts, if your total repair cost exceeds your income, you will be compensated after the battle, ensuring that your SL tally for the match remains at zero, unless you have teamkilled. Summer updates 2023. à I do not see this too positive, more negative as it reduces the risk awareness for premium players and potentially bots.

  • Adding free back-ups to newly purchased Premium vehicles. Summer updates 2023. à Ok, still would be good to have a block for new players to immediately buy into top tier straight away. Should be only allowed after reaching rank III or so.

  • Dynamic repair costs reduction. The shorter the lifetime, the cheaper the repair (without changing the max repair cost by the date of feature introduction). Summer updates 2023. à Meh, indifferent. I think it could lead to actually an increase in one-death leavers.

  • Capture point reward for vehicles that failed to survive until capture completion. Summer updates 2023. à MASSIVE!!! Always hated being sometimes the one turning the tide by starting a decap, but then getting killed for the risk only to a teammate getting full reward, despite them not really being main one that actually helped potentially win a battle.

  • Free repair if destroyed by an ally. Summer updates 2023. à Good, a bit apprehensive that it could lead to an increase in TKs. Just hoping the ban hammer will work.

  • Detailed calculation of the reward in the mission results window, as well as in the private message window after the battle ends. Next Major Update. à Good.

Changes to progression and Research points

  • Condensing of tech trees by grouping of vehicles and decreasing required Research points (RP) to research vehicles in groups by two times. Summer updates 2023. à Really good, will likely help increase interest into foldered vehicles.

  • Reduction of research and purchase costs of rank VI-VII aircraft. Summer updates 2023. à Great to see.

  • Skill bonuses in RP. Extra reward for a certain number of kills in a session. The required kill number, as well as the bonus value are determined by the game mode and vehicle rank. For example, the approximate values for rank III arcade ground vehicle battles are: 3 kills +15%, 6 kills +30%, 9 kills +50%. Next Major Update. à Meh, I do not see this as a skill bonus, though it is somewhat ok. Skill bonus should be getting a reward for defensive flying, baiting, and pushing an enemy into a friendly’s line of fire. This means the return of the proximity score reward as a decent method. The reward wasn’t crazy but still better than now where one must get actually hit to get some reward, but that is not skill that is just stupid.

  • Detailed calculation of the reward in the mission results window, as well as in the private message after the battle ends. Next Major Update. à Good

  • Research bonuses for new nations. After obtaining a top vehicle of one nation (such a vehicle will be clearly marked in the research tree), a bonus is added to the research of vehicles of this type in other nations, where the top-tier vehicles have not yet been received. The bonus is given for three battles every day for each nation separately and depends on the rank of the researched vehicle. Approximate values are: rank IV +15%, rank V +25%, rank VI +35%, ranks VII-VIII +50%. Fourth update of the year (October-November 2023). à SUPER!!! This is really nice to see and likely helps people play a bit more across nations.

  • Revision of the naval progression. Next Major Update/ Fourth update of the year (October-November 2023). à Yes please, but have to wait and see.

Other progression updates

  • Revision of the use and obtaining of the fire prevention equipment, repair sets for tanks and ships, as well as countermeasures for aircraft. Update June 2023. à Overall great.

    • FPE of ground vehicles will be split into default for single use fire extinguishing, and an improved type, which requires module research and is capable of extinguishing fire twice.

    • FPE of naval vessels will also be split into default and improved. The default one will take longer to put out the fire, with no limit on the number of uses.

    • “Parts” in ground vehicles and “Tool Sets” of naval vessels will also be split into default and improved. Default tools available without modification research will field repair of all modules, not only mobility ones, until partial functionality, similar to Arcade battles repair mechanics.

    • Standard countermeasures will become available immediately to researched aircraft. Options such as “chaff only”, “improved flares”, “mixed”, “flares priority”, will be available by researching the module. Additional options, such as BOL pods or additional chaff pods will remain available by module research.

  • Mission points reward for repair and fire extinguishing assists of allies. Summer updates 2023 à Nice, a bit more push towards team play again.

  • Helicopter research progression by playing ground vehicles. A player will be able to select either tank, or helicopter, to channel the research points in ground battles. Summer updates 2023. à A bit torn, but seeing the ridiculous reduction in rewards for some of the heli modes, with the high research cost of helis, this looks helpful. I would’ve liked to see for example a limit on how much a heli can be researched by ground vehicles with the rest still needing to be researched with actual helis… or reduced RP for when researching helis with ground vehicles.

  • Addition of the limited list of Battle Tasks and some Battle Pass tasks to existing Aviation Simulator battles. Exact approach can be refined later. Next Major Update. à YES PLEASE!!! One reason that I didn’t proceed with playing SB more was the fact that I couldn’t get tasks done in SB. The other reason that I do not see addressed keeping me from SB is getting rid of the upfront spawn cost even on the first flyout. It should be the repair cost to spawn the same plane again.

  • Battle tasks and Battle Pass tasks available in ground Simulator Battles. Next Major Update. à As for Air SB, also a great step for SB.

  • Keeping progress of the daily login reward in the PC version by collecting daily rewards in WT Mobile. Next Major Update. à Alright, esp. when having to travel and not being able to carry a personal laptop around.

Matchmaking

  • Night battles are temporarily disabled with the “La Royale” Major Update. In the future, they can be optionally enabled. Next Major Update. à Hmm, only had it a few times. I would’ve said it should’ve been dependent if a player had a vehicle with NVGs in the line-up.

  • Changing the matching settings for high-rank battles in order to collect more complete battles at the cost of a minimal increase in waiting time. “La Royale” Major Update. à Good.

  • Display of BR ranges in the map filter. Update June 2023. à That is great, though it would also be nice to see the BR range of a match once joining in. People can already figure the BR somewhat upon spawning and seeing the friendly player’s vehicles anyway.

  • Revision of the set of maps available to piston and jet aircraft for more eventful battles, transferring some of the large maps to higher BRs. Update June 2023 à Ok, but would be great to have Air RB EC return like Naval EC on the weekend.

  • Improving the balance of late Cold War era vehicles, when the homogeneous steel and full-caliber shells to APDS, ATGM, gun stabilizers, etc., by changing the BR of certain vehicles. Summer updates 2023. à Good, but overall all vehicle types BRs should be stretched a bit more, the year old need of “BR decompression”.

Locations and missions

  • Strike UAV moved to higher ranks (vehicle BR above 9.7, matching BR above 10.7) to allow players to have SAM systems capable of countering them. “La Royale” Major Update. à Haven’t been at high rank, somewhat ok with it, but tankers are usually a bit too whiney and overreacting towards CAS.

  • Hydroplane respawn points moved to the map center, allowing them to spawn over the friendly airfield. “La Royale” Major Update. à Hmm, somewhat ok, though didn’t really feel it is necessary.

  • Reduction of the effectiveness of AI anti aircraft guns located on fields and convoys in all aircraft modes. “La Royale” Major Update. à Meh, AA on airfield can be reduced slightly, but not like crazy, it should be fair to both sides. Convoys, I think it is a bit dependent on the SPAA in the convoy. Some are crazy accurate; others couldn’t hit a barn in front of them. Plus they were already reduced not that long ago last year.

  • Special winter trees for winter versions of locations. “La Royale” Major Update. à Good

  • Fixing issues with bushes when shot-through or after a collision. “La Royale” Major Update. à Yes, no more bushes standing back up again after completely getting flattened.

  • Locations "Poland" and "Eastern Europe": changing the landscape outside the towns in order to get rid of large forests and hills, introduction of fields with small interspersed forest/hills instead. This will get rid of the massive problems of standing in forests where no one is visible, and will lead to more active gameplay. Summer updates 2023. à No, we are not here to play only COD CQB (close-quarter battle) style. If players want to play that, there are those games and/or areas of the map where they can get that CQB action.

  • Changes to the landscape/design of locations in “El Alamein”, “Aral Sea”, “American Desert”, “Japan”, “Sinai”, “Normandy” based on player feedback: removing places from which one can control most of the map and encouraging fights at closer range. Summer updates 2023. à No, again, tanks are not supposed to constantly play CQB.

  • Changing the landscape/design of locations “Alaska”, “Seversk”, “Vietnam”, “Maginot Line”, “38th parallel”, “Stalingrad”, “Karelia” based on player feedback. Planned to remove the places from which one can control most of the map. Summer updates 2023. à No, again, tanks are not supposed to constantly play CQB.

  • Massive revision of asset collision in ground vehicle locations in order to get rid of inconsistencies of visual and physical models. Summer updates 2023. à Great, really annoying at times to get stuck on certain assets where the collision model is sticking out further than the visual one. Also, would be great if e.g., the tiny steps on rail wagons could be sheared off instead of being capable of stopping a 40t tank.

  • Improvement of “Jungles” by reducing the number of positions camouflaged by vegetation, which will improve visibility and reduce the number of shots from ambushes. Next Major Update. à Why? It is supposed to be a freaking Jungle! And tanks are not just there to push like an idiot straight ahead all the time. They can and at times must be set up for ambushes.

Gameplay

  • Refinement of the damage model for small-caliber HEAT rounds. Fragments of the shaped charge jet along the flight axis will be capable of inflicting damage to the crew in the dimensions of the fighting compartment of any tank, if they are not stopped by more massive obstacles. “La Royale” Major Update. à Good

  • Improved indication for spawn zone protection. First is a more obvious indication of hits on players protected by the spawn zone, so that the shooter understands why their shots went through the protected vehicles. The second is an indication of players firing at the spawn zone: such shooters will be additionally marked in the game world and on the mini-map, similar to being scouted. Summer updates 2023. à Alright, the current system is alright already. Not really needed, but not a big deal either.

  • Finalization of the mechanics of the commander's sight in tanks. Adding a short delay to hunter-killer mechanics. Summer updates 2023. à Ok, not really necessary, but not terrible either.

  • The ability to accept an apology for a teamkill. When accepting an apology, the apologizing player is not awarded penalty points, followed by a possible kick from the session and a ban for this teamkill. Next Major update. à Really good!

  • Destructible 3D decorations, adding the ability to shoot down or destroy (taking into account the settings of damage to allies in the selected game mode). At the same time, we do not plan to add the effect of the decoration on the projectile to simplify the vehicle damage model. Next Major Update. à Alright, though probably should be disabled from friendly fire.

  • Reworking of network logic to solve one of the problems of ghost shells (“disappearing shells”) - the favored killer mechanic (“killer advantage”). In the case of a small difference in time within the player's ping, limited, for example, by 120 ms, between receiving damage blocking their shot on the server and the player's own shot, consider that the player managed to shoot. At the moment, the player sees their shot, which did not happen on the server, and believes that their shell has disappeared. Next Major Update. à Alright, have to see, though hadn’t had much issues with it.

  • Refinement of the tank and landscape collision solver in order to fix situations when a tank that has flipped on its turret top is almost impossible to turn over. “La Royale” Major Update. à Sounds great, I hope it means that it takes into account the turret as an actual model, meaning it sits on the turret, instead of sinking into the ground.

  • Improved target hit alert in the aircraft battles. For an air target that is considered shot down under current conditions, but still has the ability to hit its offender, or if there are munitions on fire, we are going to add a delay on reporting the frag, possibly blocking the control of the shot aircraft after some time. Next Major Update. à Sounds good, if it means that planes that are going down but are still capable of shooting retain that ability, but in turn are still not shown as dead to encourage the person shooting them down continues firing a bit more to ensure they truly go down. If it means that shooting when going down is no longer possible then NO, if you can still manage to control a damaged plane it should still be allowed to return to base and if in the process it can still be controlled enough to be a danger, then so be it. As said, the one thing to do is to increase the status of when a plane is considered down.

Others

  • Making it easier to report hate speech in a chat, adding a separate category of complaints, as well as showing the chat log that is attached to the complaint. Summer updates 2023. à Great! Hope this can be extended to bots.

 

Best regards,

Phil

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Is it possible to add separate BRs for planes in GRB?

I think it could fix a lot of balancing issues.

Edited by Miraz05

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