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War Thunder "La Royale" - Changelog


Stona_WT
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  • 9М112, 9М113, 9М117, 9М117M1, 9М119, 9М119M1, 9М133, 9М133FM3, 9M114, 9M120, 9M120F-1, 9M220O, 3М7, MGM-51B, MGM-51C, MP ACRA, MIM-146, TOW, I-TOW, TOW-2, TOW-2A, MILAN, MILAN-2, HOT, HOT-2, 302 ATGM, HJ-9, GP105, GP125, HJ-73E, Type-79, ZT3A1, ZT3A2, Roland-1, Roland-2, Roland-3, RB-70, RB 70 Mk.2, BOLIDE — switched to a new physical aiming model.

Very bad addition. I tested BOLIDE and after few km passed rocket is completely uncontrollable/useless. Rocket simply destabilise itself and its impossilbe to track anything. Why such additions? This is not real life, this is PC game. I have nothing against realism but it cannot worsen gameplay. I wonder when you will finally understand this.

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I'm not sure if this is an unmentioned intentional change or a bug that came in with the update, but it seems as if aircraft can no longer capture ground points in Ground RB matches. I don't know about you, but if I manage to safely land a plane in an active match and drive it to a point, I feel like I should be rewarded by being able to decap the point like we used to be able to.

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since a huge nerf on 10.0-10.3 SPAA, cas is superior strong and make the ground vehicle literally unplayable. Please consider give a spaa a buff at least spaa should able to defend the air.

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I'll probably end up making multiple posts, but I got a few things to say:

I do feel very split about the limited ATGM initial guidance mechanic. While it feels realistic and is kind of cool to watch, the benefits for gameplay are very discussable. A central issue seems to affect the Bradleys, because their ATGMs are overcorrecting so massively, that hitting a target at close range ist almost improssible. And this appears to be quite random. Other vehicles like the marder allow the player to essentially compensate the issue of limited initial guidance by offsetting their aim because the missile launches straight out of the launcher. The TOWs of the Bradley dive downwards aggressively and go well below the center of the crosshair. Sometimes they even hit the ground when the vehicle is in a hull down position or a low obstacle, that isn't very far away.

This affects the M3 and the M3A3 and if you could look into it, I'd be glad. These two machines just seem bugged by launching their ATGMs with massive overcompensation. The same goes for the Begleitpanzer. The TOW hits the ground in the test drive, if there's flat terrain in front of the tank. This cannot be correct and should be fixed. It makes the Bradleys almost unsable at medium ranges, as their missiles will not be able to hit the target properly, same goes for the Begleitpanzer.

The BMP-1 and 2 also feature a weird drop off a few seconds after launch as if the guidance of the missle gets disrupted or as if the motor stops. This causes the same issue essentially. BMPs can now no longer engage a target at 300m, if they aim straight at it. The missile hits the ground.

As I said, while it is an interesting mechanic, the value for gameplay is questionable. Essentially, some ATGM carriers got nerfed massively with this patch, because they now rely on very specific conditions to use their missiles. The fact that a missile would actively hit the ground seems just plain wrong and would probably call for a redesign of the system. 
In WT, the close quarters maps require us to essentially go and knife fight with all ATGM systems we get. As you stated in a recent Q&A, you intend to increase the amount of close fighting even more. This makes this new mechanic one that hampers light vehicles like the IFVs and forces them into open areas, where the time to react with a tank cannon is also quite the advantage and the flanking potential is not as great. 

Like volumetric, the system may be more realistic, but it kind of messes with gameplay of ATGM vehicles in a way that makes it worse for the player. I now essentially die, even if my enemy messed up severely, missed his shot and all I would need to do is kill him with my missle. But thanks to the immense mess that the missles now perform, I cannot. If this is the indended solution I can only say that it worsens the experience. It does not matter if it is realistic or not.

Edited by DELTACLUSTER
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On 14/06/2023 at 19:06, CameraManUA said:

I have a question. What happens with LAV-AD? Why its nerfed?, its even not mentioned in changelog! Im talking about his penetration, its moved from 91/85/64mm to 66/56/31mm. At now LAV cant stand against his main opponents(soviets) because cant kill them even in side with gun.


The nerf of the LAV-AD penetration is one I also can not quite understand. The US doesn't really have a big 10.0 lineup already. You have the M1128 and the LAV-AD, that's it. If you want to fill it with vehicles below 10.0 you get the M3A3 Bradley. That is a must have. But then you run out of options if you don't intend on spending money. You got the XM803 and the MBT-70, but they are significantly weaker. You can take the M1, but then you increase your BR to 10.3 and you still only have 3 proper ground attack vehicles. The LAV-AD with its penetration made a significant difference for this lineup. I cannot understand why this stealth nerf happened and I would like to see it reverted. The LAV-AD is squishy enough and a versatile option that was very fun. The nerf just isn't right.

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UI no longer indicate if bomb bay is open or closed mostly in small bomber planes.

Whoever make new gun smoke detail on planes remove it its ugly - like 1990s effect Also the after fire black effect if you zoom in in some angles kills  20-40fps especially if lower to the ground. 1187580424_shot2023_06_1721_03.29hires.j

Edited by Szatanshow
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Regarding the removal of the Chinese PT76 could it be possible to instead just relabel it as a Vietnamese PT76. The TT has the Vietnamese T34 SPAA that China had nothing and its fine to have also keeping the PT76 would make a 5.0 lineup a lot more viable with a total 3 vehicles.

 

Spoiler

Vietnamese PT-76 light tanks | Amerikaanse geschiedenis, Geschiedenis

 

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