Leaderboard


Popular Content

Showing content with the highest reputation since 08/26/2017 in all areas

  1. 84 points
    god please no. nation appropriate maps should be the norm, i don't want that bland mess that is Tank RB, that can stay in Tank RB. Faction appropriate maps please.
  2. 46 points
    So more carrier incapable planes on carrier maps? How about no?
  3. 41 points
    HOw about no. gaijin has a remarkable track record of bad decisions, but this is a new low.
  4. 36 points
    Sure, if you stopped deleting my and other community members posts and started accepting their point of view and making a sense in this topic.
  5. 33 points
    If I understand correctly... And I may not.. Germany now can be on Saipan? Oh god no.. I just saw post on Live... USA vs USA matches? What the heck, Gaijin?
  6. 31 points
    I wonder how many deleted posts there are here?
  7. 31 points
    It seems that people in this thread do not know about or can't be bothered to use the forum sections existing outside this thread where to discus already implemented content and game mechanics. In the Machinery of War sections each nation has a "General & Upcoming" section for your in-depth discussions about upcoming vehicles and their suspected performances. There is even already a thread dealing with the (suspected) upcoming changes to be made to rockets. So after an extensive clean-up of derailing and off-topic comments this thread ( several pages worth) it will be locked for a while to give each and everyone the chance to go and find the correct forum sections for their discussions that do not belong in this thread! Cooldown lock applied
  8. 28 points
    So my BTD-1 will fly together with the Japanese against the Germans in Stalingrad? No thanks. Air RB queue times were not even close to bad unless you are at 9.0 jets, why is this deemed necessary?
  9. 27 points
    At the moment, the locations and missions of aircraft realistic battles (including the Eastern Front, Western Front, Pacific theater, and alternative history) involves those nations participating in a way which can significantly limit the diversity of the environment in cases where players repeatedly fly in the aircraft of one particular nation. Additionally, while the popularity of participating nations varies in accordance with the rules, ‘unpopular’ nations have previously been paired with the more ‘popular’ nations, which has, on occasion, led to significant increases in waiting times for players seeking to participate. Consequently, we have planned to change the rotation rules for these locations and nations similarly to the way in which ground force combined battles operate. This will mean that specific locations will no longer forcibly be paired with particular nations, and it will also allow for new nation combinations, resulting in greater varied battles. In addition to the increased variety of locations and missions, this change could possibly allow us to completely eliminate the creation of mixed battles where ‘all nations’ compete against ‘all nations" if waiting times for battles under the new scheme remain within acceptable limits. However, War in the Pacific missions will be available for USA and Britain vs. Japan. As for historical line-ups we will continue to introduce historically accurate events on a regular basis. War Thunder - In Simple: A simpler way to explain complex concepts We plan to abandon the binding of individual nations to specific locations and missions in aircraft realistic battles by significantly expanding the possible variety of aircraft locations (by using missions previously unavailable to these nations) as well as the possible combination of nations that can meet in one battle. This will not only diversify the environment and battle-tasks, but it will also allow matchmaking to be faster and more efficient, because these battles will no longer be bound by the rule that states “on this particular map, nation 1 can not meet nation 2”. Furthermore, this will also significantly reduce the frequency of ‘mixed battles’, or it could even completely eliminate them. We hope that you will appreciate these changes.
  10. 26 points
  11. 26 points
    In “The New Era” we did not forget about some of our older vehicles: A Po-2 cockpit which has been created by our players will be implemented in the game with this major update with help from our Revenue Share program! Under the terms of the program for a quality cockpit for the aircraft the author will receive a fixed reward. We would like to remind you that depending on the model’s complexity authors of cockpit models may receive between 1,500 and 8,000 USD! The author of the model and textures Gadzhimurad "CrIcKeT" Bayramov taalks about the creation of the Po-2 cockpit: In the summer of 2015 I joined a troop of volunteers that were engaged in the restoration and maintenance of an exhibition to proper condition. In the museum I saw many vehicles that have been recreated in War Thunder and I had an idea: Why shouldn't I create a cockpit for aircraft that for various reasons did not get the cockpits (Ed.: All aircraft in the game have at least dimensional prototypes of cockpits now). I didn't have much experience working in 3D editor software and I decided to start with some simple cockpits - something like the Po-2. Also by not having much experience working with textures I chose at first a piece of software where I found it possible. I started with Substance Painter software, which can work with PBR textures (War Thunder uses PBR renders). This software has significant functionality that makes it convenient to work simultaneously in all channels of textures as well as a friendly interface that allowed me to understand it in just a couple of days. And so, slowly, assisted by periodical help from developers i created the cockpit. The War Thunder Team
  12. 25 points
    This is a list of preliminary changes in the first Dev Server test of update 1.71. All content is subject to change and the notes may very well be updated with new vehicles, changes and extras. Expect to see bugs and inconsistencies in this opening of the dev server. The content you see should not be taken as final and will likely be changed, added to or indeed removed on final release. Please report any unusual behavior to our Dev Section Bug Report forums! Please try to focus on testing new vehicles, features and locations and be sure to leave feedback. Thank you. Updated Combat Missions: Warbonds will no longer have an expiry date. Updated warbonds shop - now, by completing battle tasks the player can improve the warbonds shop which unlocks new items. Difficult tasks have been replaced by a new type of tasks - special tasks, completing these will allow you to earn medals which will give you access to premium items. Special tasks are available in the warbonds shop. New battle tasks have been added to the game. New item in the warbonds shop - Universal Backup. Revenue Share: New detailed cockpit for Po-2 Custom Battles: A new feature in custom battles (feature will be tested): the creation of a game session for 64 players in custom battles. Game Mechanics: The ability to create a platoon of 8 players has been introduced. You will only be able to play with a platoon of this size in squadron battles. You will be able to participate in a platoon by accessing the squad settings after it has been created. Aircraft with only a single gunner position now have different gunner’s view modes - the view has been moved as close to the weapon as possible. You can switch back to the standard view mode in the settings. Hit cam for aircraft when attacking with rockets and bombs has been added. New vehicles: Ground vehicles USA T114 (Premium) M50 Ontos M60A1 RISE (Passive) MBT-70 Germany Waffentrager Krupp-Steyr KPz-70 mKPz M47 (Pack) USSR BTR-152А (ZTPU-2) SU-100P BMP-1 Т-64А 1971 Obj. 120 (Pack) will become available at a later date Great Britain Daimler AC Mk.II Chieftain Mk.10 FV 102 Japan Type 5 Ho-Ri Prototype (Pack) Aircraft USA F4U-4 F4U-4B F4U-1A (Updated Model) F4U-1A USMC (Updated Model) F4U-1D (Updated Model) F4U-1C (Updated Model) F4U-1A (Updated Model) F4U-1A (Japanese Premium) (Updated Model) P-51H-5-NA XA-38 (Premium) A-26C (Updated Model) A-26B-10 B-24D-25-CO (Updated Model) USSR Be-6 (Pack) Su-6 AM-42 Britain Hornet Mk.III Japan Ki-109 D4Y2 D4Y3 Italy SM-81 New locations and missions: New location for aircraft: Hurtgen Forest. New mission “Domination” Hurtgen Forest. New mission “Operation” Hurtgen Forest. New mission “Operation” Husky. New location for ground vehicles and set of missions “Fulda Gap”. New location for ground vehicles and set of missions “Emperor's Garden”. Location and mission updates: The mechanics of defence of bases in locations: Poland, Advance to the Rhine, Tunisia and Finland has been added in test mode. Balancing edits in the “Battle Royale” mode in the locations: Abandoned factory, Finland, Advance to the Rhine. Balancing edits in the locations: Ash River, Volokolamsk, Stalingrad, Jungle, Sinai. New location for the “Battle Royale” mode: Stalingrad. Ground Vehicles model, damage model, characteristic and weaponry changes: Targets in test drive have been changed to the following vehicles: BMP-1, Object-120, Т-55, Т-64А, Т-62, IT-1, ZSU-23-4, T10, FlakPz I Gepard, T114, M551, M163, M60, M60A1 (AOS), M60A1 Rise, M60A2, T95E1, MBT-70, KPz-70, Leopard I, Leopard A1A1, Jpz 4-5, RakJPz 2, RakJPz 2 HOT, Swingfire, FV102, Falcon, Chieftain Mk.3, Chieftain Mk.5, Chieftain Mk.10; ST B1; Type 60ATM; Type 74; Type 87. New smokescreen producing equipment - engine exhaust smoke system - has been added. Smokescreens can be activated on the move, the time and amount is limited. The modification is available for all vehicles that had it in reality - IT-1, T-62, T-55A, T-64A, T-10M. Loader’s skill does not influence reload time for rank 5 and 6 vehicles with automatic loading mechanisms (MBT-70/ KPz-70, T-64 1971, Object 120, Object 906, BMP-1). A bug where the rangefinder had 2000m limit in RB/SB has been fixed. Depending on the rangefinder type the equipment can now operate at 2500-5000m distance. Rank 6 ground vehicles have a ranging of 5000m distance if they use laser or stereo rangefinders. Armour penetration of armour-piercing high-explosive shells (HESH) for 106mm recoilless guns (Type 60 SPRR, M50 Ontos) has been increased from 127 to 152mm. Source: Bulletin of Armored Vehicles - Influence of 106 mm high-explosive shells of recoilless gun on monolithic steel armor. ATGM vehicles damage model update: If the launcher or a missile has been seriously damaged, missile launch will not be possible in all game modes. Such damage can be inflicted even by rifle calibre ammunition. The after-penetration effect of the HESH rounds has been updated: secondary fragments are generated at normal to an armour surface and not by the direction of a hit. The slope effect against HESH rounds at 30-10 degrees angles has been updated. Penetration at these angles has been reduced. Source: Вестник бронетанковой техники — Source “Effect of 106 mm HESH rounds of the recoilless gun against monolite steel armour” The ballistics of the 115 mm 3BM3 and 3BM4 APDS rounds have been fixed. Flat trajectory has been slightly degraded. The armour-piercing effect of the 122 mm 3BM11 APDS round for the M62 canon has been increased. Maximum armour penetration at point-blank range has been changed from 336 to 361 mm. Source: “Domestic Armored Vehicles”, Book 3, 1946-1965. The penetration mechanics of APDS rounds at angle have been updated. Construction specifics and their influence on the penetration at larger angles is now taken into account 100mm smoke shells have been added for the following vehicles: T-54(1947), Т-54(1949), Т-54(1951), Т-55А, SU-100, SU-100P, Т-44-100, Т-34-100. Anti-aircraft machine guns have been added for following vehicles: Ka-Mi, Chi-He, Chi-Nu, Chi-To, Chi-Nu II, Ho-I The ammunition for the following ground vehicles will now show more detail: T-34-85 (D5T), T-34 1942, T-34 1941, T-34E STZ, T-34 1941 (L11), KV-1С, KV-1 (ZiS 5), IS-1, Pz IV F2, Tiger H1, Tiger E, Pz IV G, Panther D, M18 GMC, M10 GMC, M4A3E2 Jumbo, M24, Iron Duke IV, Sherman Firefly, Chi-To Late. Chi-Nu: vertical guidance angles have been changed from -10/+15 to -10/+20. Source: Hara.T (1961) “Japanese tanks and Armoured Vehicles” Japan, Tokyo. Chi-To / Chi-To Late: vertical guidance angles have been changed from -11/+17 to -10/+20.Source: Hara.T (1961) “Japanese tanks and Armoured Vehicles” Japan, Tokyo. Type 61: vertical guidance angles have been changed from -10/+20 to -10/+13. Source: Kunimoto,Y. GROUND POWER Type61 MBT and Prototypes, Japan. GALILEO Publishing Ho-Ro: vertical guidance angles have been changed from -5/+30 to -10/+20. Source: Hara.T (1961) “Japanese tanks and Armoured Vehicles” Japan, Tokyo. Type 74: The angles of the turret vertical guidance have been corrected from -5/+15 to -6/+9. Source: “Post-War Japanese Tank Development History” Iwa Hayashi. STB-1: The angles of the turret vertical guidance have been decreased from -9/+9 to -6/+9. Source: “Post-War Japanese Tank Development History” Iwa Hayashi. Chi-Nu II: Turret rotation speed has been increased from 10.4 to 16.5 degrees per second. Source: 主要兵器体系 (Main Weapon System Controls), Ministry of Army. Chi-He: Turret rotation speed has been increased from 6 to 14 degrees per second. The speed of vertical guidance has been increased from 4 to 8 degrees per second. Source: 1st Army Technology Study Group Reference File A03032065000 Weapons Subcommittee Lecture Records Volume2. Ha-Go/Ha-Go Commander: Turret rotation speed has been increased from 14 to 15.7 degrees per second. The speed of vertical guidance has been increased from 4 to 8 degrees per second. Source: 1st Army Technology Study Group Reference File A03032065000 Weapons Subcommittee Lecture Records Volume2. I-Go Ko: Turret rotation speed has been increased from 6 to 15.2 degrees per second. The speed of vertical guidance has been increased from 4 to 8 degrees per second. Source: 1st Army Technology Study Group Reference File A03032065000 Weapons Subcommittee Lecture Records Volume2. Ke-Ni: Turret rotation speed has been increased from 6 to 17 degrees per second. The speed of vertical guidance has been increased from 4 to 8 degrees per second. Source: 1st Army Technology Study Group Reference File A03032065000 Weapons Subcommittee Lecture Records Volume2. Ka-Mi: Turret rotation speed has been increased from 6 to 12.1 degrees per second. The speed of vertical guidance has been increased from 4 to 8 degrees per second. Source: 1st Army Technology Study Group Reference File A03032065000 Weapons Subcommittee Lecture Records Volume2. Chi-Ha: Turret rotation speed has been increased from 6 to 15.2 degrees per second. The speed of vertical guidance has been increased from 4 to 8 degrees per second. Source: 1st Army Technology Study Group Reference File A03032065000 Weapons Subcommittee Lecture Records Volume2. Chi-Ha Kai: Turret rotation speed has been increased from 6 to 15 degrees per second. The speed of vertical guidance has been increased from 4 to 8 degrees per second. Source: 1st Army Technology Study Group Reference File A03032065000 Weapons Subcommittee Lecture Records Volume2. Ho-I: Turret rotation speed has been increased from 6 to 14 degrees per second. Source: 1st Army Technology Study Group Reference File A03032065000 Weapons Subcommittee Lecture Records Volume2. Ho-Ni III: Display icon on the minimap has been corrected from “medium tank” to “SPG”. FV4005: Display icon on the minimap has been corrected from “medium tank” to “SPG”. Pz.III Ausf. E/Ausf F: Bugs in the transmission have been fixed. The gear ratios have been adjusted and three additional reverse gears have been added. Speeds are set according to the engine speed equal to 3000 rpm. Maximum speed has been increased from 67 to 71 km/h, reverse speed has been increased up to 12 km/h. Source: Maybach - Variorex gearbox as fitted to Pz.Kpfw III, 1945. Panzer Tracts 3-2 - Panzerkampfwagen III Ausf E-F-G-H 1938-41. Table of speeds with kinematic calculations: almanac Diamond №2. Article: “Transmission for a motorway tank". SU-152: A bug related to the inability to switch to the second reverse gear has been fixed. Panzerwerfer 42: Ability to reload the carriable ammunition has been added. Ammunition has been increased from 10 to 20 rockets. Sd.Kfz.234/4: The number of crew members has been increased to four. M41 (USA) / M41 (Japan): Reverse speed has been increased from 9.6 km/h to 18.5 km/h. Source: TM 9-2350-201-12 "Operation and Organizational Maintenance, 76-mm Gun, Full Track Combat Tanks, M41(T41E1) and M41A1(T41E2)" Churchill Mk.I: Smoke shell for the 75mm howitzer has been added to the ammunition. Crusader AA Mk.II: Reloading speed has been increased from 1.3 sec to 6 sec. Tiger II (H) / 10.5 cm Tiger II // Tiger II (H) Sla.16: The armour type of the hull plate and the turret has been changed. Reduced armour modifier has been removed. Chieftain Mk.5: Engine power value has been reduced from 750 h.p. to 720 h.p. Source: Chieftain Mk.5 Technical Handbook, 1973. T25: Vertical stabilizer has been added. Source: R.A.C Technical Situation, Report №37, 1945. M3 Lee/Grant: Vertical stabilizers for 75mm and 37mm guns have been added M56: Mass has been reduced from 7150 to 7030 kg. Source: TM 9-2350-213-10 Operation 90mm Full Tracked Self Propelled Gun M56. M4A3 (105): Mass has been reduced from 32800 to 31700 kg. Source: TM 9-759 "Tank Medium, M4A3" Sept 1944. M46/ M46 Tiger: Turret rotation speed has been increased from 24 to 25.5 degrees per second. Source: TM 9-718 "Medium Tanks M46 and M46A1" April 1951. 20mm Oerlikon Mk.II: The projectile speed of the armour-piercing shell has been increased from 730 to 830 m/sec. Source: ORDNANCE PAMPHLET NO. 945 RANGE TABLE FOR 20-MM. A.A. GUN M551: The fire rate has been increased from 3.6 to 4 shots per minute. Source: R.P. Hunnicutt's "Sheridan, A History of the American Light tank, Volume 2" M60A2: The fire rate has been increased from 3.6 to 4 shots per minute. Source: "Comparative characteristics of main battle tanks " Fort Knox 1973. DARCOM P-706-253 "Engineering Design Handbook - Breech mechanism design." A30 Challenger: Ammunition load has been increased from 42 to 48 shots. Source: WO 291 1439 Vol 1 British tanks M103: Rotation speed of the turret has been increased from 18 degrees per second to 24 degrees per second. Source: NN 8852.1-13 Standard Military Vehicle Characteristics Data sheets, 25 Sep 1963 Aircraft model, damage model, characteristic and weaponry changes: B-24D-25-CO: The ammunition load in side turrets has been changed to 250 rounds per turret. Il-2 and Su-6 series: АО-25М-1 bomb types have been added. MiG-15bis and MiG-17: S5K, S5M and S21 rockets have been added. Do 335 (all variants): A bug which would allow bombs to drop without the bomb-bay doors opening has been fixed. Do 17 E-1: Preset without bomb load has been removed. Do 17 Z-2: Preset without bomb load has been removed. Aircraft rocket damage has been updated, they are now more accurate, mass explosive type parameters have been added. As a result, damage against armoured vehicles has been reduced. 127-137mm rockets have damage similar to that of a 122-152mm HE shell. To destroy a medium or heavy tank players will have to get a direct hit. The striking and penetrating effect of armour-piercing aviation rockets (RP-3 Mk1, RBS-82/132) has been fixed. Now the rockets correctly penetrate armour with kinetic action and form a stream of secondary fragments. The firing angle in turrets has been fixed for the following aircraft: OS2U-1, OS2U-3, P-61A-1, P-61C-1, Po-2 ,SB2C-1c, SB2C-4, SBD-3, Su-6, BB-1, Su-2 (all variants), Swordfish Mk I, TBD-1, Tu-14Т, Wellington (all variants), Wirraway, He 111 (all variants), Il-2 (all variants), Il-10 (all variants), Ki-45 (all variants), Ki-102, A-26 (all variants), B24D-25-CO, B-25 (all variants), B5N2, B7A2, B-17 (all variants), Beaufighter (all variants), Breda 88 (P.XI), D3A1, F1M2. Graphics: Turrets that have been blown off a tank now interact with the environment and do not “sink into terrain”. In this case, they are not server objects (they are only calculated on the client) and therefore do not provide protection against shells. Smoke screens visuals have been improved. The size and density of the smoke trail of tracer ammunition for all machine guns of rifle calibre on ground vehicles has been reduced. The effect of rifle calibre ammunition of ground vehicles hitting the ground has been changed. The smoky trail of ATGMs has been significantly reduced. Economy and research: 6th Rank has been added to the ground vehicle research tree. SB2C-1c: Has been moved to the 3rd rank. I-153 M-62: The BR for Arcade Battles has been changed from 2.7 to 1.7. С.202 (German): The BR has been changed to 2.3 in Arcade Battles. A-26 (all modifications): The amount of gunners in the crew card has been fixed. M56: Spawn point requirement has been corrected. Previously it was considered as a “medium tank” instead of “tank destroyer”. Т-54 (all types): tanks have been unified into a single research group. М46 and М47: Tanks have been unified into a single research group. М48А1 and М60: Tanks have been unified into a single research group. Camos for the following wheeled SPAA have been added: 4-M- GaZ AAA, 72-K GAZ MM, 94-KM ZIS-12, 29-K, Type 94. Camouflage requirements for strategic bombers have been changed - now they require base damage and not as previously required, ground kills (will be implemented later). Interface: The appearance of the game interface has been updated, fonts have been changed. 3d decorations of weapons have been moved to “weapons” section. Categories for decals "Italy", "Britain", "Britain (tanks)", "Japan (tanks)" have been added. Decals have been redistributed according to categories. The decals of the categories "Axis" and "Axis (emblems)" are united in one category "Axis". Duplicate names of U.S. tank camouflages have been changed. Now the names correspond to their description. Sound: Servo-motor sounds for modern tanks have been added. The distance detection of the sound of 100mm and higher calibre guns has been increased. The logic of playing the audio of enemy shots has been improved. The logic of voice notifications when playing while capturing points has been reworked. The voice-over for capturing of points has been added in English and Russian. The logic of the reproduction of the sound of a ground vehicle upon falling from height has been improved. Machine gun rotation sound has been added to 93 ground vehicles Other: The following languages have been added to the game: Serbian, Hungarian, Ukrainian, Belarusian. .ru reported bug fixes: The unrealistic behavior of the PBY-5a when contacting water with the wings has been fixed (source). A bug with increased respawn scores when repairing or reloading on the airfield has been fixed (source 1, source 2). .com reported bug fixes: A bug where the incorrectly displayed terrain with some configurations has been fixed (source). IMPORTANT NOTE: These are the initial notes for the update. Further additions, bug fixes and content may be added later and everything is subject to change. hing is subject to change.
  13. 25 points
    ^^THIS^^ Seems the same people can't be bothered to stay on topic despite multiple thread warnings and treat this thread as their personal playground. The thread will be locked for cleaning purposes again after which it will be reopened and those continuing the off-topic discussions will suffer the consequences. In the meantime read the comment i made last Tuesday in this same thread: Edit: Since there is a lot of new content known and aren't rumours any more you can head over to the Machinery of War section and discus the upcoming vehicles there:https://forum.warthunder.com/index.php?/forum/981-machinery-of-war-discussion/ If you want to talk about your experiences you had on the Dev-Server with the new content : https://forum.warthunder.com/index.php?/forum/1177-dev-server-171/ If you found bugs with the new vehicles on the Dev server then use the appropriate bug report section: https://forum.warthunder.com/index.php?/forum/1181-dev-server-171-bug-reports/ Due to the large amount of derailing posts this thread will have a cooldown lock applied and reopened tomorrow. In the meantime you can use the other forum sections as described above.
  14. 25 points
    >Miss the Dev server >Come here to look for news >Find 15 or so unread pages since Dev server opened >Realize that at least half of them are taken by a bunch of people throwing screenshots at each other in order to prove who's got "the longest penetrator" >Try searching for f***s to give >... >...still searching... >... >... Well, nope. None found, sorry. >Hope ppl will one day realize that they'd better spend energy filing documented bug reports than trying to convince other random people by cluttering a rumor roundup thread.
  15. 23 points
    Played 10 games. - 5 on one (!) new map - 5 on Finland, because - we don't have any other maps - HESH is ****, Gaijin completely ignored numerous threads about HESH problems and actually nerfed the ammo even more. 105 mm is brutally useless. IS-6 choo choo wagon unstoppable now. - APDS seems better in post pen on weak armored tanks (Leos) and on the other hand xxxx against heavily armored Soviets.. Figures - no regen steering added - like who gives a crap, right? T-34 best tank in history, its physics for all - no BR change with IS-6 (considering HESH is nerfed, CAS is nerfed) - fin stabilized ammo only for Soviet tanks as basic ammo - no viable change in BR what-so-ever, there were numerous changes that could be done even with addition of Rank VI, BRs of Rank VI edited after some testing weeks, but noooo, let's keep the BR at the same position Yeah, no Russian Bias. And I am an unicorn. Having sex with a dragon. Turned off. Bored. Uninstalled. Good riddance fellows, see you in other games.
  16. 23 points
    Download Wallpaper: 1280x1024 | 1920x1080 | 2560x1440 War Thunder presents Update 1.71 "A New Era" New Tanks Japan Type 5 Ho-Ri Prototype (Pack) Germany Waffentrager Krupp-Steyr KPz-70 mKpz M47 (Pack) USA T114 (premium) M50 Ontos M60A1 RISE (Passive) MBT-70 Britain Daimler AC Mk.II Chieftain Mk.10 FV 102 USSR BTR-152А (ZTPU-2) SU-100P BMP-1 Т-64А 1971 Obj. 120 (Pack) will become available at a later date KPz-70 Germany M60A1 RIse (P) USA Chieftain Mk.10 Britain T-64A USSR New Aircrafts Japan Ki-109 D4Y2 D4Y3 Italy SM-81 USA F4U-4 F4U-4B F4U-1A (Updated model) F4U-1A USMC (Updated model) F4U-1D (Updated model) F4U-1C (Updated model) F4U-1A (Japanese Premium) (Updated model) P-51H-5-NA XA-38 (Premium) A-26C (Updated model) A-26B-10 B-24D-25-CO (model has been updated) Britain Hornet Mk.III USSR Be-6 (Pack) Su-6 AM-42 Ki-109 Japan XA-38 Grizzly USA Hornet Britain Be-6 USSR New Maps "The Fulda Gap" "Emperor's Garden" Updated Combat Missions New Warbonds shop (will be available after 20th of September). Warbonds will no longer have an expiry date. Updated warbonds shop - now, by completing battle tasks the player can improve the warbonds shop (in the corresponding month) which unlocks new items. Difficult tasks have been replaced by a new type of tasks - special tasks, completing these will allow you to earn medals which will give you access to premium items. Special tasks are available in the warbonds shop. New battle tasks have been added to the game. New item in the warbonds shop - Universal Backup Revenue Share New detailed cockpit for Po-2 Custom battles A new feature in custom battles (feature will be tested): the creation of a game session for 64 players in custom battles . Game Mechanics The ability to create a platoon of 8 players has been introduced. You will only be able to play with a platoon of this size in squadron battles. You will be able to participate in a platoon by accessing the squad settings after it has been created. Aircraft with only a single gunner position now have different gunner’s view modes - the view has been moved as close to the weapon as possible. You can switch back to the standard view mode in the settings. Hit cam for aircraft when attacking with rockets and bombs has been added. New locations and missions New location for aircraft: Hurtgen Forest. New mission “Domination” Hurtgen Forest. New mission “Operation” Hurtgen Forest. New mission “Operation” Husky. New location for ground vehicles and set of missions “Fulda Gap”. New location for ground vehicles and set of missions “Emperor's Garden”. Location and mission updates: The mechanics of defence of bases in locations: Poland, Advance to the Rhine, Tunisia, Finland, Eastern Europe, Fulda and Japan Balancing edits in the “Battle Royale” mode in the locations: Abandoned factory, Finland, Advance to the Rhine. Balancing edits in the locations: Ash River, Volokolamsk, Stalingrad, Jungle, Sinai. New location for the “Battle Royale” mode: Stalingrad. Ground Vehicle model, damage model, characteristic and weaponry changes: Targets in test drive have been changed to the following vehicles: BMP-1, Object-120, Т-55, Т-64А, Т-62, IT-1, ZSU-23-4, T10, FlakPz I Gepard, T114, M551, M163, M60, M60A1 (AOS), M60A1 Rise, M60A2, T95E1, MBT-70, KPz-70, Leopard I, Leopard A1A1, Jpz 4-5, RakJPz 2, RakJPz 2 HOT, Swingfire, FV102, Falcon, Chieftain Mk.3, Chieftain Mk.5, Chieftain Mk.10; ST B1; Type 60ATM; Type 74; Type 87. New smokescreen producing equipment - engine exhaust smoke system - has been added. Smokescreens can be activated on the move, the time and amount is limited. The modification is available for all vehicles that had it in reality IT-1, T-62, T-55A, T-64A, T-10M. Loader’s skill does not influence reload time for rank 5 and 6 vehicles with automatic loading mechanisms. MBT-70/KPz-70/T-64 1971/ Object 120/Object 906,BMP-1 A bug where the rangefinder had 2000m limit in RB/SB has been fixed. Depending on the rangefinder type the equipment can now operate at 2500-5000m distance. Rank 6 ground vehicles have a ranging of 5000m distance if they use laser or stereo rangefinders. Armour penetration of armour-piercing high-explosive shells (HESH) for 106mm recoilless guns (Type 60 SPRR, M50 Ontos) has been increased from 127 to 152mm. Source: Bulletin of Armored Vehicles - Influence of 106 mm high-explosive shells of recoilless gun on monolithic steel armor. ATGM vehicles damage model update: If the launcher or a missile has been seriously damaged, missile launch will not be possible in all game modes. Such damage can be inflicted even by rifle calibre ammunition. The after-penetration effect of the HESH rounds has been updated: secondary fragments are generated at normal to an armour surface and not by the direction of a hit. A bug which would allow the formation of secondary fragments from a shaped charge jet possible, even without any actual penetration of a module, has been fixed. While a shaped charge jet may not have broken through the module, secondary fragments could previously form and damage other modules and crew. The slope effect against HESH rounds at 30-10 degrees angles has been updated. Penetration at these angles has been reduced. Source: Вестник бронетанковой техники — Source “Effect of 106 mm HESH rounds of the recoilless gun against monolite steel armour” The ballistics of the 115 mm 3BM3 and 3BM4 APDS rounds have been fixed. Flat trajectory has been slightly degraded. The armour-piercing effect of the 122 mm 3BM11 APDS round for the M62 canon has been increased. Maximum armour penetration at point-blank range has been changed from 336 to 361 mm. Source: “Domestic Armored Vehicles”, Book 3, 1946-1965. The penetration mechanics of APDS rounds at angle have been updated. Construction specifics and their influence on the penetration at larger angles is now taken into account 100mm smoke shells have been added for the following vehicles: T-54(1947), Т-54(1949), Т-54(1951), Т-55А, SU-100, SU-100P, Т-44-100, Т-34-100. Anti-aircraft machine guns have been added for following vehicles: Ka-Mi, Chi-He, Chi-Nu, Chi-To, Chi-Nu II, Ho-I The ammunition for the following ground vehicles will now show more detail: T-34-85 (D5T), T-34 1942, T-34 1941, T-34E STZ, T-34 1941 (L11), KV-1С, KV-1 (ZiS 5), IS-1, Pz IV F2, Tiger H1, Tiger E, Pz IV G, Panther D, M18 GMC, M10 GMC, M4A3E2 Jumbo, M24, Iron Duke IV, Sherman Firefly, Chi-To Late. Chi-Nu vertical guidance angles have been changed from -10/+15 to -10/+20. Source: Hara.T (1961) “Japanese tanks and Armoured Vehicles” Japan, Tokyo. Chi-To / Chi-To Late vertical guidance angles have been changed from -11/+17 to -10/+20.Source: Hara.T (1961) “Japanese tanks and Armoured Vehicles” Japan, Tokyo. Type 61 vertical guidance angles have been changed from -10/+20 to -10/+13. Source: Kunimoto,Y. GROUND POWER Type61 MBT and Prototypes, Japan. GALILEO Publishing Ho-Ro vertical guidance angles have been changed from -5/+30 to -10/+20. Source: Hara.T (1961) “Japanese tanks and Armoured Vehicles” Japan, Tokyo. Type 74 The angles of the turret vertical guidance have been corrected from -5/+15 to -6/+9. Source: “Post-War Japanese Tank Development History” Iwa Hayashi. STB-1 The angles of the turret vertical guidance have been decreased from -9/+9 to -6/+9. Source: “Post-War Japanese Tank Development History” Iwa Hayashi. Chi-Nu II Turret rotation speed has been increased from 10.4 to 16.5 degrees per second. Source: 主要兵器体系 (Main Weapon System Controls), Ministry of Army. Chi-He Turret rotation speed has been increased from 6 to 14 degrees per second. The speed of vertical guidance has been increased from 4 to 8 degrees per second. Source: 1st Army Technology Study Group Reference File A03032065000 Weapons Subcommittee Lecture Records Volume2. Ha-Go/Ha-Go Commander Turret rotation speed has been increased from 14 to 15.7 degrees per second. The speed of vertical guidance has been increased from 4 to 8 degrees per second. Source: 1st Army Technology Study Group Reference File A03032065000 Weapons Subcommittee Lecture Records Volume2. I-Go Ko Turret rotation speed has been increased from 6 to 15.2 degrees per second. The speed of vertical guidance has been increased from 4 to 8 degrees per second. Source: 1st Army Technology Study Group Reference File A03032065000 Weapons Subcommittee Lecture Records Volume2. Ke-Ni Turret rotation speed has been increased from 6 to 17 degrees per second. The speed of vertical guidance has been increased from 4 to 8 degrees per second. Source: 1st Army Technology Study Group Reference File A03032065000 Weapons Subcommittee Lecture Records Volume2. Ka-Mi Turret rotation speed has been increased from 6 to 12.1 degrees per second. The speed of vertical guidance has been increased from 4 to 8 degrees per second. Source: 1st Army Technology Study Group Reference File A03032065000 Weapons Subcommittee Lecture Records Volume2. Chi-Ha Turret rotation speed has been increased from 6 to 15.2 degrees per second. The speed of vertical guidance has been increased from 4 to 8 degrees per second. Source: 1st Army Technology Study Group Reference File A03032065000 Weapons Subcommittee Lecture Records Volume2. Chi-Ha Kai Turret rotation speed has been increased from 6 to 15 degrees per second. The speed of vertical guidance has been increased from 4 to 8 degrees per second. Source: 1st Army Technology Study Group Reference File A03032065000 Weapons Subcommittee Lecture Records Volume2. Ho-I Turret rotation speed has been increased from 6 to 14 degrees per second. Source: 1st Army Technology Study Group Reference File A03032065000 Weapons Subcommittee Lecture Records Volume2. Ho-Ni III Display icon on the minimap has been corrected from “medium tank” to “SPG”. FV4005 Display icon on the minimap has been corrected from “medium tank” to “SPG”. Pz.III Ausf. E/Ausf F Bugs in the transmission have been fixed. The gear ratios have been adjusted and three additional reverse gears have been added. Speeds are set according to the engine speed equal to 3000 rpm. Maximum speed has been increased from 67 to 71 km/h, reverse speed has been increased up to 12 km/h. Source: Maybach - Variorex gearbox as fitted to Pz.Kpfw III, 1945. Panzer Tracts 3-2 - Panzerkampfwagen III Ausf E-F-G-H 1938-41. Table of speeds with kinematic calculations: almanac Diamond №2. Article: “Transmission for a motorway tank". SU-152 A bug related to the inability to switch to the second reverse gear has been fixed. Panzerwerfer 42 Ability to reload the carriable ammunition has been added. Ammunition has been increased from 10 to 20 rockets. Sd.Kfz.234/4 The number of crew members has been increased to four. M41 (USA) / M41 (Japan) - Reverse speed has been increased from 9.6 km/h to 18.5 km/h. Source: TM 9-2350-201-12 "Operation and Organizational Maintenance, 76-mm Gun, Full Track Combat Tanks, M41(T41E1) and M41A1(T41E2)" Churchill Mk.I Smoke shell for the 75mm howitzer has been added to the ammunition. Crusader AA Mk.II Reloading speed has been increased from 1.3 sec to 6 sec. Tiger II (H) / 10.5 cm Tiger II // Tiger II (H) Sla.16 - The armour type of the hull plate and the turret has been changed. Reduced armour modifier has been removed. Chieftain Mk.5 engine power value has been reduced from 750 h.p. to 720 h.p. Source: Chieftain Mk.5 Technical Handbook, 1973. T25 vertical stabilizer has been added. Source: R.A.C Technical Situation, Report №37, 1945. M3 Lee/Grant vertical stabilizers for 75mm and 37mm guns have been added M56 mass has been reduced from 7150 to 7030 kg. Source: TM 9-2350-213-10 Operation 90mm Full Tracked Self Propelled Gun M56. M4A3 (105) mass has been reduced from 32800 to 31700 kg. Source: TM 9-759 "Tank Medium, M4A3" Sept 1944. M46/ M46 Tiger turret rotation speed has been increased from 24 to 25.5 degrees per second. Source: TM 9-718 "Medium Tanks M46 and M46A1" April 1951. 20mm Oerlikon Mk.II The projectile speed of the armour-piercing shell has been increased from 730 to 830 m/sec. Source: ORDNANCE PAMPHLET NO. 945 RANGE TABLE FOR 20-MM. A.A. GUN M551 The fire rate has been increased from 3.6 to 4 shots per minute. Source: R.P. Hunnicutt's "Sheridan, A History of the American Light tank, Volume 2" M60A2 The fire rate has been increased from 3.6 to 4 shots per minute. Source: "Comparative characteristics of main battle tanks " Fort Knox 1973. DARCOM P-706-253 "Engineering Design Handbook - Breech mechanism design." A30 Challenger Ammunition load has been increased from 42 to 48 shots. Source: WO 291 1439 Vol 1 British tanks M103 Rotation speed of the turret has been increased from 18 degrees per second to 24 degrees per second. Source: NN 8852.1-13 Standard Military Vehicle Characteristics Data sheets, 25 Sep 1963 Aircraft model, damage model, characteristic and weaponry changes: B-24D-25-CO The ammunition load in side turrets has been changed to 250 rounds per turret. Il-2 and Su-6 series АО-25М-1 bomb types have been added. MiG-15bis and MiG-17 S5K, S5M and S21 rockets have been added. Do 335 (all variants) A bug which would allow bombs to drop without the bomb-bay doors opening has been fixed. Do 17 E-1 Preset without bomb load has been removed. Do 17 Z-2 Preset without bomb load has been removed. The test-flight location for the Italian aircraft tree has been returned to "Sicily". Aircraft rocket damage has been updated, they are now more accurate, mass explosive type parameters have been added. As a result, damage against armoured vehicles has been reduced. 127-137mm rockets have damage similar to that of a 122-152mm HE shell. To destroy a medium or heavy tank players will have to get a direct hit. The striking and penetrating effect of armour-piercing aviation rockets (RP-3 Mk1, RBS-82/132) has been fixed. Now the rockets correctly penetrate armour with kinetic action and form a stream of secondary fragments. The firing angle in turrets has been fixed for the following aircraft: OS2U-1, OS2U-3, P-61A-1, P-61C-1, Po-2 ,SB2C-1c, SB2C-4, SBD-3, Su-6, BB-1, Su-2 (all variants), Swordfish Mk I, TBD-1, Tu-14Т, Wellington (all variants), Wirraway, He 111 (all variants), Il-2 (all variants), Il-10 (all variants), Ki-45 (all variants), Ki-102, A-26 (all variants), B24D-25-CO, B-25 (all variants), B5N2, B7N2, B-17 (all variants), Beaufighter (all variants), Breda 88 (P.XI), D3A1, F1M2. Flight Model changes: P-40E New parameters of thermodynamics which are responsible for the effectiveness of the cooling radiators, subject to flight speed, have been applied. The lower the speed the worse the cooling of the engine. When climbing at below optimum speeds, engine overheating will occur faster, regardless of the game mode. The optimum speed and mode are indicated in the datasheet. Available inverted flight time has been increased. MiG-3 (all variants) The maximum flight speed has been increased according to the datasheet. Speed loss resulting from additional weaponry has been reduced. New parameters of thermodynamics which are responsible for the effectiveness of the cooling radiators, subject to flight speed, have been applied. The lower the speed the worse the cooling of the engine. When climbing at below optimum speeds, engine overheating will occur faster, regardless of the game mode. The optimum speed and mode are indicated in the datasheet. The inertia for all axes has been recalculated according to technical documentation. The aircraft balance for different fuel allocation has been slightly changed. F4U-Corsair (all variants) The following specifications have been updated: speed, climb, roll, geometric dimensions, weight, engine parameters, fuel consumption. New parameters of thermodynamics which are responsible for the effectiveness of the cooling radiators, subject to flight speed, have been applied. The lower the speed the worse the cooling of the engine. When climbing at below optimum speeds, engine overheating will occur faster, regardless of the game mode. The optimum speed and mode are indicated in the datasheet. The inertia for all axes has been recalculated according to technical documentation. The behaviour of the aircraft has been corrected in accordance to the flight manual and the official NACA database purge. Combat flaps and landing flaps are now more effective. Braking is now more efficient with the help of chassis / air brakes. The available inverted flight time has been limited to 10 seconds. Il-10 (all modifications) fuel consumption has been increased (max flight time reduced). BTD-1 Destroyer The geometric data of the aircraft, the profiles of the wings, the fuselage and the tail surfaces have been specified. Separate fuel tanks have been included. The amount of fuel and combat loading (ammo, bombs) will now correctly influence the alignment of the aircraft. The limiting speeds of the aircraft, the structure of the control surfaces (flaps etc), the chassis, and air brakes have been specified according to the datasheet. Wing, fuselage and tail surface polars have been corrected on large numbers (M). The stroke and rigidity of the chassis shock absorbers have been adjusted. The braking force of the wheels has been increased. When emergency landing on water, the ability of the aircraft to stay afloat has been increased significantly. Thermodynamics have been reworked. Detailed specifications can be found in the datasheet. AD-2 Skyraider Emergency engine operation mode (WEP) at 3,200hp, which allows the injection of water-methanol (mix stock for 12 minutes) has been added. Take-off/Combat mode for 100% throttle set to 2,700hp. Thermodynamics have been reworked. Aircraft performance characteristics are now configured according to the datasheet. G8N1 Renzan The geometric data of the aircraft, the profiles of the wings, the fuselage and the tail have been specified. Separate fuel tanks have been included. Thermodynamics have been reworked. Aircraft performance characteristics are now configured according to the datasheet. XP-50 / XF5F-1 The geometric data of the aircraft, the profiles of the wings, the fuselage and the tail have been specified. Separate fuel tanks have been included. Thermodynamics have been reworked. Aircraft performance characteristics are now configured according to the datasheet. P-47M/N The polarity of the propeller and tail has been corrected. Reduced fuel consumption for 100% WEP. P-47D-25/28 Reduced fuel consumption for 100% WEP. Yak-1, Yak-3, Yak-3P, Yak-3t, Yak-7b, Yak-9, Yak-9b, Yak-9k, Yak-9m, Yak-9t - Thermodynamics has been updated. The dependence of the effectiveness of radiators on the speed has been included. Yak-3 (VК-107), Yak-9U, Yak-9UT, Yak-9P - Thermodynamics has been updated. Dependence of the efficiency of the radiator on speed has been moved to 100%, the maximum continuous mode to 96%. Take-off mode with 1650 ps has been added. Bf 109F, G, K The influence of fuel tanks on the balancing of the aircraft has been included. The limiting overload is increased to +13G. Bf 109G-14 (Germany) The engine has been replaced by lower altitude variant DB-605AM, characteristics at low altitudes have been improved. Beaufighter Mk.VI, X, 21 Flight model has been updated. The order of fuel consumption from tanks has been included. Mk.21 - Combat mode has been included. Il-2 1941/1942 The operation of flaps has been changed. Now only the "landing" position is available, according to the technical description. Ju 87-B2/R2 Separate controls for the oil and water radiator have been included. Thermodynamics have been reworked. The effectiveness of the radiators on the aircraft’s speed has been included within the flight model. The polarity of the propeller and tail has been corrected. B-24 Flight model has been updated. The geometric data of the aircraft, the profiles of the wings, the fuselage and the tail surfaces have been specified correctly. M.C. 202 (all modifications) - Mouse aim control in AB has been improved. Su-6 (AM-42) has been initially configured according to the data sheet. Be-6 has been initially configured according to the data sheet. A-26B-10 has been initially configured according to the data sheet. P-51H-5 has been initially configured according to the data sheet. F4U-4 has been initially configured according to the data sheet. F4U4b has been initially configured according to the data sheet. XA-38 has been initially configured according to the data sheet. Hornet Mk.III has been initially configured according to the data sheet. Ki-109 has been initially configured according to the data sheet. D4Y2 has been initially configured according to the data sheet. D4Y3 has been initially configured according to the data sheet. S.81 has been initially configured according to the data sheet. Graphics Turrets that have been blown off a tank now interact with the environment and do not “sink into terrain”. In this case, they are not server objects (they are only calculated on the client) and therefore do not provide protection against shells. Smoke screens visuals have been improved. The size and density of the smoke trail of tracer ammunition for all machine guns of rifle calibre on ground vehicles has been reduced. The effect of rifle calibre ammunition of ground vehicles hitting the ground has been changed. The smoky trail of ATGMs has been significantly reduced. Economy and research 6th Rank has been added to the ground vehicle research tree. SB2C-1c has been moved to the 3rd rank. I-153 M-62. The BR for Arcade Battles has been changed from 2.7 to 1.7. С-202 (German). The BR has been changed to 2.3 in Arcade Battles. A-26 (all modifications). The amount of gunners in the crew card has been fixed. M56. Spawn point requirement has been corrected. Previously it was considered as a “medium tank” instead of “tank destroyer”. Т-54 (all types). Tanks have been unified into a single research group. М46 and М47. Tanks have been unified into a single research group. М48А1 and М60. Tanks have been unified into a single research group. Camos for the following wheeled SPAA have been added: 4-M- GaZ AAA, 72-K GAZ MM, 94-KM ZIS-12, 29-K, Type 94. Camouflage requirements for strategic bombers have been changed - now they require base damage and not as previously required, ground kills (will be implemented on September 25th). Bomb damage in the battle results is now displayed in TNT equivalent. Interface The appearance of the game interface has been updated, fonts have been changed. 3d decorations of weapons have been moved to “weapons” section. Categories for decals "Italy", "Britain", "Britain (tanks)", "Japan (tanks)" have been added. Decals have been redistributed according to categories. The decals of the categories "Axis" and "Axis (emblems)" are united in one category "Axis". Duplicate names of U.S. tank camouflages have been changed. Now the names correspond to their description. Sounds Servo-motor sounds for modern tanks have been added. The distance detection of the sound of 100mm and higher calibre guns has been increased. The logic of playing the audio of enemy shots has been improved. The logic of voice notifications when playing while capturing points has been reworked. The voice-over for capturing of points has been added in English and Russian. The logic of the reproduction of the sound of a ground vehicle upon falling from height has been improved. Machine gun rotation sound has been added to 93 ground vehicles Other The following languages have been added to the game: Serbian, Hungarian, Ukrainian, Belarusian. .ru reported bug fixes: The unrealistic behavior of the PBY-5a when contacting water with the wings has been fixed. .com reported bug fixes: A bug where the terrain was incorrectly displayed with some configurations has been fixed (source). The War Thunder Team Leave comment here!
  17. 22 points
    [Operation] Honolulu; max BR 2.0 [Operation] Wake Island; max BR 2.0 I think it would be nice if this was extended to 3.3 or 3.0 so things like wildcats, warhawks and zeroes could fight on these maps. i mean the wildcat was the fighter used at Wake island, would be a shame if it couldn't get a match on it outside of a special event ALSO USA vs Japan [Operation] Honolulu; max BR 2.0 [Operation] Wake Island; max BR 2.0 [Operation] Yoo Passage; max BR 2.0 [Operation] Peleliu; BR 2.3-6.7 [Operation] Midway; BR 2.3-8.3 [Operation] Iwo Jima; BR 2.3-8.3 [Operation] Saipan; BR 2.3-8.3 so the USA can't fight on Guadacanal BUT the british can ? Great Britain vs Japan [Operation] Port Moresby; max BR 2.0 [Operation] New Guinea; BR 2.3-7.3 [Operation] Guadalcanal; BR 2.3-8.3 [Operation] Saipan; max BR 6.7 why though also malta only for 6.0 and above? why, it's not that big and it's a good map, prop fights there are fine
  18. 22 points
    Okay, let's put my tantrum to a meaningful post, shall we? All of the horrible mistakes made in the game, beginning with ammunition performances, armor dimensions (poor Japan), underperforming agility, because mighty T-34, silly maps.. It all has been said here numerous times, in numerous threads, so I won't go over it again, about what grinds my gears. I won't differ between nations, because every nation has its problems, underperforming or overperforming. Some less than others, but I guess that's subjective. What actually made me angry yesterday? Community members created numerous bug reports concerning unrealistic behaviour, unrealistic balistics, unrealistic data. Tons and tons of problems with the game being reported by unpayed community members. I believe, each and every said report is being passed from the forum admin, that archives the bug report, to concerned developers. And those developers - use it as doily under their choice of beverage, while working on WT's new content. Is it them? Are they lazy to fix it? Is it FCO and CEO? Are developers pushed into ignoring broken content in expense of doing shiny new one, that will brake the game even more, by their bosses? Or why are valid bug reports ignored? You tell me. As far as I can tell, Gaijin probably made calculations, that they probably make a lot more money, by releasing new content, because wallet warriors, that want to have that content from day one, will happily pay them for it. ~10k golden eagles for opening brand new rank VI (+ parts, FEP). Lot of money per person and per tank. Yesterday there were hundreds of people already roaming in Tier VI tank. Gaijin therefore is not looking for stable pay of happy customers, that pay monthly for premium + occasionally buy premium vehicle - which was me. They'll just push updates on us, with new vehicles, which people will unlock with GE. Is it okay for Gaijin to make money? Yeah, it is. Is it okay for Gaijin to ignore community members, who pay Gaijin for GE and who in their free time also report bugs? Hell no. Is it okay for me to stop paying them, when I realize I hate their company politics? Hell yeah. I was just that naive in believing a lot of bugs, that hangs on forums for, in some cases, almost over two years, will be fixed. That's what pissed me about yesterday's update. First, you need to fix the tanks to their standards and then fiddle around with their BRs. If you have broken tanks and broken BRs.. Well, everyone can see the outcome of this. Ground Forces are a joke. Air Battles still hangs in pretty cool and bearable experience. Giving more ammunition to trolls, but I am gonna install the game again, because clan mates talked me into it. All I change in my approach to this game is just this: - no more money from my wallet - no more trying to change the faults of the game, by writing walls of text on these forums, because nobody gives a ****. There, I feel my tantrum was well deserved, but it's not like Gaijin cares, that one paying customer leaves, as I said, it's calculated decision to ignore fixes and add new content instead.
  19. 22 points
    And what's even more laughable is this: '' The armour-piercing effect of the 122 mm 3BM11 APDS round for the M62 canon has been increased. Maximum armour penetration at point-blank range has been changed from 336 to 361 mm. Source: “Domestic Armored Vehicles”, Book 3, 1946-1965. '' So, about a week ago I tried to bug report 3BM-9 APFSDS, which is missing about 80mm of penetration @ 0° and 26mm @ 60°, I provided them with that exact same source, but nope, not good enough, because players making bug reports need 2 confirming sources whereas Gaijin can just do whatever they want, nerf/balance whatever they see fit by just cherry picking a single source. But no, let's just keep the 285mm @ 0° and 154mm @ 60° penetration for 3BM-9 APFSDS because a shell penetrating 9% more armour against 60° surfaces than it does against flat surfaces makes total sense. /s IS-6 sales not high enough? better nerf HESH, let's ignore ''120mm L11 Tank Gun'' as a source which we used previously to model L15 off of, and just cherry pick some other source. not shady at all right?
  20. 22 points
    Download Wallpaper: 1280x1024 | 1920x1080 | 2560x1440 "Integrity first, service before self, excellence in all we do." Motto of the U.S. Air Force Keep an eye on our website next week, we will prepare corresponding special for you. From the moment the United States purchased her first War Plane until 1947, the job of securing America’s skies fell primarily to the US Army and Navy. Beginning in 1909 with the first official title of - Aeronautical Section, Signal Corps - US Army. On September 18th, 1947, American President Harry S. Truman, signed into action the National Defense Act. Authorizing the creation of a new centralized and independent branch of Military Aviation Authority - The U.S. Air Force. From relatively humble origins, the USAF over 70 years has grown into one of the largest, most professional, military service organizations in the world. Join with us today in commemorating 70 years of American airpower , achievements, and technological advancement. As well as to honor the men and women who over the decades have served, sacrificed, and pushed the envelope of what it means to be a U.S. Military Aviator. The War Thunder Team
  21. 22 points
    Thread reopened and i will be lurking in the background.
  22. 21 points
    So why not change the BRs some maps are limited to? Why are Malta, Berlin and Bulge 6.0 and above only? Why are Bastogne, Battle for Bastogne, Britan and Boulogne-sur-Mer so rare and why not make them as common as Norway, Sicily and Ruhr? Add those 6 maps to 2.3+, USA+UK vs Germany+Italy (and not UK vs Germany only like Britain) and you already tripled the number of maps available to the most popular matchup (by your statistics) for free without displeasing anyone. Either I'm missing something (and others too), or you aren't being clear, but I just can't figure out why going with wierd non-historical matchups makes more sense than extending the allowed BRs and extending the nation matchups only slightly (like in the case of Britain and Malta not being UK-only anymore, but UK+US).
  23. 21 points
    Currently, we use the following strict rotation of maps and include in each map, a pairing of nations or teams of nations incorporating BR restrictions. In other words, when playing matches for specific nations at exact BR’s, there is by default, few maps available for players to encounter. The percentage ratio of different setups may vary slightly depending on the running of special events or, less effectively, days of a week, but in general we have seen that Great Britain & the USA vs Germany & Italy are the most popular setup, and could be found in more than a half of the gaming sessions. In air RB, a player is able to choose the exact aircraft he want to play, thus, the exact BR is defined before the player matching begins. For example, when selecting British aircraft with a BR of 3.0, a player would play only three missions: [Operation] Ruhr, [Operation] Norway and [Operation] Sicily, only these three maps fitted the level of the battle. Nation setups defined the rival nations. This doesn’t mean that the battle begins only after vehicles of all nations from the setup apply to fight (enter the queue). For example, in the above mentioned setup Great Britain & USA vs Germany & Italy there are following variations: USA vs Germany & Italy USA vs Germany USA vs Italy USA & Great Britain vs Germany USA & Great Britain vs Italy Great Britain vs Germany & Italy Great Britain vs Germany Great Britain vs Italy At the same time, there would not be a situation where the US is matched against Great Britain, or Germany is matched against Italy. Nations are not all that is matched to exact locations, we also have a ranks limitation, dependant upon AI vehicles on the given map, its size, etc. If you play rank I vehicles at BR 2.0 and below, you will only see those maps with light armored cars, light pillboxes or light AAA vehicles. At ranks III-IV you would meet medium or heavy tanks, armoured pillboxes, naval destroyers and cruisers. The size of such maps are usually bigger than rank I-II maps. At the moment, we also have all-vs-all, with no limitations on nations and locations. Simply speaking, we may have situations where US aircraft could meet in combat US aircraft on Kursk, or any other location. If some queuing players wait too long and it is not currently possible to match him any appropriate allies and enemies, the matchmaker creates an all-vs-all battle (obviously easier). All-vs-all battles at some periods of the day at some BRs outnumber regular battles. Those battles not only lack any historical context at all, but also deprive RB battles of the “nation vs nation” quality. However, statistics show that a majority of players leave the queue when waiting for any more than 10 minutes. Thus creating any battle is better than nothing. Applying current logic when adding new missions won’t allow all players to play these missions. For example, Soviet aircraft would never see Boulogne-sur-Mer, Normandy, Hurtgen or other West European locations. At the same time, East European locations wouldn’t be available for US or British vehicles. Mentioned variants are only possible in all-vs-all battles. Every update we bring to War Thunder several new air battles missions, but the majority of players simply will not see them all in the game. The goal of our proposed improvements is to allow players to play on more locations, at the same time staying within more appropriate nation setups as close to historical as possible. Now, within the most popular setup USA & Great Britain vs Germany & Italy, a British pilot on BR 3.0 aircraft is able to fight in 20 locations, instead of 3. Rank I players with BR 2.0 and below are now able to play on 7 locations, no matter what nation is selected. We have intentionally separated Pacific missions (a total of 10), because they are mostly applicable for carrier based aircraft and the majority of battles in the Pacifics were between USA, Great Britain and Japan. This mean that Pacific missions will not be available for USSR, Germany and Italy. USA, Great Britain and Japan now have the fullest list of available missions - 28 land operations and 10 Pacific missions. Air forces of the USSR, Germany and Italy have received 28 land missions. New missions will automatically be available for all nations, depending on rank restriction. In summary, we may highlight the main goal of our improvements as the increasing of the number of available missions for players of all nations, at the same time reducing the number of battles, where planes of the same nation might fight each other. Currently, following are the sets with limits on ranks: USSR vs Germany & Italy [Operation] Mozdok; max BR 2.0 [Operation] Counteroffensive; max BR 2.0 [Operation] Kuban. Stanitsa of Krymskaya; BR 2.3-6.7 [Front Line] Mozdok; BR 2.3-6.7 [Event] Operation Uranus; BR 2.3-6.7 [Operation] Defending Stalingrad; BR 2.3-8.3 [Operation] Spain; BR 2.3-8.3 [Front Line] Korsun; BR 2.3-8.3 [Operation] Kuban; BR 2.3-8.3 [Operation] Kursk; BR 2.3-8.3 [Operation] Berlin; BR 6.0-8.3 USSR vs Japan [Operation] The Last Battle of Khalkhyn Gol; max BR 2.0 [Operation] Henan Province; max BR 2.0 [Operation] Zhengzhou; BR 2.3-8.3 [Operation] Khalkhin Gol; BR 2.3-8.3 USSR vs USA & Great Britain [Operation] Korea; BR 3.7-5.7 [Alternate History] Berlin. Summer 1945; BR 2.0-6.7 [Alternate History] Krymsk. Summer 1945; BR 2.0-6.7 USA & Great Britain & Japan vs USSR & Germany & Italy [Operation] Korea; BR 8.0-8.3 [Alternate History] Spain; BR 8.0-8.3 USSR & USA & Great Britain vs Germany [Operation] Berlin; BR 6.0-7.3 USA & Great Britain vs Germany & Italy (most popular) [Operation] Essen; max BR 2.0 [Operation] Bastogne; max BR 2.0 [Operation] Sicily; BR 2.3-6.7 [Operation] Ruhr; BR 2.3-6.7 [Operation] Norway; BR 2.3-6.7 [Operation] Berlin; BR 6.0-8.3 [Operation] Bulge; BR 6.0-8.3 [Operation] Korea; BR 6.0-8.3 USA vs Japan [Operation] Honolulu; max BR 2.0 [Operation] Wake Island; max BR 2.0 [Operation] Yoo Passage; max BR 2.0 [Operation] Peleliu; BR 2.3-6.7 [Operation] Midway; BR 2.3-8.3 [Operation] Iwo Jima; BR 2.3-8.3 [Operation] Saipan; BR 2.3-8.3 Great Britain vs Japan [Operation] Port Moresby; max BR 2.0 [Operation] New Guinea; BR 2.3-7.3 [Operation] Guadalcanal; BR 2.3-8.3 [Operation] Saipan; max BR 6.7 Great Britain vs Germany & Italy [Operation] Essen;max BR 2.0 [Operation] Consolidation of positions on Sicily; BR 2.0 [Operation] Bastogne; BR 2.3-6.7 [Operation] Battle for Bastogne; BR 2.3-6.7 [Operation] Norway; BR 2.3-8.3 [Operation] Ruhr; BR 2.3-8.3 [Operation] Britain; BR 2.3-8.3 [Operation] Boulogne-sur-Mer; BR 2.3-8.3 [Operation] Berlin; BR 6.0-8.3 [Operation] Malta; BR 6.0-8.3 [Operation] Bulge; BR 6.0-8.3 Great Britain vs USA [Military Exercise] Preparation for landing on Hokkaido; BR 2.0-8.3 Proposed additional combinations of nations: USA & Great Britain vs. Japan (Pacific theatre) USA & Great Britain & USSR vs. Germany & Italy & Japan (All missions except the Pacific) USA & Great Britain vs. USSR (All missions except the Pacific) USSR Vs. Germany & Italy (All missions except the Pacific) USA & Great Britain vs. Germany & Italy (All missions except the Pacific) All against all (with extended waiting time) Please leave your feedback here
  24. 21 points
    Silly me.. I was actually hopeful this game would turn for the better. But Gaijin never ceases to amaze me. Chieftain mk3/5s ammunition is a joke right now. I wont start on the hesh nerf at 60 degrees.. At this point gaijin MUST show the players the exact source to make hesh rounds pathetic.. Or they could just make a statement and admit they favor russian tanks. That would be something at least.
  25. 20 points
    Why is Malta set up to only appear in 6.0 BR or higher? That doesn't look right.
  26. 20 points
    Well I have to say Gaijin is right, this change just so turns out to be historically accurate. Look at the battle of Saipan, Germany sent their 5th Panzer army to assist the Japanese.
  27. 20 points
    I don't want to risk getting more warnings but if I have to put myself out there and effectively martyr myself for the sake of the majority then I will. I love this game and want to see it flourish for many more years to come. As do all the people here passionately trying to have this suggestion rethought and reassessed. We're not making personal attacks here, in fact I think a lot of these people feel like they're the ones being attacked here, being shot down, warned and ignored simply because they're strongly against this change. We think it's a bad idea and we don't want it, simple as that. There are better solutions and we want to seriously discuss them because we all want the best for this game, is that too much to ask?
  28. 20 points
    I NEVER saw moscow. I never saw boulogne sur mer. I never saw korsun(operation) in the last year. I never saw malta in the last two year,so britain. You just need to unlock the rotation,no need to do this unhistorical mess.
  29. 20 points
    Please don't do this... I would wait longer queue times.
  30. 20 points
  31. 19 points
    This eerily reminds me of when AB maps were introduced into RB for a while, Gaijin is trying to fix a persistent problem by hitting it with a hammer. The initial situation was very much the same as now, players criticised a lack of RB maps. So, Gaijin decided to add AB maps without accounting for balance or the comparably much smaller size of these maps, which led into an outrage on the forum, causing these maps to be removed from RB again. The problem was, or should have been clear, for everyone at Gaijin. People want more "fitting" RB maps. However, the developers seemingly omitted learning from this fiasco: Most people here will agree with me if I claim that Gaijin decided to divert resources used for the development of Air Forces into Ground Forces, the most obvious manifestation of this aforementioned decision being a release of at least one Combined (i.e. Tank) Battles map per patch. In the last four years, a total of three brand new Air RB maps were added, these were Norway, Moscow and Boulogne-Sur-Mer, with Norway as the only map of this batch being encountered regularly in the rotation. In fact, I have never played on the Moscow map in a Random Battle. Front Line maps used pre-existing assets to hastily create new maps, so I don't want to count them here. As you might correctly assume, Air Forces players were not satisfied, let alone happy with this, culminating into what's being discussed in this very thread. You might have noticed me referring to a "rotation" of maps and in fact, this is the crux of the matter. There actually are quite a lot of maps in the game, open a Custom Battle and browse them for yourself, however, the chance of them being chosen by the matchmaker is drastically lower or even non-existant when compared to the more commonly encountered maps. An easy fix would be to simply allow these sadly unused maps into the rotation and give them a similar chance to appear compared to the more common maps. Let me visualise this, you'll be surprised by how many maps we actually have. I'm trying to focuse on the matchups that have many maps available for them, I purposefully left out minor matchups. UK/US vs Germany/Italy Essen (Tier 1) Bastogne (Tier 1) Consolidation of Positions on Sicily (Tier 1) Ruhr Sicily Bulge Norway How often do you see Bulge? We could get one additional map for this very common matchup if Bulge was made more common. UK vs Germany/Italy Malta Britain Boulogne-Sur-Mer All of these maps are rarely encountered, with Malta being almost impossible to see outside of Events. I understand that there might not always be enough UK players in queue to create matches on these maps, but I have a limited solution focusing on Boulogne-Sur-Mer: We know that the Americans had positioned a lot of their planes on the British mainland with the respective nation's air forces undertaking combined efforts to attack German targets in France and also Germany itself or possibly even a map simulating Operation Overlord or its direct aftermath, with the Allied forces already having captured a bridgehead on the mainland. We could potentially split this map into a Germany vs UK to simulate the Battle of Britain and maps simulating my aforementioned ideas. Russia vs Germany/Italy Mozdok Moscow Spain Counteroffensive Kursk Kuban Stanitsa of Krymskaya Korsun Stalingrad Front Line Kursk Front Line Korsun Front Line Mozdok Berlin (Russia vs Germany/Italy) Berlin (US/UK+Russia vs Germany/Italy) Look at all those maps, I don't know anything about lots of them. For some inexplicable reason, Russia vs Germany is a rather uncommon matchup, the matchmaker seems to prefer Alternate History and fights against Japan for Russians and conflicts on the Western Front for Germany. US vs Japan Yoo Passage (low tiers) Midway Wake Island Saipan Guadalcanal Iwo Jima Peleliu Pearl Harbor Honolulu Port Moresby (Tier 1, US/UK vs Japan) One of the most frequently complained about matchups regarding maps, as only very few of these are in the rotation regularly. Fixing the rotation to make all of these maps appear would do wonders already. Redisigning the Pearl Harbor map into "Alternate History Pearl Harbor", simulating a scenario where the Japanese won at Midway and now mount an attack on Pearl Harbor would be an easy way to add a new map and should not be too time-consuming regarding development. And this list doesn't even account for Event maps, many of which could easily converted into maps for Random Battles. tl;dr: Gaijin could simply make lots of maps more common in the rotation or easily create new ones with pre-existing assets.
  32. 19 points
    RB players: Gaijin please, make more RB maps! Gaijin: Eh.. Oh... Why? Waste of time! Rather new BTR-152 or Su-6... ... Gaijin: Greater diversity! Fw 190 vs La-5 above Saipan!
  33. 19 points
    I swear you and darkshadow can be a real **** kissers you know that?
  34. 19 points
    Lol what. You realize how stupid that sounds? So basically, your logic is this... If there is a legitimate problem, oh no, don't tell Gaijin to fix it. Instead just ignore the problem and play something else? That doesn't make any sense.
  35. 19 points
    Why do you have to troll in every single Ground Forces thread? People have legitimate concerns and grievances with the update, they have a right to speak their mind.
  36. 19 points
    I tried WT several years ago when it was primarily planes, and didn't really enjoy it. I spent six years playing in an MMO game which is the primary competitor to WT. I came back to WT recently at the urging of some old clan buddies of mine and have now played about 1,000 battles since my return. WOW. This game is WAY better than its competitor. And I say this as a 22 year Armored Cav/Armor veteran. Myself and my other clan buddies (the vast majority are also career armor officers and NCOs) feel the same way. I think it's important to call out exactly why this game is better so that WT gets feedback on what NOT to screw with in the future. Here are my TOP 7 primary reasons that this game is far better than it's competitor. 1. Larger and far more detail and depth on the maps, more room for maneuver. It's obviously tons of work went into the map design. 2. Far fewer "paper tanks" that are totally imaginary yet come into the game OP. 3. No stupid "inviso" rules where tanks disappear on your in the open like a klingon invisibility cloak....doesn't happen here....visibility in WT is combat visibility. The competitor even has a naval warfare game where Battleships disappear in the open ocean at 12,000 yds....you can imagine what happens in their tank battles.... 4. The arty and smoke grenade options are just wonderful, and right on the money in terms of combined arms. The competitor has none of this. 5. The air/ground 3 dimensional fight is really cool and it is functional and works nicely. This really adds alot to the game. The competitor has none of this. 6. I could be wrong, but it seems that tanks and planes are more closely tethered to historical specifications. The competitor game fields platforms that have no relationship to the real world, then they simply slap a historical name on it... 7 Far more variety on the maps and caps. In this game, objectives change around frequently as does the angle of the sun, and weather. You even get night battles every now and then. The next step is Squadron play. I hope that comes out soon. What a superb gaming product. I'm hoping WT doesn't screw it up.....LOL
  37. 18 points
    People are starting to randomly leave battles where this tank is showing up now, just tapping out as soon as they see the IS-6 on the scoreboard.... This really isn't fun for anybody...
  38. 18 points
    Hello heroes, okay, thanks for your amazing and constructive feedback. We have got quite a lot to look at and digest now and we will do so. This planned change wont be going ahead in its current form right now as it would seem it may create more problems than it solves. Cheers again and we will re-visit this soon , hopefully with something that can be more easily accepted by a majority. o7
  39. 18 points
    It's a little step above the last suggestion, but I still have to ask myself why you wouldn't consider a very popular suggestion by the players to simply adjust the map rotation? I'm very unsatisfied with forcing this into the game when many players voiced their negative feedback and gave good, well thought-out arguments against this proposed change. Focusing on this current solution you came up with, what I'm seeing here is that many maps are BR capped when there is no real sense. Malta, Bulge and all the Berlin maps can't be played below 6.0. Why is that the case? Why is the Britain vs Germany & Italy Bastogne not limited to BR 1.0-2.0? And why was the US & GB vs Japan matchup removed in the first place in one of the previous patches?
  40. 18 points
  41. 18 points
    I would just like to add here that I'm completely against this idea. I don't want to fight Yaks over Saipan while flying a Bf 109. As people have said before me, WT has a variety of maps that aren't in the rotation for one reason or another. I'd much rather have more of these maps than matchups that are neither historical nor plausible, no matter how hard you squint at them.
  42. 18 points
    My guess is IS-6 and T-54s, since those tanks are legitimately broken to the point of being over powered but Gaijin refuses to acknowledge it. Even the T-44s are sort of over powered since their hulls are frontally impenetrable to AP ammo and their turrets are small, whereas all other nations' medium tanks can be penetrated pretty much anywhere.
  43. 18 points
    I need to quote this in a huge font, because this is really a question that everyone at Gaijin involved in the decision making process should ask themselves! Remember World of Warplanes? The red headed stepchild of the Wargaming family that no one wants to talk about? I was a closed beta tester there, and we gave huge amounts of feedback and suggestions on how to improve the game, only to be dismissed and belittled at every turn. Now look at the state that WoWP is in... it's basicly dead, and that's a direct result of the Dev's not listening to the feedback of their testers and community. Ask yourselves really really long if that is a Modus Operandi that you want to emulate...
  44. 18 points
  45. 18 points
    God damn they manage to create the worst patch ever. I don't if I laugh or cry. Gaijin is showing us how bad a company can be.
  46. 18 points
    AFAIK Gaijin using source for 106mm HESH round that are translated from a Russian source that was created 20 days before submitted to RU forum. The author is not historian or having anything related to military. https://www.reddit.com/r/Warthunder/comments/70ov4x/concerning_the_validity_of_the_hesh_changes/
  47. 18 points
    First of all I'm not talking about player revenue share skins, I understand those and sadly we haven't been getting new ones. I'm talking about skins for new vehicles. Ever since whenever the patch was that had the Pe-8, additional skins for new planes that have them cannot be earned, they can only be bought. This is disappointing for me and certainly for other people as I enjoyed grinding out the skins. Two of the new gold-only skins in 1.71 are just slaps in the face, look at this. Your F4U-1A comes like this or, for 200 gold, you can get this. In case you cant tell the difference, its what most people would think is a decal. Or for the D4Y3... These are just the ones I've found, because the glorious way the dev server works I cant unlock most new vehicles to check if they have stupid skins like this, but I bet many do. Who do they think are going to buy these anyway? The whole point of new skins being gold only is greed to make money, but who so absolutely desires the tail of their low tier attack plane to be slightly yellow they'd pay money for it? The fact that these skins cant be earned and are not interesting enough for anyone to buy means they'll never be seen. They're complete wastes of time and resources.
  48. 18 points
    The plane players will leave and the tank players who left because of cas will return to Ground Forces. A win/win in many peoples eyes.
  49. 18 points
    In War Thunder’s upcoming major update 1.71 “New E.R.A”, pilots will have the chance to try out the worthy successor to the legendary D3A carrier dive bomber. Welcome two versions of Japan’s best late-war naval dive bomber - the D4Y Suisei! History The D4Y series of aircraft were developed by the Japanese in the late 1930s as a replacement for the aging D3A naval dive bomber. Although the initial plan was to replace the legendary D3A with the Heinkel He-118, this option was quickly discarded once the German candidate proved itself unsuitable. Once Japanese engineers acquired license copies of the German DB601A engine, they started working on their own design, taking inspiration from the failed German design. The new aircraft, designated D4Y Suisei first took flight in December 1940 and subsequently entered serial production after successfully passing testing in 1942. Once it entered service, the D4Y served the Imperial Japanese Navy faithfully until the war’s conclusion, being used in many different roles, from its intended dive bomber role all the way to a reconnaissance aircraft and even night fighter. Over 2,000 D4Ys, spanning across several modifications, were constructed between 1942-1945. The D4Y will be added to War Thunder in two modifications - The D4Y2 and D4Y3. The D4Y2 represents one of the early modifications, outfitted with a Japanese license-built version of the Daimler-Benz DB601A inline engine. However, as the crews and maintenance teams soon found out, this engine proved to be unreliable and difficult to service. Thus, later modifications, such as the D4Y3, were equipped with a tried and tested Mitsubishi radial engine, solving the reliability issues. Download Wallpaper: 1280x1024 | 1920x1080 | 2560x1440 Compared to its predecessor, the D3A, the D4Ys are able to carry slightly bigger payloads, offering their pilots a choice between various different bomb calibers as well as rockets, whilst still retaining the ability to deliver the payload with deadly precision. Once the bombs have been dropped, pilots can either choose to return to base, or continue putting pressure on the enemy by utilizing the two nose-mounted low caliber machine guns to perform strafing runs against lightly armoured vehicles. Keep your eyes peeled for two new additions coming to the Japanese air forces research tree, along with others, in the next major update 1.71 “New E.R.A”! Stay tuned! Check our previous devblogs: M60A1 RISE (P): Explosive Reactive American Krupp-Steyr Waffenträger: A Deadly Surprise KPz-70 & MBT-70: A Warrior of Two Armies M50 Ontos: Something Out of The Ordinary De Havilland Hornet: Deadly Sting Beriev Be-6: “The Arctic Seagull” Type 5 Ho-Ri: Mother of Dragons Chieftain Mk.10: Dressing Up for War Mitsubishi Ki-109: “An Unexpected Threat” T-64A: The Pioneer of a New Era The Fulda Gap: where WW3 could have started XA-38 Grizzly: Packing a Punch BTR-152 ZPU: Skeet Shooter BMP-1: Master of Adaptation T114 BAT: Giant Slayer Gunner's view Emperor's Garden F4U Corsair: Sky pirates are back! The War Thunder Team
  50. 17 points
    Seriusly this is UTTERLY IDIOTIC. Seriusly GJ wtf. 120 L15A3 should be opening T10 at 2.3 km against the UFP... instead of buffing APDS and HESH to the real world values they nerf them even more. This situation is plain stupid.... And then players say bye bye....