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  1. 35 points
    While the temperature outside creeps up, the prices in War Thunder are going down. We are starting big with a very nice discount! Restock your hangar with new vehicles and be prepared for summer! Discounts from the 25th of June until the 1st of July! From 25th of June till 1st of July — 50% discount for talismans, back-up vehicles and modifications! From 25th of June till 27th of June — 50% discount for US and Soviet vehicles. From 27th of June till 29th of June — 50% discount for German and British vehicles. From 29th of June till 1st of July — 50% discount for Japanese, French and Italian vehicles. Terms Discounts will replace each other and end at 11:00 GMT on the dates stated. All discounts listed above (inc. talismans, back-up vehicles and modifications) will be applied to all vehicles which you can purchase for Silver Lions or Golden Eagles. Discounts for vehicles which you can purchase for Silver Lions or Golden Eagles are not applied to vehicles which were introduced in update 1.89 “Imperial Navy”. Don’t forget to restart the game client if you were in the game during the start of the discounts. In one week, from the 2nd of July until the 9th of July, there will be discounts in our Gaijin.net store. Don’t miss them! More details - soon! The War Thunder Team
  2. 30 points
    Situation of US-UK team has reached a breaking point. I just played worst match of my War Thunder play time ever. Combined team of Lecrercs, Arietes and 2A5s just melted my team in few minutes. My team only had 3 M1A1s (including myself) against team full of tier seven tanks. My fellow team couldnt do anything in M1 Abramses. M1 and IPM1 needs better ammo more than ever. Stock M774 and unlockable M900 would help situation a lot. Really no one can deny necessarity of this. Or you can do much more easier thing, move top BR. to 12.0. 2A5, Lecrerc and Ariete are from 90s, they shoudnt fight M1A1 without M823A1 and HA package. M1A1 in its current status should be 11.0. M1s can stay 10.0, they shouldnt fight better tank generation even with M900 though. USSR should get better tank - T90A, A version because simple T90 is essentially T72 with upgraded armour. T80U is outdated in game by now. And finally UK should get actual combat ammo and packages for all Challengers. Dont know why first Challi still has training Sabot as stock shell and why Challi 2 is shooting ammo meant for Challenger 1. I understand that goal is to satisfy all players, but it shouldnt work for one player side only. US, USSR and UK players want to enjoy game too....
  3. 26 points
    When can we expect another trial run of RB EC, its the only Air Rb mode i like playing, the standard games are too empty of things to do, bombers and attackers are actually useful in EC as well as other role specific aircraft as the maps are large enough for proper positioning and climbing. Even if it ends up like sim battles and is just a consistent event or weekend only event, keep standard Air RB for those who like that mode but at least give us the option to play EC in RB.
  4. 23 points
    Brasil MB-3 Tamoyo Today I will tell you a little about the company Bernardini and its modifications and construction of tanks in Brazil About BERNARDINI: Discussions about which weaponry to use, which tower and cannon control system, the reasons for using components common to M-41B and many others, were intense and sometimes insoluble, leading to the creation of variants TAMOYO I, II, III. The reason for having an equivalent and uniform supply chain for armored vehicles already in use in the Brazilian Army was very strong. Several visits to material exhibitions such as: AUSA (Annual Meeting) in the USA, Eurosatory in France and Aldershot in England, visits to Krauss-Maffei companies in Munich, where Leopard II tanks were being built by German engineers, Manchester and Nothingham, England, to see the Challenger armor and purchase the 105mm L7A3 TAMOYO III cannon, new to the time, were fundamental and influenced the design of the various versions. Much we learn from visits to Israel and conversations with General Talik Tal, the brains of the Merkava tanks and our contracted consultant, General Natke Nir, an eternal warrior, who opened the door to real employment knowledge of armored battles and territorial occupations . Origins The idea of designing, developing, and constructing a national war-car took shape in the late 1970s when, after the creation of the Army Technological Center - CTEx-, at which point it was intended to continue the nationalization of military equipment , as had been happening since 1969, under the command of the Regional Motomecanization Park, of the 2nd Military Region of São Paulo - PqRMM / 2, where important projects for the creation of armored vehicles on wheels and modernization of caterpillars had been initiated. , which was the basis of all the development of the years to come, such as mistakes and correctness, thus allowing various national companies to enter into the production of defense items that could have given us the great independence we are still seeking. In this new phase, the link between the Army and the national companies came through the ideas advanced by the then director of the Institute of Research and Development of the Army - IPD, General Arguns Fagundes Ourique Moreira, Electronic Military Engineer, formed by the first group of the Military Engineering Institute, in Rio de Janeiro, that originated from the merger of the Escola Tecnica Exercito and the Military Institute of Technology, in 1959. Long before the creation of Basic Operating Requirements - ROB and Basic Technical Requirements (RTB), which would later be created by the CTEx (Gen. Arguns) and the Army General Staff, there was a great concern in this regard with the new TAM (Argentine Tank Mediano), which were being acquired by our southern neighbor, the then Federal Republic of Germany, which had been offered to Brazil a few years previously, but not accepted, and would have local production in that country, armed with 105mm, very modern, for the season. The Army's best fighting car was the M-41 Walker-Bulldog, with a 76mm cannon, which was in the process of being modernized by Bernardini S / A Industria e Comércio, in São Paulo. Thus, the feasibility of designing an average national combat car that could face this "threat", and that was adequate for the Army, mainly in terms of costs, since the budget has always been diminished, being this one a a large project of the recently created Army Technological Center - CTEx, in partnership with a private company, in this case Bernardini S / A Industria e Comércio, in 1979. The first image of the artistic conception of the X-30 combat car, published in the Brazilian press on May 27, 1979, by the newspaper of the State of São Paulo, in an extensive article about Bernardini, a traction maker of safes, is now focused on the production of armored carriages on caterpillars, since it was already involved in the production of X1 family armor. Note that the tower was at the rear and the engine at the front Wooden model showing what the concept of the Tamoyo combat car, preserved at the CTEx in Rio de Janeiro After abandoning the configuration of the front engine, a new design was presented to the press and released, at home and abroad, showing the future X-30 combat car, with the standard configuration for a battle car, tower in the center and engine in the rear At that time, a "gentlemen's agreement" had been established, between the three largest national manufacturers of military ground equipment and the Army, nothing written, but that was agreed: Engesa would produce armored vehicles on wheels, Bernardini caterpillars and to Avibrás the rockets and their respective launchers, and also some models on caterpillars for personal transportation and some variants of this, to the novatração, which would not be compliance by one of them. Based on technical specifications issued by the Brazilian Army, it was shown what was intended to develop, together with private companies, a Medium Combat Car to equip the Brazilian armored units, in order to depend on the minimum possible from the outside. Based on this premise, we tried to develop a Combat Car with a weight of not more than 30 tons, dimensions compatible with our reality, mainly due to the rail network, and with indexes of nationalization as high as possible, whose initial denomination was X -30 (X = prototype, 30 = weight in tonnes). Bernardini also had five CNC machining centers, some of them large, three CNC lathes, three vertical lathes of up to 4.60m in diameter, and an 11m machining center for machining the casing and tower, all for the manufacture of Tamoyo components: casing, reducers, suspension, tower and other components necessary for eventual serial production of tanks. It was also equipped to forge, machine, make pre-settings of torsion bars, including with shot pining equipment and life tests. The initial sizing of the line was for a production of 50 tanks per year, that is, one per week. Its quality assurance sector was supported by the Industrial Development of the CTEx, which was equipped with all the instruments for cannon tubes and breeches, including a computer assisted 3D table, and the quality assurance procedures were intensively implemented. such that each cannon tube had its individual results book, throughout the manufacturing process and certification tests. Training was carried out at the Cotia factory to assemble and dismantle various components, with specialized armaments and communications workshops. The manual manufacturing sector has been improved, generating excellent literature of the modernized M-41, making military manuals of the engines, maintenance of 3rd step, lubrication chart, parts catalog, vehicle and cannon operation manuals, all according to norms and nomenclatures military. It was also created a training school and qualification of the maintenance levels. In practice, it was identified that the biggest problem would be the manufacture of the transmission boxes of these cars, and it was decided to choose the CD-500 Allison for its then X-30, later denominated of Tamoyo I, the same one of the M- 41, already known. Bernardini requested permission to build another prototype, with the version of the GE hydromechanical box HMTP-3, which was an evolution of those used in the American Bradley / IFV / ICV family. GE (General Electric) gave a copy of the test and provided all the technical support for it. Thus came the version known as Tamoyo II. The Army decided to use a cannon derived from that used on the M-41, but with a tube made for use with 90mm ammunition from the French F-4 family. Several successful prototypes were built, including Retex, so much so that 1,000 shots of 90 APDSFS ammunition from France were imported, as well as two mouth brakes from the aforementioned F-4 cannon, which was adapted to the barrels of the Tamoyo prototype guns I, and subsequently nationalized and also successfully used. The questions about the model to use were as follows: would this design of the mouth brake have what purpose? could stabilize the APDSFS shot, a flare break or reduce the recoil of the cannon? After numerous tests with various models of mouth brakes, no conclusion was reached. It was only noticed that sometimes the sabot hit the muzzle, in some designs and dimensions, but in detriment of the projectile, but the force of recoil never became a problem in the M-41 and Tamoyo. Mockup built in steel of the future X-30, denominated Tamoyo, preserved in the CTEx, in Rio de Janeiro. Note in detail the board of the manufacturer Bernardini The Tamoyo I and II Prototypes In May 1984, the first prototype, named MB-3 TAMOYO, was made, and MB Medio Bernardini, number 3, indicated the version and Tamoyo was a tribute to the extinct indigenous people of the Tupi linguistic trunk inhabiting the river banks of the São Francisco (MG) and Paraiba do Sul (RJ) rivers. The idea was to represent an Indian warrior, who did not surrender easily and who threw arrows at his enemies. It should be noted that MB-1 was related to the X-1 and MB-2 design of X-1A2. It ended up being later known as TAMOYO I, to differentiate it from the other models II and III, although the designations given by the Army for that version were P0 (T1-1), P1 (T1-2), P2 (TI- II) and P3 (T1-3) demonstration of the table below. It complied with all the premises established by the Ministry of the Army, as a high index of nationalization, compatibility with other existing equipment, mainly with the M-41, suspension by motor Scania DSI 14, low silhouette and configuration quite different from everything else. that we had until then. Its armor was lightweight, the electric turning mechanism of the tower was totally national, its transmission was the same of the M-41, a CD-500-3, since it is one of the requirements of the Army. The project involved about 80 people from both Bernardini and the Army Technological Center (CTEx), and, after operational tests, started the TAMOYO II version. It is noteworthy that, in versions I and II, the vehicles are identical externally, but the II received a new tower, later, with 105mm, which eventually became that of TAMOYO III. The project involved about 80 people from both Bernardini and the Army Technological Center (CTEx), and, after operational tests, started the TAMOYO II version. It is noteworthy that, in versions I and II, the vehicles are identical externally, but the II received a new tower, later, with 105mm, which eventually became the TAMOYO III. The project involved about 80 people from both Bernardini and the Army Technological Center (CTEx), and, after operational tests, started the TAMOYO II version. It is noteworthy that, in versions I and II, the vehicles are identical externally, but the II received a new tower, later, with 105mm, which eventually became that of TAMOYO III. MB-III Tamoyo I The MB-III TAMOYO I during tests performed by Bernardini. This version is with 90mm cannon MB-III Tamoyo II The Tamoyo II presented at an exhibition of military equipment in 1987. Note the tower that will serve the Tamoyo III. This version is the MB-III TAMOYO II with 105mm L7A3 cannon This new version aimed at meeting the requirements of the international market and, therefore, it was valuable to give up the nationalization and acquire equipment, mainly ophthalmic, more sophisticated, in order to make it competitive; including a 105mm cannon, a novelty among us, at that moment, but the 90mm, already in use in the repowered M-41, in version I, was placed. In the administrative contract 06/84 CTEx, of March 27, 1984, celebrated with Bernardini, it was anticipated the development of eight prototypes, being five tanks with 90mm cannon; an Engineering tug with "bulldozer" blades; a bridge launcher armored vehicle; and a vehicle armored rescue. Production of 90mm cannons With respect to the development and manufacture of 90mm cannon tubes, initially focused on the M-41 tanks, it was initially decided to convert the M32 caliber 76mm to the 90mm caliber that fired with the Engesa Cockerill NR8500. These tubes were modified at the São Paulo War Arsenal (AGSP), at the existing Engesa production line, and the breeches were adapted and modified at Bernardini's factory. Its internal geometry was exactly that of the Engesa and the length of the tubes 3,600mm. As Engesa always put them at the end of the production line, which compromised the modernization program of the M-41s, it was decided to modify the tubes elsewhere - which the Army obtained support to develop in house all the machines required for iso, generating a capacity to machine tubes up to 8m in length and 155 gauge. For obvious reasons, it was no longer necessary to cut the tubes and then they were modified with the original length of 4,500mm and, at the request of the Army, the internal geomentry became the French F4 that fired APDS-FS munitions, also known like Arrow. Three versions were developed: Cannon 90mm 76 / 90M32 BR1- with tube length 3,600mm and ammunition NR 8500 equal to Cascaveis. Cannon 90mm 76 / 90M32 BR2- with pipe length 4,500mm and ammunition NR 8500 equal to Cascaveis. Cannon 90mm 76 / 90M32 BR3 - 4.500mm tube length and French type F4 ammunition - shoot arrow APDS-FS. Here, it is worth noting that all M-41s received the BR2 cannons, even those who had received the BR1 versions. The tests performed in the Marambaia Field of Tests proved little ballistic modification between the BR1 and BR2 versions, but the adaptation in the M-41 was much simpler, although it was possible to find the two models operating in the Army. As a result, the Tamoyo I and II now have C-50 76 / 90M32 BR3 guns. The Br2 was compatible with the Rattlesnake / M-41 and the BR3 with the French F4. The Army would have to choose which one to adopt in the future, which did not happen, because the Tamoyo project did not go forward. Tamoyo I with super cannon 90, with mouth-brake similiar to the original French. The tests conducted, showed almost no effect by the chamfer used in the French version. Note the 90mm F4 Dummy ammunition, with a conical case on the vehicle Cannon 90mm Bernardini tube manufacturing, October 1985 Measuring the internal metrology of the 90mm tube at Bernardini in 1985 Approval test of the 90mm C / 50 M32 BR2 cannon prototype, which were developed for the repowered M-41C. Here we see the cannon mounted on the stand, with the carrying of a shot in 1988 View of the face of the tube chamber of the BR2 cannon, showing the existing inscriptions and extractor features View of the face of the breech of the BR2 cannon, showing the identification plate Cannon BR3 mounted on the stowage, being prepared for precision shots, during homologation tests View of the face of the tube chamber of the BR3 cannon showing its inscriptions and the features of the extractors Testing platform at Marambaia with the BR2 C / 50 BR2 C / 50 cannon, with the Engineer Flávio Bernardini at his side in 1988 The MB-III Tamoyo I during the damping tests performed by Bernardini in 1988. The MB-III Tamoyo I doing damping and acceleration testing and several other tests being performed by Bernardini in 1988. MB-3 Tamoyo I Drawing Demonstration Construction of the MB-3 Tamoyo II Mock-up 1: 1 of the Tamoyo II, whose tower was made with Styrofoam, at Bernardini in August 1983 Housing of the Tamoyo II Chassis under construction Chassis housing of the Scania DSI 14 engine installation at Tamoyo II at the factory in Cotia, São Paulo, in April 1987 under construction The GE HMTP-3 transmission form of Tamoyo II in its travel packaging Tamoyo II at the factory in Cotia, São Paulo, performed the first tests of the chassis without the tower Tamoyo II MB-3 Shooting Test, performed by Bernardini S / A, accompanied by a reported M-41B, but still armed with a 76mm cannon Power pack without the Tamoyo II transmission, which used the GE HMTP 500-3 transmission similar to those of the Bradley IFVs, being sold in 2011, perhaps the last remnant of that version MB-3 Tamoyo II Drawing Demonstration The Tamoyo II presented at an exhibition of military equipment in 1987. Note the tower that will serve the Tamoyo III. This version is the MB-III TAMOYO II with 105mm L7A3 cannon The emergence of Tamoyo III As a result of the experience gained in versions I and II, the Tamoyo III version (P-4 or T-III) was created, being executed at Bernardini's expense. This version was much more modern than the previous ones and it was a new car of cambate medio, undoubtedly, could very well meet the needs of the years of 1990, being owed in no way to the similar ones that were being developed in diverse countries , that moment. To be able to get an idea, its engine was only in its initial stage of development, being able in the future to reach from 900HP to 1000HP. The transmission for this version was still a problem because GE transmission could not receive more than 600HP gross and its new version was still on the test bench in the United States; the ZF had neither prototypes available. The solution was to use the old and reliable CD 850-6 A (the same as the M-60), which ended up serving as a glove, and the engine could withstand more than 1000hp gross. The design of the tower had not yet reached an ideal profile, more tapered, wedge-shaped, because of a lack of familiarity with the construction, involving composite armor, but the one that was built was totally electric, with suppression of explosions and with vision thermal protection, good protection, L7A3 cannon, firing with moving car, tower stabilization, laser telemetry, compartmentalized ammunition. Its weight increased to 31 tons, being still an armor much lighter than those existing in the market, at the time. One factor that led to the development of Tamoyo III was that the specifications requested by the Army for version I were below the international market, and to overcome these deficiencies the following changes were made in its conception: 1- cannon 105mm L7 NATO; 2- Stabilized tower; 3- Shooting computer; 4- Motor DDA 8V92TA with 750HP; 5- Transmission box Alisson CD8506A or GE HMTP-3; 6- Compound and spaced shielding; 7- Compartmentalized ammunition; 8- System of protection of explosion and automatic fire and in the tower. In order to remedy the difficulties that a project of this for its accomplishment, partnerships were obtained with foreign companies to be able to give continuity to the project, which were: Royal Ordnance Nothingham; Moog AEG- Siemens; Ferranti Computers; Kolmorgen Corporation; Rank Pullin; GM Allison; GM Detroit Diesel -DDC; Graviner / expectronics; The project was not a mere adventure, as many people think, when speaking of Tamoyo as an improved M-41, it was much more, and to understand it we transcribe, in full, the Bernardini document describing the which was the TAMOYO III COMBAT CAR, on which we were intercalating photos showing the main components that were part of it, using, for that, period and some photos of when it was open to visitation at the time of the auction in 2007. "The TAMOYO III is a medium-sized combat tank with a weight of approximately 31 tons. Its main weapon is a 105mm cannon capable of firing modern ammunition with precision at a great distance, combined with enormous mobility on varied terrain and road and good Ballistic protection puts itself in a position to face heavier combat cars. Its construction follows the current trends, combining the maximization of the internal space, without prejudice to the operational requirements of weight, length and width, with a very low silhouette which improves the combat conditions even more. The welded steel casing, formed by the union of special alloy plates in geometric planes favoring ballistic protection, guarantees the safety of the crew and equipment, providing the maximum efficiency of the assembly. The chassis, supported on a suspension composed of 6 support wheels on each side and used a composition of torsion bars, shock absorbers and hydrocyclic elements wrapped by a steel caterpillar and rubber skids, presents a specific low pressure on the ground, ensuring mobility on any terrain. The gun control can be done simultaneously, either by the shooter or by the commander with priority for the latter, with 360º rotation and elevation angle + 15º to -6º. The shooting system offers the precision of the laser telemetry allied to the shooting computer raising the probability of success in the first shot, through observation by the periscopes with amplification of residual light or thermal image. The power package forms a power pack that can be removed and put into operation outside the vehicle in less than 40 minutes, is composed of a turbo diesel engine and a power shift transmission that facilitates operation on varied terrain. The protection of this set is complemented by a system of automatic fire fighting and a possible installation of protection system for chemical, bacteriological and nuclear war (QBR or NBC). 1.Carcaça 1.1 Structure The structure of the chassis consists of a monoblock made of special steel plates for tempered and tempered blinds for optimum hardness, welded, forming a single piece. This shielding steel of various thicknesses follows the specification of the CTEx for monometallic shielding steels already used several years ago by Bernardini. The frontal shielding has been specially formed with the use of ceramic materials, special resins and non ferrous materials in envelope and offering resistance to hollow load projectiles of great caliber. A forged ring is welded to the housing in a unique piece of special high strength steel to support the tower bearing. This bearing, also made of steel, is highly accurate and sealed against agents from the external environment. To ensure physical and thematic insulation between the engine and crew compartments a structural diaphragm wall is provided with doors for access to the front of the engine. After welding of external spacers, machining of the housing as a whole is carried out from the suspension attachment points to the bearing bearing ring of the tower, ensuring the maintenance of the center of gravity and the alignment of the set. The cooling air is eliminated through a large rear armor, mixing with exhaust gases, to reduce the temperature thereof. The brackets of the engine, tank tanks filters, batteries, controls, seats, drains, fire system, ammunition magazines and other elements, welded by means of jigs, maintain the interchangeability between the vehicles. Once the welding services have been completed, the casing is subjected to blasting with steel shot with subsequent application of amticprrosivo primer and general painting according to current military regulations. 1.1.1. External Holders They are designed to fix components and parts on the outside of the chassis. 1.1.2 Driver's Excotilha It consists of the cover and drive mechanism located to the left of the vehicle. It is of Type slider with an internal command to the left side of the driver. With a single lever the driver raises and turns the hatch keeping the same direction of rotation of the handle. It has a mechanical safety lock. Between the cover and the chassis there is a rubber seal to prevent water and dust from entering into adverse operations 1.1.3 Periscopes The driver's periscopes in number of 3 are located at the front, one fixed on the chassis armature and two fixed to the sliding hatch. The ergonomic design is such that it allows the periscope to be in a comfortable position for the driver with the hatch closed. It has a quick clamping mechanism allowing easy replacement in a short time. The driver still has a spare daytime periscope, stored in an appropriate box. The central periscope may be replaced by a type of light amplification that is used for nocturnal operations. 1.1.4. Driver's seat The driver's seat is specially designed for improving the driver's comfort. It is constructed in lightweight material with seat and seat made of integral resin of great durability, covered with canvas cover of easy substitution. The set is adjustable both in distance and height for accommodation of owners of different heights. The system also allows quick access to the emergency hatch located under the seat. 1.1.5. Driver Commands The driver has several commands as follows: -Accelerator: powered by the right foot to accelerate the engine -Freio: activated by the left foot for braking the car. Turning the pedal and placing the gear lever in neutral, a waiting device keeps the brake locked for parking. - Marchans' Singer: Located to the right of the driver, allows the selection of gears in the following options: Neutral Pivot neutral Low High Re Its construction with a special lock prevents that, without the activation of this, are selected opposing gears: neutral for pivot; pivot for back, etc. The selector also has a connection with the joystick, keeping it locked when in neutral. -Manche: The steering column is designed in such a way that it allows a height and distance adjustment for greater driver comfort in the various positions. The assembly is connected to the gear selector as described and has the shape of a joystick. -Automatic accelerator: allows pedal independent acceleration with position control. -Televan tank: located to the right sludge of the driver allows the selection of fuel tank, having the following positions: Closed. Right tank. Left tank. Right and left. The selection of tanks is done simultaneously with the return of diesel oil from the engine to the tanks. - Motor Cut: Allows the motor to be cut mechanically: 1.1.6. Supplementary Shielding The chassis extra shield consists of two different types. One constructed of composite materials and ceramic for protection against hollow load type designs, located on the front side of the chassis as the first section of the skirt and from there to the end of the skirt by a steel plate of armor against explosive grenades. Motor Specifications Manufacturer: ........................... Detroit Diesel Corporation Designation: ...............................8V-92TA Engine Type: ............................. 2 hours Number of cylinders: ...............8 Diâmentro x course: ............... 123x127mm Displacement: ......................... 12,1 Liters Gross Power: ........................... 736HP at 2300 Air temperature: .................... 29,4ºC Atmospheric pressure: ..........73,66mm Hg Compression Ratio:...............17:1 Type of fuel:........................... diesel type 2 Fuel consumption:............... 2,0 Kg / h Voleme Basic: ...................... 1223 liters Power Ratio: ....................... 0.6 hp / lt Weight Reason: ................. 1,39 Kg / hp Net weight:.......................... 1023kg Number of Turbos: ............2 Type of lubricant: ............ MIL-L-2104C 1.3.2. Streaming Among two alternatives, two transmissions were selected as optional. 1.3.2.1 Option 1: CD-850-6A The CD850 transmission was developed for the Armored Vehicle Command of the United States Army by Allison Divison of GM Corporation. It has been proven as the most effective unit for application in medium and heavy vehicles on caterpillars. Its production in series was initiated in 1948, for use with gasoline engine, in the Media Tanks M-46. Since then, constant innovations have been incorporated to meet the new application requirements. The model CD-850-6A, for use with diesel engines, was developed for application in the Heavy Tank M60. New vehicle modernization programs have enabled the extension of series production continued up to 1989, for use in countries such as: South Korea, Taiwan, Sweden, Isreal and others. This is a cross-drive, power-shift transmission specially developed for application in combat tanks with the following functions in one envelope: Gear shift Direction Brake The gearshift is made by a hydraulic selector mechanically actuated by the driver. The steering system is actuated externally by mechanical means, acting internally in a multi-disc friction system. The multi-disc cold in oil bath is mechanically driven. The transmission has an external oil circuit for cooling your system. The lubricating oil is also the drive fluid for the converter turbines and check valves. This type of transmission allows high speed travel on varied terrain and road by selecting only one gear, performing small radius curves, pulling other vehicles, performing pivoting operations for maneuvers in restricted locations. TECHNICAL SPECIFICATIONS FOR TRANSMISSION CD-850-6A Designation CD850-6A Torque ...........................233Kgm Power ........................... 650 H.P. Rotation .......................2400 rpm Torque converter ....... single stage, multi stage Multiplication ratio ...3.9: 1 Marches .........................2 front Marking Control ..........manual Transmission Relationships first (LOW) ....................3.9: 1 Monday (HIGH) .............1.08: 1 Ré .....................................4.21: 1 Oil capacity ....................83 liters Weight (dry) ....................1380kg Direction ..........................Triple differential, regenerative, with neutral gear selector for pivot Brakes ............................. Muilti-disk oil-cooled, mechanical drive for service and parking. 1.3.2.2. Option 2: HMPT-500-3 The advanced state of technology achieved by General Electric in the development of hydromechanical transmissions, made possible the selection of the HMPT-500 transmission for application in the new program of systems of Combate vehicles for the North American Army, being the first to be applied in the vehicles: M2-Infantry Combat Vehicles, M3- Cavalry Combat Vehicle and MLRS Multi-launch System. In view of the success achieved, a new transmission with capacity of 600HP was developed from the same basic envelope. This power change with reduced component change brought an attractive profile to this development by the opening of new fields of application. The results obtained in specific tests and maneuvers performed by the North American army highlighted the quality as follows: High mobility and agility Simplified car operation Proven Reliability Low fuel consumption Simple maintenance Dimensions and reduced weight I continue logistic support program Qualities that were also obtained with the application of this transmission in TAMOYO II. 1.3.2.2.1 Main Functions of the HMPT-500-3 Transmission In its basic conception it performs the following functions: Automatic determination of speed and power ratio provided by the engine, through the position of the accelerator and the load required by the vehicle, providing better performance and economy. Transmission of power with infinitely variable transmission ratio, through three forward gears and a reverse gear. Provides maximum steering torque in all gear ratios with a large gear differential on the track. Provides dynamic braking with full engine retardation and limited torque in hydrostatic retardation. Service brakes for stop and parking of the vehicle, mechanically actuated and oil-cooled. Clutch disconnected for engine starting and vehicle traction. Of great value under extremely cold ambitious conditions. Traction pump for traction starting of the engine when the starting system is inoperative. Power take-off point for activating accessories Direction with transmission ratio with continuous variation with regenerative system without use of brakes or clutches. Performs real pivoting. TECHNICAL SPECIFICATIONS FOR HMPT-500-3 TRANSMISSION Model .......................................GE HMPT-500-3 Manufacturer .........................GENERAL ELECTRIC Power input ............................600HP (450kw) Input speed ............................ 2600rpm Maximum output torque ......15150Nm Speed ahead ..........................3200rpm Reverse speed ........................544rpm Directional torque ................9200 Nm per side Solid Weight .........................875kg Lubricant ...............................45 kg inter box Hydrostatic elements .......... 4 spherical pistons Displacement ....................... 344 cm3 / rot Power take-off ..................... Full power Constant rotation Hydraulic Oil ...................... MIL-L2101 Grade 30 MIL-L46167 (-18 ° C to -54 ° C) Filtration ............................ 40micra Performance .....................70% Front and rear ramps 40% Horizontal ramps 1.3.3. Cooling System The organic cooling system to the Power-Pack consists of several subsystems as described below: 1.3.3.1 Cooling of engine water The DDA 8V92TA engine is water cooled, its circuit consisting of a water pump coupled to the front of the engine, from there the water enters the block and cylinders come out in two thermostatic valves that guarantee the ideal operating temperature. Following the water passes in two radiators placed laterally to the Power-Pack assembly. Completely the system a tank with deaeration circuit in the upper parts of the set. Due to the pressurizing of the system at 0.7 bar, we have an increase in the boiling temperature of the water to 105ºC which allows operations in environments with temperatures up to 51ºC without compressing the vehicle. The Tamoyo III parading at the Cavalry Festival in Rio Grande do Sul on May 10, 1987 Final version of MB-3 Tamoyo III, export version. Note the steel-reviewed and composite meterial tower and the 105mm L7A3 cannon, which would be the standard for this version Final version of the MB-3 Tamoyo III, armed with 105mm L7A3 cannon, when of its presentation to the Army in 1987 MB-3 Tamoyo III Drawing Demonstration This video was an advertisement for the MB-3 Tamoyo by the company Bernardini in the 80's. In this video you can watch Bernardini presenting the MB-3 TAMOYO I, with its 90mm cannon source:
  5. 20 points
    From today, 445 additional accounts have been permanently banned for using third-party modifications in violation of the user agreement - use of prohibited modifications. (EULA). The introduction of the reporting system has again proved key in allowing players to participate in keeping the game clear of players who insist on trying to gain unfair advantage. The modification detection algorithm continues to improve. List of banned players: Having an account permanently banned will result in a player losing everything in that account - Be warned! Thank you guys for your vigilance. o7 Discuss it here!
  6. 19 points
    I heavily disagree on minor damage not counting for an assist or kill. If I graze someone with a bullet and he proceeds to maneuver himself into ground or overload his wings and breaks them I should be credited kill. 15 seconds is not going to cut it. Alternatively if I do simple damage to the plane and he proceeds to alter his flight to get caught by ally I should also be credited an assist regardless of the damage I dealt. There is more to air combat than just putting bullets in each other's plane.
  7. 18 points
    It's faster than the leopard 1, it's a light tank so it's cheaper, has the ability to scout. The RU251 is in my opinion better than the leopard 1, yet it sits at 6.7 BR. It's a very pay to win tank. Can be also abused by rushing the point first, fighting till the end and immediately getting a jet, like the Me 262 A-1/U4 which is a busted jet, too much ammo, causes way too much damage. This tank should be in BR 7.3 or even 7.7 with some buff, it will be perfectly useable, this isn't some nerf. Germans already have the JPz 4-5 in 6.7. It's annoying in 6.7, it's a counter to everything, makes heavy tank's nearly impossible to use, Germany already has some extremely high penning guns at 6.7 that can even deal with uptier.
  8. 17 points
    EDIT - great news, check @Smin1080p response: [...] We have been following and passing feedback and changes will be made to its spawn. It will no longer have a bomber spawn in the future. Its still yet to be decided what the final result will be of where it starts. [...] Indeed there are many possibilities and we have been forwarding feedback. The results of which (changes to its spawn) I mentioned above and will come soon. https://forum.warthunder.com/index.php?/topic/455300-r2y2-in-airrb-edit-the-end-of-the-bomber-spawn/&do=findComment&comment=8157998 ------------------------------------------------------------------------------------------------------------------------------------------ Don't you feel that at current stage of game development the case of R2Y2 is an example of a toxic anomaly that maybe have had some justification in 2013, but now is nothing more than a shameful, toxic waste from the past of WarThunder? Two main sub-questions: 1. On what basis this airplane was ever introduced and modeled in the game? Could anyone show me a copy of the original Japanese R2Y2s drawings? With 4x 30 mm installation, jet engines, bomb-rack and so on. Any trace that R2Y2 is anything more than a post-war "what if" fantasy based on failed prototype of R2Y1 - the propeller driven, unarmed reconnaissance aircraft? #iwanttobelieve #thetruthisoutthere 2. Whats the matter with 3500 m airspawn for that "aircraft"? In the case of R2Y2 this airspawn has never served and is not used to complete bomber tasks. This is simply a hilarious air-superiority advantage that works to the detriment of both enemies and own team members who have no chance of competing for kills with R2Y2s on fair-play basis. The screen below illustrates how important R2Y2 is as a "bomber" (LOL): It must have been obvious from the very beginning. And topics such as the below don't appear without a reason: https://forum.warthunder.com/index.php?/topic/324289-the-r2y2-shouldnt-be-classified-as-a-bomber-anymore/ https://forum.warthunder.com/index.php?/topic/444688-the-kikka-is-still-pretty-bad-plane-to-fly-not-for-the-reason-you-think/ https://forum.warthunder.com/index.php?/topic/425624-r2y2-kais-are-damn-op-with-a-bomber-airspawn/ https://forum.warthunder.com/index.php?/topic/453815-r2y2-call-this-a-balance-eh/ https://forum.warthunder.com/index.php?/topic/445256-its-time-for-the-r2y2-to-leave-the-game/ https://forum.warthunder.com/index.php?/topic/454329-up-the-br-for-the-r2y2-variants/ https://forum.warthunder.com/index.php?/topic/451818-when-on-earth-this-r2y2-can-be-balanced/ https://forum.warthunder.com/index.php?/topic/431475-r2y2-needs-to-be-removed-as-a-bomber-and-it-needs-to-be-at-80-br/ WHAT THE HELL? HOW MUCH LONGER?
  9. 17 points
    The Russian Tank Destroyer line is highly regarded as the absolute worst and outdated line in the game. These tanks have legacy BRs that haven't been updated since forever, as vehicles that are superior have gotten lower battle ratings. To make it worse, after the penetration calculator update their guns were eclipsed by others with faster reloads. These insufferable blocks with guns generally have no armor, no mobility, long reloads, and mediocre firepower to boot. It's especially a shame since these are highly iconic vehicles of the war but are grossly misrepresented in War Thunder. Players avoid these tanks like the plague and are an extremely rare sight on the battlefield. Even the community wiki page will attest to how bad these vehicles are in their current state. ISU-152: 5.3 > 5.0 The famous ISU-152 "Zveroboj", or beast killer was Russia's most iconic and known tank destroyer of WWII. The extra armor was supposed to be an upgrade to the SU-152, but in War Thunder only turns out to be a downgrade. The 90mm of armor is unangled and useless. It will only sometimes block the Churchill VII's anemic 75mm, and even that can kill it through the giant driver port or through the lower frontal plate. The extra weight slows the ISU-152 down to a halt, giving it much less mobility and the turn rate of an aircraft carrier. To further inflame that issue, the horizontal guidance is severely limited in comparison to the SU-152 so you must steer the entire vehicle to aim - this often takes centuries. It's only advantage is it's HEAT shell with 250mm of pen, but that kind of shell isn't needed until 7.3 with the Object 268; HEAT deals much less damage than the AP rounds, so it is only useful against certain vehicles like the Porsche Tiger or M18s. Overall, it performs like a worse sidegrade to the SU-152 and should NOT be at a higher battle rating. ISU-122: 5.7 > 5.3 It's a casemate IS-2, but still suffers from having no armor, mobility, or turret from the horrid ISU chassis. In other words - a complete downgrade at the same BR. It's rather unplayable but putting it to 5.3 would prevent it from facing T34s and King Tigers that suffers against. It's more comparable with the Panzer IV/70, which is much more mobile, reloads much faster, much better traverse, has better armor at the price of only 13mm less penetration and less killing power. This tank is at 5.3 despite being a much better tank destroyer, so the ISU-122 would fit snugly here. ISU-122S: 6.0 > 5.7 While the ISU-122S gets an improved reload in comparison to the ISU-122, it's still on the same turretless brick chassis. However, the gun does NOT make this paper tank acceptable at 6.0. It should NOT be facing the Jagdtiger, Ho-Ri Production, T32, T95, etc. The bad chassis but improved reload would make it a reasonable (but inferior) tradeoff to the IS-2 at 5.7. SU-100: 6.3 > 6.0 This is another one of Russia's iconic tank destroyers, widely considered to be Russia's best tank destroyer. In the world of War Thunder it's at the same BR as the Jagdpanther despite having ineffective armor, while having roughly equal mobility and firepower. The SU-100 gets oneshotted by the American 76mm while the Jadgpanther is resilient against even American Long 90mm guns. This means a Jagdpanther would simply laugh at an enemy T32 Furthermore, the Jagdpanther has much better optics which allows for sniping with ease, Smoke grenades, and APCR. 6.0 is a much more appropriate BR for this vehicle. SU-100P: 6.7 > 6.0 It's most comparable competitors are the Waffentragger and VFW. The SU-100P has bad optics, slow traverse, is vurnurable to machine guns and artillery, but it's advantage is in speed. It's also hull-breakable. Due to the higher HP/Ton ratio and caliber it belongs slightly above these vehicles, not a in a whole BR higher. It doesn't even have a fully rotating turret.The SU-100P has to face stuff like the M103 and T32s all the time, which is not playable. At 6.0 it would make a good TD able to snipe against the tougher targets , but the 6.7 BR is absurd and absolutely unwarranted. An equal BR to the armored SU-100 makes sense. Object 268: 7.3 > 7.0 This tank much like the IS-3 has gotten powercreeped badly. It's armor is constantly nullified by HEAT-FS, and the gun was nerfed by the Penetration Calculaton so it is no longer as effective. This has turned it into an expensive deadweight at 7.3 as it is simply not competitive at that BR after the nerf to it's cannon. It should be at the same BR as the Jagdtiger due to the fact that it has less effective armor and firepower, at the cost of slightly increased mobility. Even a 17 pounder can easily aim for it's massive flat weakspot, ammo racking it. The armor is also arranged in a "pike" meaning that any tank that is not directly in front of it can destroy it with ease as well. A BR of 7.0 puts it on par with the T32 and Jagdtiger which can kill the Object 268 much easier than an Object 268 can kill them.
  10. 17 points
    T33 APBC: - Incorrect muzzle velocity - Incorrect vertical penetration - Incorrect sloped penetration Reported - no action taken. Early M82: -Should have 199 grams filler. Reported - rejected by Gaijin for no reason. Late M82: -Missing from M26 Pershing and M36 Jackson. Reported - No action taken T50E1 APCBCHE -Missing from T32, T32E1 and M26E1 (could be used in M26 Pershing as well) Reported 2.5 years ago - No action taken for T32, T32E1 and M26E1 Reported for M26 Pershing - Rejected for no reason. M304 HVAP: -Massively incorrect penetration Reported - No action taken M318 APBC: -Incorrect vertical penetration -Incorrect sloped penetration Reported - No action taken M318A1 APBC: -Incorrect vertical penetration -Incorrect sloped performance Reported - No action taken And these are just the ones I can think of off the top of my head. What is the point of doing the work to make these bug reports, just for them to denied without justification, sit around for or just flat out ignored?
  11. 17 points
    Better than is3, is6, is4m, t-10m, t-54 (all model) and closing in way too close on T-62 in overall performance yet only 7.3 BR Lulz As good armor as all of them, but with stab, super hesh, super apds, strong optics, almost full gun depression, faster reload and a rangefinder to top it all off.
  12. 17 points
    Full name of the vehicles affected Leclerc S1 MBT Detailed description of the problem Currently, the Leclerc has only one APFSDS shell, the OFL 120 F1 (which entered service in 1993), only available at the 4th and last stage of research (honestly, a very dubious choice for a Tier 7 tank). However, the CN120-26 F1 gun of the Leclerc was developed and tested using the same OFL 120 G1 APFDS used for the CN120-25 G1 gun of the AMX-40 (the latter shell had the same penetrator as the OFL 105 F1, recartridged for 120mm guns) developed in the 80s’. At the time of its development and early production stage, and when the first Leclerc entered service in 1992, the OFL 120 G1 was simply the only 120mm APFSDS shell available in the French army. The shell in the middle is the OFL120 G1 with the muzzle velocity of 1650 m/s (Vo - "V zero" - is the standard abbreviation for muzzle velocity in French military jargon) of the CN120-25 G1 gun of the AMX-40 (correct muzzle velocity in the game). The same OFL120 G1 but now with a muzzle velocity Vo = 1780 m/s characteristic of the CN120-26 G1 gun of the Leclerc. This provides a strong indication that this shell was at some point indeed used with the L52 CN120-26 G1 gun of the Leclerc. The small paper card next to the shell says "Do not touch. Thank you!". The larger paper card is unfortunately unreadable except for the end of the title: "....obus-flèche de 120mm"/"120mm sabot shell". "LOT" written on the shell means "batch" and is followed by the shell batch number. Proposed fix of the problem Implement the OFL 120 G1 APFSDS as a stock or low research level (1st or 2nd) shell for the Leclerc. Clog: 2019_05_31_17_08_32__7580.clog
  13. 15 points
    THIS is a game development, not a new Tier7 toy. I hope we will see the Critical/Serious timer somewhere. Pinned in the kill-feeds, maybe?
  14. 14 points
    Hey guys, you might now call out Bias and German main, but I am serious. What do you think of downtiering the Tiger 2 H to 6.3? The T26E1-e Super Pershing is allowed to be there, with similar gun, mobility, better turret armour and worse hull armour (pretty much impenetrable nontheless). And as we can see by stats, it is doing very well. Super Pershing winrate: 63% Tiger 2 H winrate: 45% I know the Tiger 2 P is at 6.3, but that thing is doing just as bad as the H with 45% winrate too. So, why should this not be done? If it is fair letting a Tiger 1 (44% WR by the way) fight an impenetrable Super Pershing , then it should also be fair to let a T25 (63% winrate) face an impenetrable Tiger 2H on a regular basis right? I know compression is a big issue in this game, but giving both sides a very strong heavy tank at 6.3 that can't be sucked up to the 7.7 blackhole and get stomped alongside Leopard 1's which is also doing terribly by the way, would help more than it hurts the balance. This way, the tanks would at least have an equal opponent to each other. Matches are usually axis vs allies at those BRs and the US has FAR superiour CAS for a 6.3 lineup than the whole axis side. So what do you guys think?
  15. 14 points
    After multiple tests, we improved the scoring of critical hits, vehicle eliminations, and kill assists to aircraft/helicopters: Critical damage The damage is now considered critical only when it directly affects flight characteristics, not when merely dealing damage to certain portions of an aircraft. This makes scoring damaging effects more adequate, since similar impairments work differently for different aircraft: some become uncontrollable, while others are still able to fly. One target may receive several critical hits from different players. Now every shooter is able to score his/her own critical hits each time. Critical damage still has its effect period, this period is now 90 seconds. During this period, each similar hit won’t count as an additional critical. When this period expires, you are able to re-inflict critical damage to the same target. Critical damage may also have delayed effect. For example, a disabled radiator could cause an engine to overheat and fail or may be followed by a fire destroying multiple parts of an aircraft. In this case, the scoring of critical damage occurs immediately after these damaging effects occur on the target aircraft. Such critical damage has no effect period and is considered active at all times. You’ll get an on-screen notification each time critical or serious damage is dealt. Critical damage notifications appear only when critical damage is dealt. Serious damage Serious damage is damage to certain parts and modules of an aircraft that does not directly affect its flight characteristics and controls, but is close to inflicting Critical damage. Serious damage is less than Critical, but may always lead up to Critical. Serious damage has an effect period and is active for 15 seconds in able to allow a player to score a kill, or 30/60/80 seconds (AB/RB/SB) to score a kill assist. Unlike Critical damage, Serious damage is removed from the target when the timer expires, although it can be ‘refreshed’ on a target by scoring more hits. Simple damage Simple damage is any damage that is not Critical or Serious. Active for 15 seconds, then it is removed from the target. Target destruction Target destruction is scored immediately when lethal damage is done to any target (i.e. pilot knock out, destruction of a main support inside the wing, tail cut, or a fuel explosion inside the aircraft) If a target crashes, the following scoring scenarios are implemented; When a targets damage affect period refreshes (after 90 seconds) Critical damage and target destruction score goes to the pilot who inflicted the heaviest supplemental damage, not the last one; Without new Critical damage occurring, the score goes to the last pilot which inflicted Serious or Simple damage in the last 15 seconds before the crash (as it was previously in the game); Without any additional Critical, Serious or Simple damage, but Critical Damage was inflicted previously. The score goes to the one who inflicted the heaviest Critical damage before the damage effect timer expired. Target destruction does not score if a target aircraft successfully lands on an airfield and is able to repair. Kill assist Kill assist scores occur when any pilot inflicts new Critical (less than 90 seconds) or Serious (30/60/80 for AB/RB/SB) damage before the targets destruction. Simple damage will not score a Kill Assist. Examples The current provided changelog reflects the major changes within the game as part of this Update. Some updates, additions and fixes may not be listed in the provided notes. War Thunder is constantly improving and specific fixes may be implemented without the client being updated.
  16. 14 points
    As the title says, cut your losses with this world war mode crap battles, and use the Enduring Confrontation format for the "battles"
  17. 13 points
    1) He plays what he wants 2) Completely off topic/ irrelevant 3) Your post was pointless Do Not: 1.1.2. Start or participate in flame wars, intentionally derail a topic, or post useless spam messages in moderated areas.
  18. 12 points
    After multiple tests, we improved the scoring of critical hits, vehicle eliminations, and kill assists to aircraft/helicopters: Critical damage The damage is now considered critical only when it directly affects flight characteristics, not when merely dealing damage to certain portions of an aircraft. This makes scoring damaging effects more adequate, since similar impairments work differently for different aircraft: some become uncontrollable, while others are still able to fly. One target may receive several critical hits from different players. Now every shooter is able to score his/her own critical hits each time. Critical damage still has its effect period, this period is now 90 seconds. During this period, each similar hit won’t count as an additional critical. When this period expires, you are able to re-inflict critical damage to the same target. Critical damage may also have delayed effect. For example, a disabled radiator could cause an engine to overheat and fail or may be followed by a fire destroying multiple parts of an aircraft. In this case, the scoring of critical damage occurs immediately after these damaging effects occur on the target aircraft. Such critical damage has no effect period and is considered active at all times. You’ll get an on-screen notification each time critical or serious damage is dealt. Critical damage notifications appear only when critical damage is dealt. Serious damage Serious damage is damage to certain parts and modules of an aircraft that does not directly affect its flight characteristics and controls, but is close to inflicting Critical damage. Serious damage is less than Critical, but may always lead up to Critical. Serious damage has an effect period and is active for 15 seconds in able to allow a player to score a kill, or 30/60/80 seconds (AB/RB/SB) to score a kill assist. Unlike Critical damage, Serious damage is removed from the target when the timer expires, although it can be ‘refreshed’ on a target by scoring more hits. Simple damage Simple damage is any damage that is not Critical or Serious. Active for 15 seconds, then it is removed from the target. Target destruction Target destruction is scored immediately when lethal damage is done to any target (i.e. pilot knock out, destruction of a main support inside the wing, tail cut, or a fuel explosion inside the aircraft) If a target crashes, the following scoring scenarios are implemented; When a targets damage affect period refreshes (after 90 seconds) Critical damage and target destruction score goes to the pilot who inflicted the heaviest supplemental damage, not the last one; Without new Critical damage occurring, the score goes to the last pilot which inflicted Serious or Simple damage in the last 15 seconds before the crash (as it was previously in the game); Without any additional Critical, Serious or Simple damage, but Critical Damage was inflicted previously. The score goes to the one who inflicted the heaviest Critical damage before the damage effect timer expired. Target destruction does not score if a target aircraft successfully lands on an airfield and is able to repair. Kill assist Kill assist scores occur when any pilot inflicts new Critical (less than 90 seconds) or Serious (30/60/80 for AB/RB/SB) damage before the targets destruction. Simple damage will not score a Kill Assist. Examples The current provided changelog reflects the major changes within the game as part of this Update. Some updates, additions and fixes may not be listed in the provided notes. War Thunder is constantly improving and specific fixes may be implemented without the client being updated. Leave feedback here
  19. 12 points
    I have just come back to the game after a bit of a break. I found some positive changes ie the war but found it difficult to get into. So decided to take my Panther G into a realistic battle. Quite quickly I was taken out by a PT76 introduced in 1952 then by a ASU85 which began to enter service in 1959 and wasn't around in numbers till the 1960s (neither of these tanks ever fought the Germans or participated in WW2). The Panther G (entering service early 1944) of course had been out of service for a long time before either of these tanks entered service so how does this even begin to look realistic?? This is one of my and I think most players biggest complaints about War Thunder, the match up of completely ahistorical opponents who don't even come close in performance. It seems that all the nations are poorly tiered and certain nations get a rough deal. I really don't understand why this is not made a priority. I have no interest in taking my WW2 tanks up against post war tanks or fantasy tanks that saw little or zero service yet seem to predominate. Have a fantasy tank game if you want to put things like the US T34 in, if it didn't enter service or they built only 1 like the T34 it shouldn't be there.
  20. 12 points
  21. 11 points
    Sortie de l'évent: B1 Bis et B1 Ter disponibles pour l'évent côté FR. 1h après, retraits des deux chars emblématiques des forces françaises de l'époque... de qui se moque t-on? Honnêtement, ils ont réfléchis à quoi les mec en sortant l'évent? C'est pas assez net en partie que les B1 font bien le café? du coup ils suppriment purement et simplement au lieu de limiter la sortie de ces engins (via les SP et nombre limité...)... C'était trop compliqué à faire?
  22. 11 points
    A bug where guided air-to-air missiles could twitch and split apart when using the missile camera view has been fixed. A bug where objects of the modular airfields in “Enduring confrontation” missions appeared partially underground has been fixed. A bug where the Type 95 Ro-Go had an extra gun reload indicator has been fixed. A bug when an aircraft respawn could occur inside a cliff in the location “Vietnam” by flying out in the air event has been fixed. A bug which caused a decrease in performance when placing an armor-piercing reticle cross on some tanks has been fixed. A bug where a tremble in the sight on the XM-1 could be experienced when the suspension was set at maximum position has been fixed. A bug where the “first person view” in the replays of SB battles has been displayed in 3rd person view instead has been fixed. The bug appeared after switching between players. Discuss it here! The current provided changelog reflects the major changes within the game as part of this Update. Some updates, additions and fixes may not be listed in the provided notes. War Thunder is constantly improving and specific fixes may be implemented without the client being updated.
  23. 11 points
    Gaijin, please move the M551 Sheridan to 7.7 BR, the Sheridan has a very long reload, stock 15.6 seconds for projectiles and 20 seconds for the ATGM that only penetrates 432 mm with a limit of 10 ATGM, the M551 sit at 8.3 BR, while the M3 Bradley sit at 8.0 BR, but the Bradley is much better than the Sheridan, Gaijin why this? Even the statistics from Thunderskill speak for themselves, not even 1 kill per game and 43% winrate, please fix this.
  24. 11 points
    So as most of us top tier players know top tier is so very broken and so very unbalanced and it needs to be sorted out now because of all of these issues. . Broken tank models. . Underperforming tanks. . Bad Stock grinds. . Expensive repair costs . Spawned killing. . Battle rattings. . Bad map design's. . Bad Reward gain's . Bad upgrade research costs All this needs to be sorted out like how they sort out the issues with parts and fpe. I would like to hear everyone's opinion on any solutions to any of theses problems.
  25. 11 points
    Just had one of those literally charge right through our lines without even giving a s***! Just rushed strait down the hill, though three tanks shooting at him, then stopped behind a house, peeked out and killed two of us before we could finally kill him. The VFW is supposed to be a glass cannon vehicle! A self propelled anti-aircraft gun! It is not supposed to lead a charge through enemy lines and survive concentrated gun and MG fire from three tanks at once.
  26. 10 points
    No wishlisting! Please keep in mind that all vehicles already in game have their own dedicated thread. Please use the 1.89 update thread to discuss Update 1.89 "Imperial Navy". Complaining here won't solve anything.  FAQ Q: What is this thread about? A: This thread is about the upcoming patch 1.91 and future content. Q: Shouldn't the next patch be 1.90? A: No. The even patch numbers are reserved for internal test builds. Q: Will you add...? A: No. We are no developers, just nosy players. Q: Why isn't [vehicle] on the list? A: Either because there is no evidence that this vehicle will be added, or because no one told me that there is such evidence. Q: Why is [vehicle/feature] on the Denied list? A: Because said feature or vehicle was denied by Gaijin developers or their representatives at some point in the past. Q: Where did my post go? A: Off-Topic comments will often be hidden (not deleted) to keep this thread readable and on topic. No need to be alarmed or comment on the disappearing post(s), if concerned then PM Forum Moderators or Seniors. Q: What does (data finds) mean? A: It means that evidence of this vehicle, map, or feature has been found in the game files. Q: When will we get the patch? A: Currently our best guess is some when in August 2019 or September 2019. Q: What if I don't want to read all these pages to find out what will come? A: Read the OP. I will frequently update it with new information. Unconfirmed/General Overview of New Stuff (To be updated regularly): Air: Hide contents General Drop Tank mechanics (CDK finds, currently deemed not necessary by devs) Germany G.91R/3 (Q&A) F-86K (CDK find) Italy F-86K (CDK find) Russia BI-1, BI-6, I250, La-7r (plans for some of these link) Mi-28 (data finds) MiG-19S (CDK find) Great Britain Spitfire IX If c (data finds) Lincoln B Mk I (data finds) Hornet F.1 (CDK) Whirlwind Mk II (1.75 release video) early Seafires (Q&A) Maryland Mk I (data finds) Shackleton MR.MK 1 (data finds) Westland Wasp helicopter (CDK find) USA P-66 Vanguard (data finds) Hawk III (data finds) CW 21 (data finds) PV-2 (CDK finds) B-26 Marauder (shooting range 71) PBM-5a (data finds) PBM-1 (data finds) Japan France Ground: Hide contents General Regenerative steering (Q&A) time fused shells (source)(proof) upgrade the DM with wheeled vehicles for damage to suspension and wheels (Q&A) Single player campaign (in the works Shooting range 83) Germany Pz.35t Romania Mare (Premium): (CDK finds) Great Britain Russia BA-3 (Shooting Range 72) BA-6 (Shooting Range 72) more armored cars (Shooting Range 72) USA M4A4 (data finds) M3A3 (data finds) М103А2 (possible) Japan SAM-vehicle (Q&A) Italy 75/34 M43 with 3 breda 8mm mgs on top M14/41 with 47/40 gun SAM-vehicle (Q&A) France Naval: Hide contents General Mines Germany Deutschland class Cruiser (data finds) Italy MAS 500 (data finds) Turbine class Destroyer (data finds) Freccia-class destroyer (data finds) Trento-class cruiser (data finds) Russia Sverdlov-class cruiser (data finds) Great Britain DD J-Class HMS Jervis (data finds) DD K-Class HMS Kelvin (data finds) DD Battle Class HMAS Tobruk (data finds) DE Hunt Class HMS Calpe (data finds) DE Hunt Class HMS Brissenden (data finds) FF River Class HMS Spey (data finds) USA Japan Unclear: Hide contents Sea Killer/Nettuno Italian anti-ship missile found in the CDK. Trailed on the Freccia-class patrol boat. Type 90 Ship-to-Ship Missile (90式艦対艦誘導弾, SSM-1B) Otomat Mk I missile PARS 3 LR Main armament of the Eurocopter Tiger Denied: Hide contents Artillery vehicles PTAB/SD 4 HL (Q&A) Chinese Tech Tree (comment) Zerstörer 45 (Q&A) changing loaded round without shooting Fairey Gannet (shooting range 13.04.2017) B-36 auxiliary cruisers (Q&A) No Israeli tech tree (Q&A))
  27. 10 points
    Every battle I am in my T-62 I always see at least 1 XM-1 that thing is broken the T-62A's top APDSFS can't pen the damn thing most of the time frontally and not to mention it some how can one shot everything at the worst I see up to 9 of them and it is impossible for me to do well the team that has the most XM-1s will win which is BS either Nerf it or buff every other tank. Hell I remember that WarThunder moved it to BR 9.0 to stop it from fighting 8.3s this thing should be moved up to 9.7 because I never want to fight is as an 8.3 The other 9.0 prems and 8.3 prems are fine. Just the XM-1 it over preforms I only have had 3 good games and 1 amazing game at 8.3 and 2 of those were victories. I feel that we all hate the XM-1 any other 9.0 is balanced but the XM-1 isn't it is the definition of pay to win.
  28. 10 points
    Currently the third person gunners view is set to the horizon, and remains that way regardless of the attitude or maneuver of aircraft, or if in pieces after being shot down. Here is example of how the gunner view in game is set to the horizon, no matter what the aircraft is doing (in this case a left turn) In comparison: This is the pilots view in game (seen in RB mode). The horizon is tilted but the P.108 bomber is almost level with screen (it was also turning, so not exactly level) Proposal: The Gunners view is locked to the airplane, like the Pilots view (lower image). At least for the Simulator Battles mode Rational (why): The stable view and mouse aim features of game make is unfairly simple for bombers to maneuver and shoot at enemy units. Even if the aircraft is spinning and tumbling out of control the guns will still aim at where the pointer is so there is a good chance the falling bomber will damage, even destroy, the attacker. This is an unfair advantage for turreted aircraft, especially if they are fatally damaged and falling to ground. Solution: With this change, as the aircraft maneuvers or looses control it will be more difficult to to aim, eventually to point the player must level or regain control of aircraft, or Jump out. Other Goals To be more realistic. Pilot and crew are usually strapped to seats or in turrets. As aircraft move the view changes too. If aircraft tumbles, their world spins. This is why for Simulator mode at least, this is an important aspect for play. Also aircraft defensive guns are fixed to aircraft, so a view in same plane to aircraft it is easier to know how to maneuver to bring a defensive gun in arc.
  29. 10 points
    For a little while now, I have been working on proposing to Gaijin a total rework of the SB lineups. Big advantage for the Snail : they don't have to worry about how SB line-ups work out, only about implementing them like the community (me ) wants it. However, my current suggestion is far from perfect : all the lineups have been made by hand, typing on the keyboard. Which is why I need the help of everyone within this SB community to help me refine the suggestion so I may make an official "suggestion" (or bug report lol) : my target is the end of June. What help do I need with? first and foremost : checking that all (non captured) ground vehicles are made available at some point (in particular reward vehicles and rare premiums) ; second of all : checking the proposed lineups for inconsistencies / imbalances, in particular in regards to the "heavies" ; third : making sure that relevant aircraft are placed somewhere within the line-ups, in accordance with the guideline principles. In particular, I need help with checking the Japanese, American and Soviet WW2 aircraft line-ups, as those are the nations I am least familiar with Additionally, I'm expecting to propose a map/mission selection per event (so we stop seeing 1km² maps with tanks that can fire at over 3km with no issues), so if you want to help with that, you're more than welcome. You may find a Google Doc with the proposed line-ups below : https://docs.google.com/spreadsheets/d/1-9e-iGd5Wenb5IbfHdlYnvkOZie16MDVNBNhZoYEcUw/edit?usp=sharing Features : - A new lowest tier event, to allow reserve-tier vehicles to be played in a more suitable environment, and to allow biplanes to see a bit more light in SB. - A new "Operation Unthinkable" event, to allow WW2 vehicles that would have fought in Operation Unthinkable to do so ; in particular, allows lend-lease vehicles to find some use. - A rebalance of jets / helicopters, in such a way that they may appear in ground battles earlier (event-wise) ; this includes "earlier" AAM-armed vehicles and supersonics : thusly, aircraft would hopefully be a bit more period-appropriate in comparison to the tanks - A "helicopters only" for air support event without SAMs, but also without the most powerful (and modern) helicopters (AH-1Z and Mi-35) ; ground vehicles selection aims at re-creating a balance between the current 9_2 and 10_2 events - a rebalance of props in WW2 events : taking away post-war ground strikers, allowing in wartime fighter-bombers, and the introduction of frontline bombers - A rebalance of "heavy" (AKA single-spawn) vehicles : vehicles should only have a single spawn if their characteristics give them a particular advantage in their role ; thus they are given a second spawn when their characteristics fall in line with the rest of the vehicles - A suggestion for a third spawn for vehicles that are technologically outclassed ; this would allow a way to counteract raw numbers imbalances, especially in WW2 events, as well as make the battlefield more "sim" by including more vehicles that were still fighting past their prime. This (proposed) feature is not currently 100% established in its concept, so feel free to share about it. - A rebalance of WW2 events, removing all post-war vehicles with an excessive technological advantage (typically, HEATFS or french 100mm+ autoloaders), so that SB battles may be more "plausible" (and balanced) ; all lend-lease to former axis-powers as well as unmodified captured tanks are also taken out. - A new naming scheme for events, so they are less obscure than in the current system : scheme based on simulated conflict and approximate year within the conflict - A proposed "Battle Royale" high tier event, which would see NATO (and Japan) nations pitted against each other ; this aims at breaking the staleness that can come from always fighting the same nation, at better spreading the player-base between the two sides of the event (instead of 6 nations vs 1), and at creating a fun SB experience. Note that "Battle Royale" doesn't mean free-for-all. The "Battle Royale" as it is proposed would have either a pair of nations on each side, with no aim at creating thematic alliances, or thematic battles (e.g. Europeans vs the other two). - Italy changes team midway through the war Aircraft Guidelines : For props, I have tried to place them each in the event appropriate to their date of introduction, on the condition that their performance does not make them excessively strong (or weak) there. For prototypes, it's a judgement between performance and date of first flight. E.g. : Yak 3 was introduced in June 1944, and is therefore available in WW2 1944 and 1945, but not WW2 1943 Unless there is a general lack of available aircraft, bomber interceptors, heavy fighters and fighters with no ground-striking potential are excluded (as a general rule ; for example, Yak's and 109K's are still included). Bomber-interceptors have the "lowest priority" and superiority fighters the "highest priority" when it comes to being added : thus why the Me 163 and Ki 200 are not part of any event. This aims at keeping away pilots using machines that have no influence on the outcome of the ground battle. Q&A : This tank / aircraft isn't included reeeeeeee ! That's not a question, but post something below or DM me and I'll add it (if it fits of course) Why not have the Soviet Union take part in the Battle Royale? My personal belief is this would depopulate 10_2 / CW 90 even more (why play there with no support when you can be on Italy's side?) ; in addition, not having the Soviets allows German players to use their GDR assets in a way that should reduce TK's. Finally, my experience of playing the French on the WP side didn't exactly convince me that SU players are acquainted with the differences between NATO tanks. Why is the CW 45 Germany line-up so small? I have tried to represent the fact that, in 1945, Germany didn't have an army anymore, while still allowing Gaijin's fantasy tanks (Panther II - Tiger II 105) to play in a "what if" scenario Why is the Maus in WW2 45 and CW 50, but not in CW 45? In the late WW2 event, high-penetration allied guns mean the Maus is strong but not impossible to take out. With the SU having to rely solely on its own 100mm and 122mm guns in the CW 45 event, the Maus would become too strong and hard to take out. In CW 50 however, the greater supply of 100mm and 122mm guns once again means the Maus can be taken out. Why no E-100 in WW2 45? Because E-100 is a fantasy tank is a Maus with arguably better armour, and much better mobility, which means it has enough advantages that I think it too strong for WW2 1945. I like playing my T-V to grief german players, why remove it? Because 95% of the players I've talked to hate unmodified captured vehicles with a passion, and you are not only griefing the enemy, but your allies when they TK you and get fined for it. A single spawn for AMX-13 DCA 40 in WW2 44 ! Are you mad? AMX-13 DCA 40 is the most powerful allied SPAA in the WW2 1944 event, largely because it's actually post-war. A single spawn should encourage players to use it in its intended role, rather than go around like a light TD ; it is however not OP enough that it shouldn't be available at all : thus you have the choice available. This tank has no armour and a single spawn, what happened? If it corresponds to that description, it either has a gun that can kill heavily armoured tanks frontally from a great distance, or a strong gun combined with better than average mobility. Or it doesn't, and you can tell me about it below. This tank has a lot of armour, but two spawns, what happened? Heavily armoured vehicles with sub-par guns (e.g. M4A3E2 Jumbo in 4_1 / WW2 43) get a second spawn because armour means little if you can't kill the opponent. Vehicles that might correspond to the "heavy" description but also have severe disadvantages in other fields (very bad mobility, no turret, very long reload, etc.) can also get a second spawn when their armour/firepower doesn't give them a big enough advantage anymore. Why have a Helicopter Event without SAMs? Helicopters with up to 8 ATGMs, while they can be strong, cannot win a game by themselves, unlike AH-1Z's and Mi-35's, which means that not having the ability to stop them isn't as gamebreaking (and you can always stop them, by taking out your own helicopter). This event allows players to use helicopters in SB while (hopefully) not being overpowered, but also not being constantly griefed by jets. In particular, it means that "reserve" helicopters can be used in SB without pulling your hair out because they're so bad. Why have all jets available in the CW 80 event? First, because it makes sense, since all jets but the T-2 are from the 50s. Second, I, and many others I am sure, find that SAM's have ruined the flying part of SB : by making all jets available in earlier events, SB players can still take them out for a spin, without having to worry about getting killed by technology that has a 30 years headstart. Finally, this allows for more space for future jet additions to have a place within SB mixed battles ; call it "preemptive decompression" if you want. Why do SAMs only have a single spawn in CW 90? SAMs are extremely effective vehicles when working in their role, and as such taking them out of the game has to have a significant impact, which is nullified if they just get a second spawn : an aircraft that has managed to sneak its way past a SAM and rocket it shouldn't be guaranteed death 12s later because the SAM "re-spawned" ; SAM players who are wreckless and play like a TD should have to weigh that choice in. It also means that cannon-SPAA are not completely outclassed and can still serve a role in the SAM-age : less powerful AA, but with one more chance after a fail. SAMs that can work in the anti-tank role (ADATS and Tunguska) should only do it when it is required of them, not de facto. However, this has a silver lining for SAMs : a single spawn could well justify lower repair costs. This [insert SPAA vehicle] is too high in the events ! How can I kill tanks with my [such many millimetres] of penetration? The primary role of SPAA is to kill aircraft. Thus it is judged primarily by how good it is in this role. Being able to defend itself vs tanks should only be a sweet bonus. If you're bad at killing planes, you are in the low events. Why no Pz II's in WW2 38 event? They have 1.0 - 1.3 BR ! Pz II's have 20mm autocannons which can fire HVAP belts which were introduced late in the war to have the Pz II's be not completely useless. However, when facing tanks from the mid 30s, they are overpowered, since the autocannon has the advantage in both penetration and rate-of-fire. Therefore, no autocannons using HVAP are allowed in WW2 38 event. In the same event .50 caliber AA is not allowed because it's too strong when compared to the target (biplanes), and isn't as crucial (because of their limited striking capability). You say WW2 38 is for biplanes, but I see only monoplanes in the french line-up. Ha ! Bias! France, sadly, has not been given any biplanes by the Great Snail (even though there are a lot to chose from). Therefore, it's either no planes at all, which isn't fun, or reserve planes, which in all honesty have very similar (if not worse) performance to biplanes. When it comes to the I-153 : it isn't there because it contends easily with later monoplanes, and would stomp the opposition in a biplanes only environment. You are biased against my nation, my nation suffers, reeeeeeeeeeeeeeee Might be :p Please submit your complaint per DM or forum post Final NB : as of posting this, WW2 aircraft lineups are not completed for the USSR, the US and Japan : assume they are the same as the ones in the equivalent event in the current lineups. P.S. I'm hoping the mods will take out all the "Gaijin will never do anything anyway" and other such whiny comments. Be constructive please.
  30. 10 points
    Recently, i've had a lot of times, when i rush to a spot with my Bulldog and have my binos dead on enemy tank, press scout and - hello long cooldown. It doesn't give that "error" letter, that you need to aim for enemy tank or what ever it said. It simply goes to long cooldown. And i've heard others complaining about scouting not working as well. It was pixelhunt before, why would they mess with it?
  31. 10 points
    What's the point of leveling up? I thought it has a purpose, it puts players of equal experience together, well doesn't seem like it. Putting a lv 30 player like me up against level 100 players is extreme. You know how long it takes to get to lv 100? Me who has an unfinished lineup, little or no modifications, low level crews will get annihilated. And I constantly get level 100-90 players, with squadrons of 4 even. Levels should have a purpose like I mentioned above. I don't care if the matchmaking will take 15 seconds longer, I don't care if the Gaijin Gestapo is spying on me, let them do it, All I and probably others want is a fair game.
  32. 10 points
    I got a better idea. Why not maus at 6.3 ?
  33. 10 points
    Hi everyone, Since 1.89 update I'm experiencing a higher than usual occurence of shells not registering hits. Sometimes even a few of them in a row. For example yesterday I've shot 3 consecutive 88mm shells, 2 at a Centurion (full side, under 100m range) and one at an M26 (lower front plate) and nothing happened, no boom, no target undamaged, nothing. This morning, I shoot a Panther turret at 50m with a 122mm shell, nothing again. Though on the killcam (his shell did not disapeared when he retaliated), there was the impact hole right where I aimed my shot. A couple days ago, several APFSDS disapeared into the void of the netcode. Before the update, I had very occasionally this issue but usually associated with a ping spike and/or packet loss (I will blame windows update, because Microsoft) But now it happens with my usual 40-50ms ping with no packet loss reported. A friend of mine seems to have this issue more often too. Anyone having this issue too ? Cheers
  34. 10 points
    Gaijin Entertainment is looking for a Korean Community Coordinator to assist our international War Thunder team. If you are a passionate War Thunder player, you can read and write in English (and obviously in Korean) language and want to join our team and help us to spread the War Thunder in South Korean community, contact us at: community (at) gaijin.ru The War Thunder Team
  35. 10 points
    Ist schon lustig was hier so alles an die Spieler outsourced wird. Bugs finden = Spieleraufgabe Cheater finden = Spieleraufgabe Übersetzungsfehler finden = Spieleraugabe Historische Skins = Spieleraufgabe Fehler bei Fahrzeugumsetzung finden und beweisen = Spieleraufgabe Gibt es dann bald den Programmier Thread?
  36. 10 points
    Updejt Dziękuję za uwagę
  37. 10 points
    Half of the matches I see Germans fly right over Allied AF and AA does not open up. Sometimes they loiter at ridiculously low altitude and the AA does not open up. Last match I played a German player Spent two minutes (!) under 3KM altitude DIRECTLY over the Allied AF, and the AA did not open up. Finally, only after he dove BELOW 1 KM DIRECTLY over the Allied AF, did the AA FINALLY open up and hit him. Yet, whenever I am within 4 KM of German AF in an Allied vehicle I get instantly wrecked. EVERY time. Now I have seen this AA bias for a very long time. I have seen MANY occasions of Allied AA not protecting the AF, while multiple German fighters turn fight right over the runway with impunity. This Pro German AF AA bias is completely BS and Gaijin needs to fix! See replay for an example: Watch German player *name removed* 1. From 22:05 he dives to 4.5Km straight over Allied AF. ZERO fire from AA. 2. At 22:48 he reaches 3.8Km (slightly!) to the side of Allied AF. ZERO fire from AA. 3. At 23:18 he flies directly over Allied AF at 3.1Km. ZERO fire from AA. 4. At 23:39 dives down again to 3Km, right over Allied AF. Two shots are fired from AA. Notice he is going between 444KM/hr and 350KM/hr DIRECTLY over Allied AF and does not get hit! 5. At 23:50 he dives down from 3Km to 1.4 KM DIRECTLY over Allied AA. AA finally starts opening up but does not hit him. Though he is basically just loitering directly over the AF. 6. At 24:05 he zooms from 1.4KM to 2KM and does a loop DIRECTLY over Allied AF. ZERO fire from AA! 7. At 24:14 he dives down again from 1.8KM DIRECTLY over Allied AF, a COUPLE of shots are fired from AA and totally miss though he is only going 430 KM per hour. 8. At 24:19 he reaches 1KM DIRECTLY over Allied AF and FINALLY takes a hit from AA. Yet still MOST of the guns are completely asleep. 9. At 24:22 he is FINALLY set on fire. *replay removed* Edit: IT'S TOTALLY HILARIOUS HOW STUPIDLY LONG A GERMAN CAN LOITER OVER AN ALLIED AF! HAHAHAHAHAHAHA!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! BIAS ROCKS!
  38. 9 points
    Seriously, who in his right mind, made this initially 9.0, then only bumped to 9.3? This thing SHREDS any enemies it sees with the APFSDS ammo. Frontally. From 500m away. With automatic canon and stabilizer. Not to mention to OP 3km+ air burst round. There is literally NO tank, in the russian tree, that can withstand the 76mm APFSDS from the front. All of them get penetrated. Not to mention, that, if it uptiers, it can penetrate ALL of the russian tanks, frontally, at like 2km range. How fair is that? I think, this needs another BR increase, to 9.7 at least.
  39. 9 points
    yesterday I was flying a bomber in a mission, and I hear this prop sound getting louder and louder. So I hit the c button and look around..nothing! But it gets louder and louder. I think i'm going nuts! Eventually it gets softer and eventually goes away. A few minutes later it happens again! I'm really thinking i'm losing my mind! How this plane whatever it is and wherever it is doesn't hit me I don't know! And then...a few minutes later...it happens again! What the heck is going on! After the mission I decide to take a break and clear my head and what do I see off in the distance? Three C-130's from the local National Guard base turning to come back towards the airfield. They were doing touch and go's. And my store is a few miles off the end of the runway. I never hear them that close because usually the prevailing wind means they take off in the other direction. For a few minutes I thought Gaijin had come up with some pretty darn realistic sound effects!
  40. 9 points
    Currently they are sitting at 10.0 with 8.0/9.0 ammunition.
  41. 9 points
    That tells me more about the KTH drivers you managed to kill than how "good" APCR is. Don't forget how the Tigers and Panthers also have APCR but I never see any German main even bothering with it or even acting like it is an option. You do realize that there are tanks at 5.3 and 5.7 that don't have a chance in hell to take out a Tiger II(H) from the front at close range, let alone over 500m right?. Even at 6.3, the KTH has tanks that either need specialized shells, like APCR or APDS to penetrate the front or can't do anything at all, specially the IS-1, both T-34-85/85DT and even the IS-2 with the shell nerf has issues going through the frontal armor of the KTH. Besides, even with the ammo rack, APCR is hardly a one-hit kill and you still have to aim at a small turret face to penetrate. Insofar the only tank that has a shell capable of punching through the Tiger II(H) front plate stock at 6.3 is the Charioteer and the Super Pershing. Everything else needs to unlock what are unarguably the shells with the lowest damage outputs in this game. Even the M26 at 6.3 can't do anything to a Tiger II(H) with its shells and don't even mind how the M26 is one of the slowest medium tanks in that BR range. Meanwhile the only tanks the KT(H) has issues point and clicking are other 6.7 tanks and the fairly rare 6.3 premium Doom Turtle. Everything else that can soak the 88 is above the KT(H) BR wise. Daily reminder that "jUsT USe AyyPeeDeeEss" is bogus. The lowest damage output in this game.
  42. 9 points
    an eye for an eye will make the world blind
  43. 9 points
  44. 9 points
    It's historical, deal with it - Gaijin.
  45. 9 points
    I personally hope none will be introduced in the near future. Let the players work their way to the top, not buy. I know its good income for Gaijin but it is starting to kill the game as players at top tiers only have the one premium and no backup vehicles so they leave the match once they get knocked out.
  46. 9 points
    Ok I am going to get right to the point and say that the IS6 should be 7.0 BR. It gets one shot by HEAT hitting anywhere because it's so cramped, and Panther or Tiger tanks that are in 5.7 BR **** on the IS6. It's so easy to destroy this tank from the front. Tiger II's and T34 US heavy tanks are tougher than the IS6, not only that but they get 3 of those tanks in 6.7 BR. I'm not asking for the IS6 to be unkillable, but the problem is that I feel like I'm trolling when picking this tank.
  47. 9 points
    Why would the Tiger II H deserve to be down-tired to 6.3 when the Tiger II P is already one of the strongest 6.3's in the game? add to that the excellent Jagdpanther as a back-up as well as the Panther A, M10 Ersatz (to those who have it) and Tiger's.
  48. 9 points
    So for a few months now, I've had this nagging feeling that the game is never rewarding me for my good deeds. I am at point in WT, after playing for over 3 years almost every day, where I feel I've mastered the game and end up almost all the time in First place on my team. Be it on GF, Naval or Air. And the thing is that every time I lose I wonder where's my reward for all that effort? The game formula only rewards long play time (with a cap still). You don't get the 120% bonus when you lose and when you're going for the victory challenges you don't get those either. What I'm trying to say is that I'm fed up of looking at the scoreboard and having multiple caps, kills, best score and then my team is all back to hangar and I'm facing an enemy team that is much more balanced. So I don't really find it fair to have a crappy W/L ratio, when my personal KD ratio is so high. Why does the MM have to put me with the worst players versus a team full of average players? Does anyone fell the same? I'd like to get rewarded if I'm killing, capping and dealing more damage than anyone else in a match (including the enemy team!) but that seems to never happen. Gaijin want to throttle down great players' success and that makes me sad...
  49. 9 points
    I've been in and out from game for years, mainly due to work and family. But I always came back because of Air RB and those dogfights with historical aircrafts (usually medium to low tier). That feeling of dogfighting against a 109, a Zero or a Spitfire was glorius. And I'm not even a good player, just a regular one. But now... It's insane. I've always been a "climber", with all nations. I climbed 4k-5k at first, and started fighting from the sky to the ground, enjoying the process. But now... I have to go to literally space hunting clouds of german bombers just because I want to play and I don't want to lose because of tickets. It's plain stupid, as simple as that. A race to stupidity. Where did all the fun go? Do you really think that bomber-hunting-thing worth my time and money? I don't think so, and I'm quitting. I'm leaving the game because I just want to play. I can't see the fun of climbing around 6k in search of a "super-skilled" bomber pilot, just to kill him in a way it's not suicidal... And I'm not including "clouds" in the equation. P.S. Bomber pilots, don't get offended. It's so easy to kill a bomber if you follow some rules, yeah. But i don't want to waste my time in the process while you just fly in straight line to the objetive at 5º-10º before reaching the nirvana pressing pushbar. It's not your fault, you deserve a separate game mode. A "thread the needle" bomber playground with lots of silver income. And everyone would be happy.
  50. 9 points