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Showing content with the highest reputation on 25/04/19 in all areas

  1. 14 points
    Hello Forum Surfers, Most of you probably has no idea who I am, I post rarely and make threads every once in a blue moon, only when I feel that something is very important. Anyways, I've been around since the very beginning, witnessed and lived through the ups and downs of the game and played 10 000 battles in the meantime. I am mainly an Air RB player (playing tanks every once in a while too), so the OP will focus mainly on things I experienced with the said game mode. So everything was all right until 4-5 years ago, I was happily playing Air RB, there was balance (good old times, F-86F-2 vs. MiG-15Bis on Korea) and there was a healthy, competitive and fun endgame going on. But as all good things pass in life so did this period. Updates for Air RB stopped coming, the focus was shifted to Tanks, the gameplay quickly became boring. Player numbers dropped, waiting times increased and mixed battles were introduced as a result, which completely destroyed the existing metas. You could no longer expect a given (balanced, may I say) adversary, you could no longer rely on the advantages of your aircraft compared to the enemy team, because the enemy team flew the same aircraft as you did. You could no longer rely on the dive, roll and speed advantage of the Sabres, and you could no longer rely on the vertical manoeuvrability and energy retention of the MiG just to name a pair. This did huge damage to the gameplay in my opinion. This process continued for a while, copy paste aircraft were introduced, etc etc. And it made me stop playing. I could no longer enjoy fighting the same aircraft, any sort of immersion that was present (and it WAS present on the Korea map, MiG vs. Sabre) was lost, Historical Battles were renamed to Realistic Battles but at the same time it could have been renamed Unhistorical Battles or something like that. So for the last 3-4 years I kept myself away from Air RB, and played WT much less in general. And the situation didn't seem to change for quite a long time, until Rank VI Aircraft were introduced. I believe and kept saying back then that Rank VI aircraft with early guided A2A missiles is something that should have happened years ago, but of course there was quite a vocal majority who did not support this motion, fearing it would destroy balance, believing that early A2A missiles are some kind of wonder weapons that guarantee you a kill 100% with 0% skill involved. As it turned out this is not the case, it spiced up the gameplay and introduced new tricks available for learning, and also became a tool against space-climbing bombers or runaway players, which is good. But undeniably, the way these aircraft were introduced was lacking, namely balance issues, lack of quality control, etc etc. It honestly felt like just giving the dog a bone without dedication. The introduction of the T-2 did not improve the situation, as it could be expected. Dropping a 3rd generation fighter into an environment of 2nd generation fighters without opposition is not going to work out properly now, does it? However seeing that at least there is some focus back on Air RB I felt some optimism and I was thinking of trying out the new toys. And with the recent Economy Update hitting the servers, I decided to do so. I don't know how other veterans who left before are thinking, probably I am not the only one. So the economy update is a very good thing, it brought back players like me and opened up top tiers for new players. It is definitely a step in the right direction but it also makes issues more apparent, that top-tier gameplay is riddled with bugs, game-modes are practically the same as they were 6 years ago. Maps are the same with 1 or 2 exceptions. And balance is non-existent. So far I've been focusing on filling the gaps in my tech-trees, but soon I'll unlock the new toys as well and I can see the issues already. So I suggest what many many players have been asking for during the last couple of months, take a deep breath and a step back from introducing more modern vehicles with every patch. Use the time to fix the issues. Plug the huge gaps between nations, give worthy adversaries to fight against each other. Introduce fixes to game-modes and the gameplay, do something against the exploiters, space climbers etc. etc. Give new objectives for bomber pilots. I'm not one of them, but I can see from miles away that at the current meta bombers do not belong in Air RB. Introduce new, historical maps. Increase your Quality Control. The player base could start growing steadily, which might give you the chance to sack mixed battles and re-introduce some history and immersion to your title, which is what got me into playing in the first place. Remember where you came from Gaijin. Take some time to go back to your roots and examine what made your game truly unique and great at the time. Do not throw away your heritage, but build on it. If you do this, you may find many other veterans returning also. Yours truly, An optimistic dinosaur P.s.: Feel free to comment, discuss or disagree, let's generate some pressure and build up some momentum behind this case.
  2. 14 points
    G56 RB : From 25000 to 24850 very generous
  3. 9 points
    I think I know why they live so long
  4. 9 points
    Repair costs in AB, RB and SB have been lowered for the following vehicles: Aircraft: A6M5 otsu RB : From 34020 to 28500 SB : From 22000 to 15000 G56 RB : From 25000 to 24850 SB : From 21000 to 17600 Fleet: Emden RB : From 13000 to 6090 Nurnberg AB : From 3700 to 3190 RB : From 13000 to 4090 Koln AB : From 3700 to 3730 RB : From 13000 to 4790 Krasny Kavkaz RB : From 11000 to 5250 Krasny Krym RB : From 11000 to 4960 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.
  5. 7 points
    Les coûts de réparation ont été réduits pour les véhicules suivants: Avions: A6M5 otsu RB : De 34020 à 28500 SB : De 22000 à 15000 G56 RB : De 25000 à 24850 SB : De 21000 à 17600 Flotte: Emden RB : De 13000 à 6090 Nurnberg AB : De 3700 à 3190 RB : De 13000 à 4090 Koln AB : De 3700 à 3730 RB : De 13000 à 4790 Krasny Kavkaz RB : De 11000 à 5250 Krasny Krym RB : De 11000 à 4960 L'équipe War Thunder
  6. 7 points
    You again. You really love your M1. Here a picture for you and your right hand.
  7. 6 points
    Wydarzenie się skończyło, czas podsumować. @galakty, @Stona przekażcie to gdzie należy. Podsumowanie jest zrobione na podstawie wrażeń z lotniczego AB. Oto co było zrobione dobrze: Jasno określone kryterium za co dostanie się tą skrzynkę z narzędziami. Dodatkowo dobrany czas - skrzynka co 10 minut spędzonych w meczu z aktywnością 50% - również wydaje się być dobrany niemal optymalnie, jako kompromis między trybami AB, RB i SB. Nie wiem tylko, jak z aktywnością 50%, na AB to się po pierwszym fragu zdobywało, ale z tego co słyszałem na RB i SB już nie tak prosto z tą aktywnością, i co gorzej nie zawsze z winy graczy. Tutaj niech koledzy grający RB i SB coś się wypowiedzą. Dodatkowa skrzynka za 1 miejsce to również znakomity pomysł. Sumowanie się czasu do tych 10 minut co było zbawieniem dla krótkich meczy na lotniczym AB - czyli za mecz 4 min + 8 min była skrzynka, i 2 min odliczania do kolejnej. Znaczne uproszczenie tego składania w porównaniu do cudactw jakie występowały na ISie 7 - największa zaleta to to, że nie mogło nic pójść nie tak, po rozkręceniu tego I-180S do ostatniej śrubki i zdiagnozowaniu wszystkiego co się dało można było go poskładać z powrotem jeśli miało się części. Zabawa w mechanika lotniczego była całkiem sympatyczna, mam tu na myśli lot testowy w trakcie którego należało odkryć co jest popsute. Nagrody, a w zasadzie sposób ich otrzymywania, czyli możliwość wymiany biletu na I-180S na inne maszyny. Możliwość handlu na rynku częściami oraz zestawami naprawczymi. Co pozostało do dopracowania: Opis jak to wszystko działa był raczej mocno średni, zresztą sami widzicie po ilości pytań jaka pojawiła się w tym wątku, oraz jego anglojęzycznym odpowiedniku. Ale to było spowodowane głównie wadą nr 2, bo cała reszta była w miarę zrozumiale wyjaśniona, poza tym dzięki konstrukcji wydarzenia gdzie nie dało się popełnić nieodwracalnej gafy też to jakoś poszło. Losowość wypadania tych rzadkich części do zastąpienia zepsutych, i brak opisu jasnych kryteriów od czego to zależy. To jedno w zasadzie pociągało za sobą całą lawinę niejasności, spekulacji i obaw. To koniecznie należy poprawić przed następną edycją wydarzenia - może niezłym pomysłem będzie dodanie (rozsądnych!) zadań na część? Cokolwiek zresztą wykonalnego bez nie wiadomo jakich akrobacji, żeby gracz jak wejdzie w opis wydarzenia to miał czytelnie, czarno na białym napisane "skoro potrzebujesz zdobyć lewą lotkę to musisz zrobić to i to". O ile pomysł z dodatkową skrzynką za zajęcie pierwszego miejsca jest świetny, o tyle jej zawartość to chlaśnięcie graczy murzyńską anakondą w twarz. Panowie! Nie może być tak, że za cały ten trud zdobycia 1 miejsca dostaje się w 90% przypadków 1 zestaw naprawczy! To tak naprawdę wtedy nie jest w odczuciu gracza żadna nagroda, a czynnik wkurzający. Także i to należy koniecznie poprawić przed kolejną edycją, niech minimalną ilością otrzymanych zestawów naprawczych będzie 3, i do tego podniesiona szansa na maksymalną ilość tych zestawów. Szansa na kamuflaż też chyba powinna być nieco większa. Brak możliwości przerwania kręcenia ruletki klawiszem ESC. Wiadomo, że nagroda jest przyznawana z góry, tak jak to jest przy codziennych losowaniach, więc po co zmuszać do tracenia czasu? Jeśli jednak faktycznie losuje (w co wątpię sądząc po zaobserwowanej ilości przeskoków czy to w przód, czy w tył na 1 zestaw naprawczy z kamuflaży będących tuż obok niego) to niech przynajmniej kręci tym 2x-3x szybciej. Dialog wyboru zestawu zepsutych komponentów - tutaj źle zrobiona była konieczność wyszarzania niepoprawnych zestawów w dodatku do zaznaczenia poprawnego - Panowie, tak się nie pisze dobrego, graficznego interfejsu użytkownika! To też jest do zmiany, powinna być tylko opcja do zaznaczenia który zestaw jest według gracza tym właściwym, i przycisk "Submit", nic więcej. - Czasy oczekiwania na operację, jak w jakimś tandetnym MMORPG - zupełnie zbyteczne i nie mające żadnego uzasadnienia. Generalnie, jest postęp w porównaniu do wydarzenia na ISa 7, polegający na uproszczeniu procesu, oraz przejrzystym zasadom dostawania skrzynki z zestawami naprawczymi. Formułę jednak należy jeszcze trochę dopieścić, ale widzę, że idzie to ku dobremu - zresztą, formułę opartą o 3 z 5 możliwych zadań też dopieszczaliście do obecnej, dobrze działającej formuły przez kilka kolejnych wydarzeń.
  8. 5 points
    Repair costs in AB, RB and SB have been lowered for the following vehicles: Aircraft: A6M5 otsu RB : From 34020 to 28500 SB : From 22000 to 15000 G56 RB : From 25000 to 24850 SB : From 21000 to 17600 Fleet: Emden RB : From 13000 to 6090 Nurnberg AB : From 3700 to 3190 RB : From 13000 to 4090 Koln AB : From 3700 to 3730 RB : From 13000 to 4790 Krasny Kavkaz RB : From 11000 to 5250 Krasny Krym RB : From 11000 to 4960 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.
  9. 5 points
    ... This is a direct consequence of their repair prices, how do you want someone who got a tank that cost 20K to repair to rush and capture point, they can't, they are too scared to lose the tank then pay 20K Sl, then use the second tank with 15K Sl, so these price encourage them to camp and tho, survive longer, does that mean they are better players? No. Does it encourage you to have fun and try tactics with your tank, as it cost 20K to repair? No. It's not complicated, reduce their price and see that people now try stuff instead of camping because they are scare for they wallet, and you will see those survive time go down... I don't get how you don't understand this, even Aerobane posted a graphic in circle showing how your logic is invalid and that it is just basically a vicious circle, gaijin, on this issue you are a snake who try to eat his own tail. This is almost hopeless, you prefer going the greed way for weird reasons and avoid people enjoying the French rather than experiment stuff we are asking you and see if it works. If you are so scared that French tanks shoot other tanks from other nations and that you don't find it normal (you have zero problem when german tanks clubs, same for russia...) why have you put them in game? For premium users only? I really don't get your logic, but yea keep our price insane high, keep pleasing always the same little favorites who can club without issues, we are not important after all. Im done, talking to a wall is useless, you ask us for feedback and basically you stay on the same position as before. Ps: Can't wait for the Leclerc with a moderate repair cost of 75K Sl only because reasons...
  10. 5 points
  11. 5 points
    Great, now please do the same for French tier IV/V/VI
  12. 5 points
    Doesn't this create a positive feedback loop of increasing cost though? If repair costs rise to an extreme level above 10k, then only those who do well can play it for an extended period of time without bankrupting themselves. If only people who can do well are able to play a nation's vehicles, these expensive ones will do better than cheap vehicles anybody can use regardless of skill, and thus their price rises, raising the bar for profitability even higher and refining the player base even more so upwards. A nation like France with very low player numbers and not as many iconic vehicles to attract 1st time players will be significantly more susceptible to this kind of self feedback loop than say USA or Germany. I wonder if the high repair costs aren't actually caused by good performance, but rather the good performance is caused by the repair costs. That thought out of the way, I'm really happy with all the other changes in this update, these adjustments will help to ease the grind at high tiers and level the playing field for people just starting the game now. Shell cost reductions are also awesome in general. Good stuff!
  13. 4 points
    You should hear the french CM, he was mildly amused We can't communicate on those aspects (for the moment, at least). As far as i know, the developers are thinking / working of a way to fluidity the economy and BR, and to improve the system reactivity to game changes. On one side the whole system would be more reactive to game changes, on the other some players dislike changes so it's not straightforward. (That being said, i'm not sure this is the case with this specific plane) Sabotage!
  14. 4 points
    this suggestion is made in support to the addition of the the Minor Axis-Nation Hello, I would like to suggest the massproduced hungarian armoured car, 39M Csaba. The Car itselfs was deseigned by the hungarian-born Miklós Straussler, who already developed several designs before. After Great Britain rejected the Design an agreement was signed with the Weiss Manfred factory (hungary) to produce it in Hungary. The four-wheeled Car had an independet suspension with a conventional framework. The 9mm riveted armor plates offered only enough protection against small fire-arms, but the main-task was anyways reconnaissance. A crew of at least three men was required. Armament: It was armed with a 20mm Solothurn autocannon (same was used by the early Toldi tanks). The gun was comparable to the german 2cm kwk (Panzer II) and two additional 8 mm 38M Gebauer machine-gun as secondary armament. With the hungarian APHE-T the main gun was able to penetrate 20mm at 60° at 100m, 14mm at 300m and 16mm at 500m. Engine: It had a german Ford 8cyl engine with 90hp, 3560cc and a 5 forward and 5 reverse Gearbox. Th engine itselfs was able to carry 135l of gasoline. With that the Csaba was able to drive around 65km/h and the operational range was limited to around 150km. It was also able to climb a 30 degree slope and 1 meter and had a 50cm maximum fording depth.It also had two driving positions - one at the front as normal, and an additional one at the rear.For that a fourth Crew-Member was needed. 61 Vehicles were ordered by Hungary after succesful trials and were introduced in 1939 (thats also whyit was calles 39M). The Csabas equipped the 1st and 2nd mechanized brigades, the 1st and 2nd Armored Divisions and the First Mountain Brigade. Another 40 were ordered in 1940 (araound 20 of them was later converted to the command versio 40M: instead of the 20mm Gun -> a R-4T long-range radiio). A planned restart of the production in 1944 never happened because of the current war-situation. Specifications Weight 5.95 t Length 4.52 m Width 2.1 m Height 2.27 m Crew 3-4 Armour 9mm Main armament 20 mm 36M cannon Secondary armament 1-2x 8 mm Gebauer MG Engine Ford, 8-cylinder 90hp Operational range 150 km Speed 65 km/h http://world-war-2.wikia.com/wiki/39M_Csaba https://en.wikipedia.org/wiki/39M_Csaba http://www.tanks-encyclopedia.com/ww2/hungary/39M-40M_Csaba.php http://www.modellbau-koenig.de/Achse-Hungarian_39M_CSABA_Armored_Car__i36_51667_0.htm
  15. 4 points
    I don't want them to stop adding content. I want them to add content which is necessary in order to rebalance the game, to try and bring each nation up to a more or less balanced state. Find vehicles that are a good match to each other, and do not bring powercreep into the game by tilting the balance of power in the favour of one or two nations with each patch. Clearly this is a marketing strategy for Gaijin, but it does hurt the gameplay immensely.
  16. 4 points
    Yes, but that might be because only more skilled players can afford to play tanks that are this expensive. The high costs keep average players away from France and the remaining players do well in them (if not, continuing to play would be unsustainable), keeping the costs high due to your way of calculating the costs. It's a vicious circle in which bad-average players are kept from playing tier 4+ France. I'm convinced that if the repair costs weren't so astronomically high, French BR 7.3 would be highly popular and France would be a pretty popular tree to play. I believe it's a missed opportunity to keep the repair costs this high and if you lower them, I'd expect more players to come in and the life expectancy of the tanks to drop with that too. I hope you're willing to experiment on this more, because there's a myriad of reasons behind long life expectancies and while for some tanks a high repair costs might be the way to balance their use, for other tanks high repair costs might be upkeeping an unwanted vicious circle of only skilled players being able to play them, therefore their life expectancy being high, therefore the repair costs being high. It differs per tank, so I don't think a universal system that computes repair costs for everything is always a good thing.
  17. 4 points
    Zmniejszono koszty napraw dla: Lotnictwo: A6M5 otsu BR : z 34020 do 28500 BS : z 22000 do 15000 G56 BR : z 25000 do 24850 BS : z 21000 do 17600 Marynarka: Emden BR: z 13000 do 6090 Nurnberg BZ : z 3700 do 3190 BR : z 13000 do 4090 Koln BZ : z 3700 do 3730 BR : z 13000 do 4790 Krasnyj Kawkaz BR : z 11000 do 5250 Krasnyj Krym BR : z 11000 do 4960 Łatka dotyczy wszystkich platform, o ile nie wykazano inaczej w rejestrze zmian. Powyższa lista obejmuje najistotniejsze zmiany wprowadzane wraz z nową wersją gry. Część zmian i poprawek może nie być wymieniona. Gra jest ciągle ulepszana, a część zmian może zostać wprowadzona bez przeprowadzania aktualizacji klienta.
  18. 4 points
    In your last post: "The only ones that match the VFW is the M36, while the M18" So M18 and M36 match but Super Hellcat not... excuseme, what? Playerbase??? for the moment i only seen complaining a few "Hardcore US player" nothing more. And here we go witht he best part. You call VFW "Broken and overpowered" because have 61% win ratio and decent K/D ratio, meanwhile practically every US tank in his BR range have much higher win ratio and similar or higer kill deat ratio but zero complain here of course And how you know this, bring back to discussion about 5.7 vehicles/ range the german win ratios in low rank... later you complain about "Cherry picking" Let me guess...like the Hellcat since years??? But looks like the overpen and lack of Hullbreak is a germany nation esxclusive... Same for the VFW just aim to ammo rack or use the supid overperforming laser 50s. Really , i play US 5.7 tanks practically every day and those new TD arent real problem, for the moment i have zero issues. But for the fanatical fanboys every good no allies tanks should be nerfed immediately.
  19. 4 points
    Prawie półtora tysiąca złotych na zakupy u Ślimaka, zawarte w jednym ruskim czołgu. A jest tego więcej.
  20. 4 points
    Instead of using repair cost to balance out vehicles which frustrates everyone they should add the correct counter parts or do BR adjustments. It makes no sense of having a vehicle with super high repair cost and making players avoid that vehicle there is no logic in that. What's the point of playing if you are punished for playing lol.
  21. 4 points
    That's just meaningless speculation and you know it. The big picture is that except for plane AB, tank AB and tank RB the game isn't on very high player counts and even for those modes the playercounts have remained mostly stable. Meanwhile WoT is bleeding players, AW is in a dire situation and there isn't really much competition on the "accessible tank game" front otherwise. So for gaijin to take the gamble of potentially splitting the tank playerbase to attract possible new players to their game isn't anywhere near as unfounded as you and warrior are trying to make it out to be. The population might not double overnight, but it might lead to some long term growth again, which this game hasn't really had for the past 3 years if steam numbers are anything to go by. Certainly worth a try if they're willing to risk development time and whatever on helis and naval battles that are both pretty dead on arrival in comparison to tanks alone. But no, focussing all your efforts in the same way that have led to 10k to 13k concurrent steam players the past 3 years is obviously the better business decision. No need to try and expand your most populated modes if you're sitting on a goldmine like that. Better keep GFRB just as stagnant as air RB to cater to all the bored air RB players because that mode is stagnant af and GFRB has the better air combat anyway.
  22. 4 points
    Now then, since I've been releasing my critique yesterday, I want to bring a few ideas to the table how it could have been made better. In general terms what I would like to see from War Thunder events is the introduction of new vehicles (something we have), enjoyable time in the game that gets benefited by the event and... this is basically were the typical WT event stops - more like somewhere in the middle of the enjoyable time statement. What I would like to see from a WT event is the discovery of new mechanics (yes, one might even call it a test), the introduction of new mechanics, the introduction of new vehicles which get released with the start of the event as immediately available ones (not part of the goal of the event), a little bit of a theme to the whole event (not simply X vehicle is in a workshop tab and everything else is the same). All in all I would like the events of WT to feel deeper, more connected to the game and its content and with a happy memory instead of a bad one. So how would I like to see an event with this style be designed? Well first of all, with a reasonable amount of time in mind for all the people that are unable to spend more than 2-3 hours for the event per day. Allow those to get at least one of the good, so very sweet flavours of the event - in this example, every player which put in around 30 hours in total into the game should have been able to get the Merkava, or the Tiger, or the JU-388. Why? Because an event should promote the game in my eyes. If I get the impression that the events are constructed for the goal to make a "rare" vehicle which then gets sold for dozends of coins - I'm as an average player am not going to feel taken into account - so why should I bother with future events if they are only made for the whales among us? Just guarantee some accessibility! A player is not going to grind for something which I consider unable to reach. 4 additional days would have already greatly improved the event. Would the first Merkava have been sold for 1300 GJN - for sure. But would more people be happy, I honestly bet! Increase the amount of time for the next one Gaijin, you know you're the only one anyway who defines the time limit. So for this example I'm going to create my own kind of crafting event, mentioning all the things I would and would not do, in order to make it well rounded. So please welcome the "Battlefield engineer event 2.Q". So as an introduction to the event, there has been news on the web page introducing the Centurion AVRE and a few other machines of the same type of vehicle (engineering tanks/machinery). What I then would start with is the general mechanic and introduction to the event. The core focus will still be the construction of vehicles, but with a different method, theme and execution. I would introduce the event with an artwork ingame of the old vehicles being all covered up inside a workshop (Ships would need to sit behind the workshop and be teased in the picture as well). The Player would then have to press the "pull the coveres away" button at the bottom of the window and would then get the same picture but with the vehicles revealed. Then, he gets a letter - drawn in the same art style - which tells him he is ordered to reconstruct as many of those machines as possible. His teams will find those on missions and he will be given those after each mission. The player would press "Understood." and the window would close. The player would be taken to the actual 3D version of the Workshop - just like the hangar we have in game - and is now able to see all the vehicles standing in the workshop. Ingame, this building could actually be modified for the task or at least be a source of inspiration. The workshop must simply be nicely integrated into the scene. Like it has always been there and belongs to the base: The I-180 is standing right in the way of the exit so that it has to be pulled out first, no matter what (A core mechanic directly integrated into the flow - ain't that cool?). The player then gets the option to click a huge button at the bottom saying "Tow the vehicle out of the shop". The player then would get to chose the engineering vehicle he wants for the job and after picking it, he gets to drive it in front of the plane, has to attach the towing rope properly on the plane (probably around the gear with some actual hooks) and then would have to carefully pull the plane out of the workshop into the light of the day. There is a certain reason why I mention the towing mechanic in such detail. In order to execute this, it would proably need a little bit of tweaking. Tweaking is fantastic, because it means a long term improvement of the game which is going to stay after the event. If you improve towing in such a way it actually becomes fun and could be integrated in Sim and later RB because of a new feature such as "action kills (disabling a tank) you truly made a great improvement. Of course it does not have to end like this, but every improvement counts and events like these should be taken as opportunities to improve the game. The selection of the engineering vehicle is actually important as well. This can be considered a test drive and also a bit of growing memory with the vehicle. Since they've been available right at the start of the event, some players may end up buying them just because of the fun they already had with them while they experienced the event. After the plane is outside the player would then be able to chose between an "external observation", a "checking of pressures and liquids" and a "test flight". He may chose them in the order he desires and may even have a bad landing if he did not test his brakes before he took off (It is important that the damage that may be caused by a crash landing isn't having any consequence but a message saying something like: "Fortunately you're still here and we found another one in the next hangar. Try not to crash it this time."). The most important thing here is that the checks are easy to understand and almost immediately doable by the player. Remember, you want to excite him, not to frustraten this person who is probably having a lot of fun discovering the features of your event. The external observation should just be done by a camera, like in the hangar, and your usual damage models (you may even refine them, but all in all, WTs plane damage models are nice and much sufficient for the task). The pressure checking should be done by clicking a highlighted icon on the place (it could be a little symbol or just a dot which shows the text once your mouse hovers over it). Once the symbol is clicked the player gets the "check" button to press and gets a pressure meter or a fluid indicator rising up to a level of either red, or green. Once the checks are done the player gets informed about the problems (yes, he gets a list about what he found. Unlike in the event we had a few days ago where the analysis feld unnecessary because you required to analyze every part anyway and because remembering what was broken was the only way of keeping track what parts one actually needed - a bad implemented mechanic!) he discovered - while the ones he has not discovered yet are highlighted by a ? on the list - and the plane gets put onto a frame which supports it during repair (this doesn't even have to match the faults. But a few parts removed and the plane put on a frame suspending it make for a great immersion!). At this point he will get informed that his planes has 4 minor problems and 3 severe ones. The difference between minor and severe is that minor problems can be fixed by a number of "basic repair supplies" and severe ones only by the use of "spare parts". Minor faults will be repairable by the "basic resource" gathered in the event. This is very important as it allows the player to make some progress without the need of special parts early one which should in return create more excitement instead of frustration. Now, "basic repair supplies" and "spare parts" are both obtainable while playing in the game. "Basic repair supplies" are simply gained by playing, let's just say one supply per 5 minutes in battle. But there are additional ways of earning more: 1) The first 5 players get more as command sees them as "battle worthy" and wants them to "carry on longer in the field". 2) For every 5 kills you get in RB (so 10 in AB I assume), you get an additional "basic repair supply" crate, for 10x the amount, you get a "spare part". 3) For every 5 assists you get in RB (so 10 in AB), you get an additional "basic repair supply" crate, for 10x the amount, you get a "spare part". 4) For every 3 caps, you get an additional "basic repair supply" crate, for 5x the amount, you get a "spare part". 5) Special Mechanic: You can salvage the wrecks of player vehicles for those parts. Every salvage will give you between 1-2 "basic repair supply" crates and 10 salvages get you one "spare part" (Salvaging is done by holding a key next to a wreck). 6) Special Mechanic 2: The engineering vehicles (which are purchasable) get a 10-20% increase to the gain (One more supply crate per salvage and 8 salvages get you a "spare part"). 7) Special Mechanic 3: Every vehicle can help with repairing. Doing so gets the player 1 "basic repair supply kit" and 10 times "help with repairing" one "spare part". Engineering tanks get 2 basics and a spare part for only 6 times "help with repairing" (This could be tackled as a test, if the "help with repairing" mechanic could be more enhanced and could allow for more depth). All of those mechanics should be visible inside the hangar under a tab with the dedicated gain tracked so that a player can see that they may only require 2 more kills in RB for their next spare part. Those can be traded on the market of course and moreover, there can drop a "repair crate" which allows a player to fix one severe or 2(maybe even 3) minor faults on his vehicle within 30 seconds. Those are tradable as well and they should be rather rare. Minor faults may require 50 basic supplies or more, this is up to balance, of course. However, correcting a minor fault takes 5 minutes of time - but, the player is able to begin repairs with just one supply and will then only progress 10% of the first minute, i.e. 6 seconds. If he adds more, the count down will continue until the supplies are used up. Severe faults require 100 basic supplies to "prepare the repair" and then stop until a spare part is given. Then, they require 15-25 additional supplies to be finished. If the player has the full 125 supplies and the spare part ready, it will just simply take 10 minutes of time. Even though this repair requires time as well, it does not actively prevent the progress on other repairs like waiting for X part to finish in order to construct Y. If I have more repairs, i can start them as well. All at the same time if I want to. This is simply a "feel good" mechanic. Once the player has completed the repairs, he gets the vehicle added as a coupon. Now he is given the choice of looking at either the I-180 again or the other vehicles in the hangar which he may select. Our player now selects the Merkava Mk.1 - the star of the event - and then again has to tow the tank out of the workshop by using the engineering vehicle. Our Merkava makes horrible noises while it gets pulled out as it is missing the left track and has its roadwheels scratching over the concrete. Once we finally pulled it out, we get a glimpse at the damaged exterior. Only half of the gun is there, the left track is gone and the side skirts of the left side are bent and deformed. After checking the liquids and discovering that the tank lacks oil, we start it up and hear that the engine sounds badly and produces black smoke. The turret does not turn quickly and that the coaxial machine gun is jammed. The faults on the tank are therefore: 1. The track needs replacing (spare part), the gun needs replacing (spare part), the side skirts need to be bend back in shape (basic), the oil must be refilled (basic), the engine is damaged (spare part), the turret rotation mechansim needs to be repaired (basic) and the coaxial machine gun needs to be repaired (basic). The tank gets put into a "repair themed environment" and then queue the procedure above. The "battlefield engineer event 2.Quality" in a nutshell: Be immersed, show your skill, get your tools, get the machine, discover the next, repeat. This could even be done with the I-180 over and over again. But it would be so much more interesting and engaging to do it like this! You'd even have the chance to indroduce new premiums (or existing ones at a little discount) right at the start of the event which may fit the event greatly and are probably appealing to many users for the experience and memory alone. Your players love the authenticity, so why not give it to them? That would be my suggestion for an event like this. Some proper depth, some new mechanics some of which or all deemed to stay and to improve the game. Some appealing art and the feeling of actually getting something special and not just a grind on top of another grind. Additionally, it is managable and overseeable in regards to progress unlike the "pray to the snail for the correct drop" theme we had to play each time we were done with our analysis of the new I-180. And most importantly, random drops allow for a shortcut and are not vital. All parts are tradable, but not one is special or "rare". In short: It simply is unable to force the use of the market due to its design - humaine design. It's a chunk to read, but depth does not come from a 6 sentence post. Nor does a whole event. I hope the community managers take a good look at it and I hope all of the players which read through it can give feedback whether they understand what I described or if they are utterly confused by it. Feedback, is obligatory! Thanks for your read.
  23. 4 points
    nah, i don't dislike Russian tanks, but there has been a track record of bugs getting fixed very fast for Russian tanks, or bugs allowed to persist for a long time (as long as they are in the favor of said tanks). I didn't say that flippantly (although some sarcasm was implied). And to be clear, my personal feelings about Russian tanks being allowed to get away with some inaccuracies does not reflect on the player base or individual players. and yes, I own the German T-34. it's a solid tank, and if you can range the shots like a Sherman this tank is a mobile death machine with decent armor and suitability (despite a packed compartment that fires very potent rounds (post pen effects). I won't go into it, but I can argue why the T-34 historically isn't anything like it is in game...but I'm not gonna go too far off topic
  24. 3 points
    Tylko nie szalej i nie wydawaj na głupoty
  25. 3 points
    Add to that the recent youtube video about the French tanks that you made with almost all comments asking you to reduce those prices. The G56 is a powercreep yes, but Italy got other choises, not all of their vehicules are crippled with insane repair cost which is not the case of the French, at tier 4/5/6 ALL our tanks are too pricy, what are we supposed to use then? That's my point. Do you really think it is the case of a French lineup with 2/3 vehicules costing each 20K and 15K at the end of the game if you lose those 3 you end up paying 50K, im not shure we can break the bank that way, more breaking our Sl gain to negative peaks. I understand your fears, that's why i don't ask for a revaluation of 50% but more around 20/30% a short period to see if your theory is valid or not, if it end up that you was right, fine, put them back at the initial price, but at least try, let us see how it goes as it is pretty obvious that right now those lineups are almost unplayable (if you want positive Sl). Same goes for the vautours prices, those planes were op at their arrival, you nerfed their br to 9.0 they were still good, but now with the introduction of 10.0 jets and anti air missiles, they are almost useless (no missles, no flares, less speed...) and still cost more than 20K to repair, it just make 0 sense, i don't think the "they are overperforming" arguments is valid here as in those battle you are basically just some canon fodder. Try for a short period to get out of this vicious circle see if it fix things, if not well, you would show us that you was right and that those prices were justificated. Ouiche you a great continuation. Ps: I agree with Conte_Baracca, even if i disagree with your decisions, the effort of communication is greatly appreciated, keep it up and let us understand a bit more the big picture.
  26. 3 points
    It might be related to their internal layout but its probably mostly because of their repair cost. People will play their tanks more carefully because if they die they can expect no credits at the end of the match. I think if you lowered the repair costs for a trial period of 2-3 weeks you could see how the majority of the player base performs in the vehicles instead of only having the better players inflate the stats on them
  27. 3 points
    Looking at winrates should clearly give an indication of what's going on right? People will call out German bias now but: Tiger E: 42% Panther A: 47% Tiger 2 H: 48% Panther 2: 46% Ru 251: 48% Leopard 1: 42% M48G2A2: 42% And now to the enemy combo: T20: 71% T25: 70% Jumbo Sherman (5.0): 70% Super Pershing: 66% T29: 65% T34: 65% T32E1: 64% Caernarvon: 60% Centurion Mk 3: 63% T54's: 65% Magach 3: 59% Lorraine 40t: 75% AMX 50 Foch Why has this not been adressed yet? Some might now say git gud, l2p, German bias, gErMaNy sUfFeRs etc., but these statistics don't lie, those are not minor differences. I don't know why, but many people will probably agree that this is obviously imbalanced and enormous price tags on some of these vehicles do not create balance. America/Britain have been restricted to play with the Axis since the XYZ 70 came out over a year ago. This often leads to combos where the axis doesn't even have the BR the enemy has and straight out inferiour lineups. NATO matchmaking isn't a thing, but instead the rest pf the worlds cod war era vehicles fight Tigers and a few Leopard 1 @Csocso yea, the game was fun once, but if you don't play the flavour of the month or the not axis side in ground forces, you have no chance. As soon as they notices how much money premium vehicles bring and introduced top tier packs for 60$, they're going down steadily. The game is only fun if you play the obviously OP and imbalanced side allowing you to **** on people with inferiour tanks or planes. Balance has been thrown out of the window a long time ago, just for the quick money grab. We are still here, complaining about the repair cost mechanic almost NOBODY liked from the beginning on, but they do not care, they continue trying to balance vehicles by strapping enormous price tags to them and switching BR up and down by 0 3, hoping that players will abandon them. They even officially refused to raise the BR ceiling for decompression after 1.87 and rank 7: "raising the top BR is not planned in the near future"
  28. 3 points
    I want the same to happen, but the dev team for the game is not unified. There are sub-teams for everything (Bug fixing, economy changes, historical data consultation, content creation etc). If you stop the content creation team from doing their job, that won't speed up bug fixing.
  29. 3 points
    In my opinion And in no particular order 1. Repaircosts Something that 'can' really get in the way of enjoying the game.. there is nothing exciting about having to worry about your finances in a game about tanks and planes.. no one enjoys leaving vehicles in the hangar and not being able to play it because you have bills to pay and you should buy groceries instead of playing a Ferdinand. I get the idea and it probably works at achieving it's goal, but in the proces it's the players that are getting punished for using a vehicle they spend days/weeks/months to grind, only to be hit in the face with excessive repaircosts because other people tend to do well in it. Gaijin's failure to balance these vehicles is now directly being shifted onto the player by punishing them for using their earned vehicles. Potentially really bad players have to pay up because veterans out there are performing well with the vehicle.. and this further just elevates the reputation of these vehicles as it's only the veterans that are able to continuously use this vehicle and thus really skew the statistics for these vehicles, making them even more expensive in the next update as everyone else just can't or doesn't want to use it. Another side effects is that a nation like France just barely gets played as a lot of their higher tiertanks are just stupidly expensive to repair, based on Thunderskill the first French vehicle in terms of popularity doesn't show up until #110 or so .. despite being quality, competitive vehicles, the whole tech tree gets killed off by repaircosts. On top of that, my main issues with it are that the game expects you to perform well in this vehicle, and anything other than that you will lose out, which happens often enough in a game that has a lot of RNG going on in it. And even though Gaijin says repaircost reflect performance, this is total nonsense as you can find vehicles that perform way better than these expensive vehicles, yet at a fraction of the repaircost, so essentially repaircost counters performance, so you're unable to earn much from it and generally lose due to the expectation to perform well, something the player has limited control over. 2. CAS A subject that has been endlessly discussed and there are really mixed opinions on it so i'll try to keep it short. I think planes have a place in this mode, but there are a few problems with it, for one I believe they should not spawn 5 seconds outside of the map, to instantly be able to revenge kill the person that killed you literally 10 seconds ago and has had no opportunity to leave the crimescene yet. Planes should spawn on the airfield, like they do in Air RB as well, they shouldn't be a tool you can instantly deploy to kill anyone you want instantly. Which brings me to the second problem, which i'll further discuss after this, the skewed rewards between planes and tank.. literally anything you do in a plane gets heavily rewarded.. suicide bombing is a valid tactic because planes like a P-47 costs nothing, you get a ton of SP for killing a target, plenty of SL to cover your repaircost, and you just took out 1 or more enemies whilst you can respawn for free. Not to mention being able to spray tanks with MGs and getting hundreds of SP when they die in the form of an assist. It ties in with the previous subject, I don't think giving them a higher repaircost is the answer, but atleast a reduction in rewards so it's not actually rewarding to be a moron. 3. Spawnpoints It's just a flawed system, currently completely irrelevant to anyone who takes out a plane as you can easily gain thousands of SP to respawn more than you'll ever need to in a game. It also creates a snowball effect, leading to lopsided games.. the team that has all the SP from capture points, gets some kills will only get stronger than the team on the backfoot.. I often end games i'm winning with 1000-2000SP, killing me is meaningless at that point as I can just keep on coming back. There are a lot more flaws with this system but this post is long enough as is. I'd much rather see a limit respawn system implement, that way every vehicle is valuable, every kill is valuable.. killing 5 tanks means you seriously dented the enemies forces.. rather than 5 tanks from a single person who has 5 more tanks in his lineup anyways. The exact amount of respawns is debatable.. 2-3 tanks, 2 planes etc. 4. Lineups To further address the issue of SP, is that lineup is king.. whoever is able to field the most competitive vehicles has a major advantage.. take Japan at top tier.. Type 90 is a quality vehicle, performs well.. but they have nothing else.. which seriously hurts their ability to compete when compared to a nation like the US that can field 3 top tier vehicles before fielding a bunch more vehicles that are all more competitive than Japan's next vehicle, which further hurts minor nations like Japan and France. Having limited respawns makes these nations more competitive.. ofcourse it won't change Japan has just 1 top tier vehicle, but it does close to gap when other nations can't endlessly field top tier stuff, but are limited to 2 or 3. 5. Uptiering An endlessly frustrating system.. either you're finally not uptiered for once, or you're uptiered.. which means it averages out as a negative experience by default. Something players are just unable to adapt to.. you're playing 4.7.. you constantly get put into 5.7 with vehicles that can't compete, like heavy tanks.. it's incredibly frustrating. So you decide to play 5.7 then, if you have those vehicles unlocked.. but at 5.7 you get uptiered to 6.7, and at 6.7 you get uptiered to 7.7 or 7.3 by default.. that experience is even worse so maybe back down to 5.7? Nope 6.7 again.. another uphill battle despite you having competitive vehicles in the hangar, but you left them in there to avoid uptier, only to end up in an uptier.. you cannot win this and adapt to this untill you get to the very top of tech tree.. there are some places like 8.7 where you generally won't be uptiered, but essentially it means a ton of vehicles in the tech tree cannot be played, atleast not enjoyed because of this. It's not the easiest problem to fix, but BR decompression, 0.7+ BR matchmaking, fixed brackets, being able to queue with multiple lineups etc. 6. Cold war The biggest culprit when it comes to uptier.. the differences between WW2 and Cold war tech is ridiculous, even some of the mediocre, early cold war vehicles completely outperform late WW2 tech, the difference is night and day. I don't mean there has to be a direct cutoff between these, as not all cold war vehicles are that good, but a Tiger ll and a Leopard, in my opinion, have no business in the same game, and a Leopard 1 and a Maus at the same BR is just ridiculous, even stock APDS is 300+mm of pen where a Maus is at 225mm of armor. Roughly from the beginning of the tech tree to about BR 7.. it's encompassing 1939 to 1945.. some stuff that has been designed a bit earlier in the 30s and some that never made it to the battlefield, but majority of the vehicles are WW2.. so a full 7 BRs to have 6 years of vehicles.. or over 1 BR per year technically. But from BR 7 to 10 we go from roughly 1944-45 all the way to 1995.. as I believe that's where the Leo 2A5 is from, meaning we have 50 years of vehicles in only 3 BRs, or 0.06 BR per year. Ofcourse the development and progression during the second world war was at an entirely different pace, but the differences between vehicles in the same game are pretty significant.. just at 7.7 you have T-54s from 1947 to 1951, to which the latter gains over a 100mm of extra pen, at the same BR. 7. Killcam Mainly an issue because of revenge bombing.. fix the plane spawn to be further away and it's not as big of a deal in my opinion as you are able to relocate.. but I could do without personally. 8. Third person Being able to hide around cover whilst being able to peek around corners, over obstacles and just being able to observe everything at zero risk seems a pretty lame mechanic in my book, and really arcade like. I feel it would improve the mode if there was more risk reward, a lot more intense to go around corners and not knowing what is there.. or to play a casemate tank and setting up shop in a street and people can't see you and easily flank you. I'm under the impression a lot of people would be against this but decided to put it in here anyways. Honestly quite a few more subjects I can put in here like map sizes, SPAA, lack of new gamemodes for years, light tank meta etc.. but i'll leave it at this for now.
  30. 3 points
    The Fiat 6616 was a joint development between FIAT and Otobreda companies. The FIAT 6616 equipped with a 20mm Rheinmetall Mk20 cannon It also can be armament with a 7.62mm machine gun. powered by a 160 hp Iveco Model 8062.24 diesel engine and the maximum speed is 63 km. Some of the FIATs were sold to The Ejército del Perú (Peruvian army) they modified the FIAT 6616 to carry the HJ-73C Hongjian (Red Arrow) Anti-Tank Guided Missile (a Chinese copy of the Soviet AT-3 Sagger) Later it was modified to carry a extra HJ-73C and renamed it to the FIAT 6616H it was a Reconnaissance Vehicle designed to fulfill missions of different types, including armored reconnaissance, fire support, armed escort, facility security, antitank, etc. In game it well be used as a ifv (like the bmp-2) and it well be placed at the Italian tree. FIAT 6616: FIAT 6616H: Blueprint for both: Specifications HJ-73C Hongjian (Red Arrow): Specifications Rheinmetall Mk 20: Rheinmetall Mk 20 videos: Specifications FIAT 6616/6616H: Source:
  31. 3 points
    Britain desperately need better tier VI jet. Javelin is pathetic.
  32. 3 points
    Flanking the IPM1 is actually the worst way to kill it unless you can get on its rear. Either front shots or rear shots. Defensive gameplay does not win games, and the T-64B can't flank compared to the Abram's or any other MBT. Doing so will either take you half the game or get you killed as the enemy have already set up positions on your side of the map. It's like saying the Maus can technically flank while ignoring the fact that it's the slowest vehicle within its BR and extremely vulnerable at side shots.
  33. 3 points
    The real culprit was the tree. It hit the M60 on the paper thin turret ring, penetrated the nitroglycerin laced ready ammo rack on the turret and that detonated the tank.
  34. 3 points
    I didn't say anything about Battle Rating, these tank are the most similar to the VFW at behavior and role. Specially the SU-100P being a full BR above the VFW and having practically worse starts in firepower, crew count, mobility, RoF while being hullbreakable. The Super Hellcat and the Avenger match the VFW in stats but not characteristics. Also, because these are totally tanks with major modeling issues right? Like the structure of the VFW not triggering shells when they should have been. You can still aim at those spots and do absolutely no damage, fail to kill the gunner or barely reach the breech. This is why the playerbase is complaining about the VFW. Nice whataboutism. "Other tanks have good win rates! So the VFW is totally justified in being broken and overpowered!". As if Win Rates alone have any bearing on the vehicle being broken or overpowered. Sure, the introduction of the VFW barely over 11 days is going to have imediate effects on global win rates spread over more than a few months. And if you want to engage on whataboutism to justify the VFW being a broken vehicle. Gaijin still hasn't done anything to address the German rolfstomping at the 4.0 range with these, and those tanks have been performing that way longer than any US tank has ever had: http://thunderskill.com/en/vehicle/germ_kv_1B_finland http://thunderskill.com/en/vehicle/germ_infanterie_kampfpanzer_churchill http://thunderskill.com/en/vehicle/germ_kv_2_754r http://thunderskill.com/en/vehicle/germ_pzkpfw_IV_ausf_G http://thunderskill.com/en/vehicle/germ_pzkpfw_IV_ausf_H http://thunderskill.com/en/vehicle/germ_pzkpfw_IV_ausf_J http://thunderskill.com/en/vehicle/germ_pzkpfw_IV_ausf_F2 http://thunderskill.com/en/vehicle/germ_sdkfz_9_flak37 http://thunderskill.com/en/vehicle/germ_stug_III_ausf_G http://thunderskill.com/en/vehicle/germ_sdkfz_234_4 The person who started the "muh win rates!!!" was you and no one was arguing about that. The entire string of complaints about the VFW, are around the damage model of the VFW being completely broken. With armor and internal that don't trigger HE and APHE shells when it should. That on top of other game mechanics like having a 4 seconds reload with a point and click cannon, a large crew count that needs to be sniped and being actually very mobile for a Tank Destroyer of that size and weapon caliber. As if: Mind you these were my latest matches with the M18 and I said it once and I'll say it again. The Hellcat still pretty easy to hullbreak and one shot kill. And even if it were eating shells, it is nowhere near as the VFW in terms of taking punishment and keep fighting. No one said the VFW needs a BR increase. It only needs to be actually modeled instead of being made of Styrofoam. Even needs to have its sights and parallax fixed, as long as it actually gets a damage model that isn't giving it a major advantage because damaging it is unreliable even when you aim at the right spots. The Hellcat isn't on that list and mind you, the hullbreak changes were for the rank IV, V and VI tanks that had hullbreak but faced HESH And HEAT-FS slingers.
  35. 3 points
    Get a good premium aircraft and you can play this game much more fluently. Normally I would pay between 10 and 60 USD for a game I play for several months. Over the past 6 years I paid around 60 USD for War Thunder (PC and Xbox combined). I've never played any game as much as I have played War Thunder so I consider that a bargain! Plus, the game has grown much since then. It's growth keeps the player base alive by enticing them with new features to come back and play. This would not be possible without people spending money so I consider it money well spent, even if I don't use all the in game stuff I bought. It was necessary that I bought them.
  36. 3 points
    Not holding my breath over a whole new line of heavy tanks but i do expecting for the O-I... Let's admit it that the O-I is more real than both Ho-Ri in the game not to mention that it has all kind of document Gaijin needs to create the vehicle. And it has been proved by someone else that it is possible to create a historical accurate model of O-I. Gaijin's only work is to create modules and Xray for it.
  37. 3 points
    This is just my opinion. and a bit of a rant. Im a long time supporter of this game. Ive spent thousands of dollars on premiums and premium time. I play what feels like a lot. According to steam, over 2000 hours. I really tried to grind out this event. I tried harder than i ever have before. I put in as much time as i could. i even spent a bit of money on the market. I got the I180s and the VFW. The VFW is good. But the I180 just isnt. I really set out to get the merk or the Tiger though and failed. This event stressed me out so much, and forced me to play so much and so hard that i burned myself out. I pretty much have no desire to play this game anymore. And thats a damn shame. It has the potential to be such a great platform, but i continuously feel like im being taken advantage of at an increasing rate. I feel like im having a carrot dangled in front of me just to string me along to pay more money because the grind is so insane you pretty much have to pay real money. Now i understand that you have to make money, but you would make a whole lot more by ACTUALLY rewarding customers with these events that are obtainable without grinding for 12 hours a day just to still fail. Ive not seen player counts rise substantially since i started in 2015. Its because people get frustrated by these predatory practices that force people to feel they have to spend more and more and more money all the time just to enjoy the game. I cant even believe theres a plane in the game with a 45k SL repair cost... why even add the plane? Anyways, i want to see this platform succeed and bring in a much larger fan base so you can be more successful, but youre moving in the wrong direction, and people are not happy. You are losing out on a lot of untapped revenue. And cmon, weve been capping and bombing the same points for years... we appreciate the new vehicles, but they lose their appeal after a week because of the same maps and game modes and cap points... Rant over. PS. Still experiencing bugs where when i shoot someone it does absolutely nothing. My round went through both tanks, no damage to either.
  38. 3 points
    Short answer: No Long answer: Theres some conflicting documents about this and Gaijin at one time reduced the gun depression to -5 according to one or two sources which seemed rather trustworthy.
  39. 3 points
    Personally I think gaijin shouldn't balance tanks with repair cost its pretty stupid and BS. But the hypocrites that were saying the 20k repair cost for the Abrams was ok and deserved because it was op can now fell the same frustration we had to go through and maybe they will wake up now and demand gaijin to add the correct counter parts in the same update so we wouldn't have this issue.
  40. 3 points
    Gaijin please! Look at the video you just released about the French tanks, please look at 100% of the comment from people who want to play them but simply can't because of the insane price you put on those vehicules, please try to understand that you are still way too high with some tier 4/5/6, it is just impossible to get positive Sl even after a good game, you always say you listen the community but this is the proof that you don't do it, look at all the comments on the video, everyone complaining about the repairs, the amx 30 1972 4 time more expensive than leo 1... Why? Do us a favor and read those comments instead of closing the comment section and fix those issues, at the time of low br from lorraine 40t and such i could maybe understand but now they took 2 time the BR nerf, their price can go down, you don't treat all tank with autoloader the same way (ex russian tanks, japanese...) so why those prices? Really hope you review them a second time.
  41. 3 points
    Of those three things only the 4 per game limit actually happened, and that was for a short time when there was literally no opposition to the m1, even worse than m1a1 vs leo2a5 There was only the t-64B and leo2k that could remotely oppose the m1, and obviously they were both worse. Leo2k came in undertiered I'll admit, but it still was outright worse than the m1. There was never a nerf to its armour (its turret cheeks were always impenetrable and the UFP always autobounce, this did not change), and its ammo remained the same until the penetration changes which was only briefly before 1.87 came around and by then the 4 per game limit was distant history. It didn't even get the long rod modifier until then, while leo2a4 had it on dm23 for pretty much the entire time. Yes you like to do this. Complain about "Germany suffers" players, while acting just as one-sided and hypocritical yourself. Big news: america doesn't have it that bad. Their winrates from br 5.7 (4.7 even) all the way up to 8.7 are pretty high, usually higher than Germany. And it's easy for you to complain about top tier imbalance now leo2a5 is on top, but prior to the patch you were eager to defend similarly high winrates on your precious M1 abrams tanks. Just to really point out your hypocrisy, you use the phrase "ad hominem" and "brainless playerbase" in the same sentence.... Seriously, take a look in the mirror some time
  42. 3 points
    Yikes stop with the personal attacks, some people have jobs that require them to leave the house and everything I said is factually correct. Sitting in front of a screen for 12-15 hours a day for 11 days is dangerous to a person's health. This is incentivizing dangerous and unhealthy behavior. If they wanted to make an event a stanged grind would be fine, make it longer and harder, I'm ok with that, but the way in this event was ran is just puzzling. I play since it can be fun with friends, but I also understand personal health so it's not hard for me to step back and go run for a few miles or lift at the gym to keep myself healthy. Gym day everyday. Not everyone has this level of self discipline to do this. So when you get incentivised to sit on your a$$ all day not moving it bothers me a bit that people like you would be happy or excited about that. So 12-15 hours assume 1 or 2 hours eating, (eating slow is propper) 14-17 need to get some sleep, let's say 7 hours... 21-24... That's time to literally just eat sleep game. No one should encourage any human to do that. Then if you are a ps4 user no market place so lol. As I said before stage it, make it longer, and you can make it a lil harder. Maybe 70% BA instead of 50. Oh also the RNG drops are stupid
  43. 2 points
    I came back from holiday and that's the view I have. I honestly lost all enthusiasm to play just in 3 days. My very first question is: Why unique planes are premium? That's not how GJ used to work. They usually have premium vehicles for common units. Like Spitfires, Bf 109, Fw 190. Like their premium vehicle understanding was: Look this is premium of the same vehicle from the tech tree just in case if you don't want to grind up. Now they are putting unique vehicles as premium. There are no alternative in the tech tree for neither JU nor Be. and the other question is Why those lil premium units are OP? with their lil BR? Just because they are premiums? Be-6 can go to 6.0 JU 288 C can go to 6.3 and that is what you can get for 4,880GE gain RP in a relaxing way. Gaijin: Gain Money ($$) in a relaxing way. I can't even catch the Junkers in my beloved Mustang and they just don't die god damn it. EC is draining players Come on man they are ruining the whole EC scaring people making them leave. DO SOMETHING.
  44. 2 points
    Kurła 150 mniej stracimy! S-T-O-P-I-E-Ń-D-Z-I-E-S-I-Ą-T
  45. 2 points
    @ZeroCrack01 @ANDROMADA This is hilarious.
  46. 2 points
    Yes it's the norwegian tank. The only M24 chaffeee modified with italian parts (but not for italy) was the Israeli M26 60/70 The otomatic turret was too heavy to fit in the B1. The Draco project was only a rumor, so i think it's a representation of that rumor: a spaa with naval guns and guided shells (but they were DARTS not spikes of course).
  47. 2 points
    I don’t get why the E100 costs that much, it feels like it is punishment for playing the game well. It’s not balancing the machine, it is preventing players from playing their reward vehicle. I can guarantee that the players that have it do equally well or even better in ever single other vehicle. I’m sure an algorithm set this cost, but I think it is missing part of the picture.
  48. 2 points
    heres an idea, lower the insane Research Price on ships in the lower tiers, and actually give out decent silver lion rewards, get rid of island campers who don't do anything in games except wait for someone to sail near them. and maybe you would have more players.
  49. 2 points
    I remember when the m1 was 20k repair cost and everyone said it was ok because it was an op tank. Now German players are in the same boat lol. I guess gaijins internal data shows the leo2a5 is stomping and that's the cause for such a high repair cost.
  50. 2 points
    When they remove the dumb AGM Helicopters, i.e. never.