DavidXD

Way of the Samurai
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DavidXD last won the day on June 17 2015

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About DavidXD

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  1. Yes of course, I was meaning for user missions, not the normal battles.
  2. I'm thinking about a parody of World of Warships : we already had a parody of WoT with the potato tanks, and now with the upcoming naval beta... It would give Gaijin an easy way to bring us some big ships and simplified gameplay.
  3. I was thinking about a parody of World of Warships : we already had a parody of WoT with the potato tanks, and now with the upcoming naval beta... It would give Gaijin an easy way to bring us some big ships and simplified gameplay.
  4. It seems to be a nice plane, so good luck for your project !
  5. Sadly, I think the guys saying that WT is dying are right.
    On Sunday, around 11 h GMT : more than 5 min to get an arcade battle on BR 7.3...

    58d79154056d3_shot2017_03_2612_40_06.thu

  6. Yes, but some lines after, it's written : Documented suggestions and Implemented suggestions This is the final place where your suggestions can end up. These two subforums, as mentioned in the beginning,are archive subforums, where your suggestion will be archived for future reference. The only difference between Documented suggestions and Implemented suggestions that in Documented suggestion we move old/completed and no longer discussed suggestion and in Implemented we move suggestions which made it into the game.
  7. I'm not sure if "moved to dcumented section" is a good thing or not. This place used to be the archive in which "obsolete" - however containing good data -suggestions were put ; while the suggestions that mods found interesting were put in "passed to dev" section. Perhaps the suggestion policy changed, otherwise it would mean these vehicles are denied.
  8. DavidXD We've been hit ! Straight screenshot http://live.warthunder.com/post/583862/en/
  9. My bad, you're right, Soviet, German and USA release trees were true roadmaps, only the latest (UK and Japan) were the "immediate" trees (with "soon" written on models which weren't released with the main update). But so, we've no reason to think the models you mentioned will never be implemented, they were perhaps simply postponed. Especially when you see that each new update brings models that were on these old aircraft release trees (Ki-67 for example), I think Gaijin continues following their plans, even if they take (a lot of) time.
  10. I'm editing the aircraft release trees (can be found there : https://forum.warthunder.com/index.php?/topic/223282-previously-suggested-ideas-and-topics-archive-please-check-before-creating-a-new-suggestion/ ) by removing the planes which were already introduced. Sadly we didn't get the release trees for tanks. I hope I didn't forgot some planes, nor did mistakes between variants. It looks like Soviet Union needs only the Yak-7 (not sure for DB-3, if they replaced it or not by the DB-3B), so it can mean we won't get tons of news Russian planes in next updates. For the USA, many planes are still missing (like AJ-1), including many variants (P-40 and P-51 are the most obvious). Germany is also missing some planes, like the He.177 and Ju-188. Great Britain is missing some planes (like Sea Hawk F1, Barracuda Mk II, Fulmar Mk II, Manchester Mk I...) and variants. Japan tree is far from being complete too. I don't know if the ingame Ki-100 is the same as Ki-100-I, nor if the J1N1-s is the same as the ingame J1N1. Lord_of_Sofa, if you have time, you could add these vehicles to the main post. For some of them, it's possible that Gaijin change their mind about the variant to add. But with the low frequency of devs Q&A, it's IMO the closest thing we can get from a list of the coming models...
  11. Yes, but I think it's the same plane (same for Il-4 / Il-4T), they will probably add the torpedoes payload later.
  12. Doesn't the T mean "torpedo" ?
  13. Hi everybody, I'm creating a list of science fiction aircrafts that could be brought to the game as User made aircrafts. All these vehicles "exist" already in a science fiction universe, and have been visually represented. About ground vehicles, please visit https://forum.warthunder.com/index.php?/topic/350260-licensed-science-fiction-ground-vehicles-list/ Please note that these aircrafts cannot be candidate for Revenue Share, so you can't get money from them : it's meant for enjoyment only. Also, I have no idea if bringing a model from another game, even if it's for enjoyment only, is legal (or even possible), or if the model have to be created. Some of these vehicles are using fictional weapons and produce a sound that isn't in game ; but the request is simply about a flying model (and a mission to test them). For example, I don't know if it's possible to have a X-Wing producing its classic sound and firing laser cannons : but it would already be funny to fly it, even if it produces a Mig-15 sound and fires 23 mm rounds... The list will be updated as often as possible. T-65B X-Wing Starfighter TIE/ln space superiority starfighter Viper Mark II Thunderbolt GA-TL1 Longsword-class Interceptor UD-4L Cheyenne Dropship F-302 fighter-interceptor DR-8 Skyhook AT-99 Scorpion Gunship Do not hesitate to post vehicles in comments, but please respect some rules : 1) Be accurate (name of the vehicle, of its universe, and if possible a link for more data) 2) Add a picture. The aircraft must have been already visually represented (no novel-only vehicle). 3) Verify nobody already posted the same vehicle 4) Science fiction aircrafts only (starships allowed) : no tank, no dragon, no gyrocopter from Warhammer Fantasy. Thank you for reading
  14. Following some misunderstandings in comments, I need to clarify one point : this suggestion is about adding AI infantry (bots), not playable infantry. What is tank desant ? Simple : this is a military tactic in which infantry enters battle by riding tank. You've probably seen it in movies, games, etc... Whole article : https://en.wikipedia.org/wiki/Tank_desant While playing Heliborne, I noticed how simple was the deployment of infantry : you go to a specific point, and the infantry dismount and run to a fortified position. No need to AI, the soldiers run from A to B, clipping through obstacles, and disappear when they reach B. Instead of them, there is now a heavy weapon ruled by AI which will shoot every enemy unit at range. Imagine this in War Thunder : there is already infantry models, which already have some animations (you can even shoot them : https://forum.warthunder.com/index.php?/topic/311182-tank-desant-an-easy-way-to-add-infantry-transport-vehicles-gameplay-and-to-reduce-spawn-killing-all-in-one-suggestion/&do=findComment&comment=6204132) There is already fortified positions on most maps (trench, pillboxes). There is already AT gun models (at some point of the game, they were even active on some SB maps). There is already bots tanks : remember that an efficient fortified position could be a simple tank turret on the top of a pillbox. It won't require a new AI system to rule it. How to implement it ? -Receiving the ability to transport infantry : exactly like orders. You win it at the end of a match. -Activate it at the beginning of a match : still like orders. Limited to a specific number of players. Orders are limited to one at the time ; here, transport ability could be limited to one-two players by team, and, like orders, it goes to the fastest clicking player. -Spawning : most vehicles, excepting open topped vehicles and SPAA, could be used as infantry transport. So you spawn with a group of soldiers on your back. They would be part of the damage model of the tank (like the crew members on open topped vehicles, they can be killed by mg bullets). No gore effect of course, to not modify the game rating : if they are shot, they have the same animation as crews on open topped vehicles. -No glitch : to prevent the turret to glitch with the soldiers, it's traverse is limited while the infantry is still on your back. -Objective : you receive a specific objective, like a zone to capture, but located not so far, and around a fortified position. -Dismounting : when you are in the objective, the game informs you to press the same key than for repairing. You do so. Your tank can't move during this time (like for a repair). The soldiers dismount, and run to the pillbox. They disappear when entering it (no need of a complicated animation). -Reward. You receive an award, and RP or Silver Lions. You are now free to go. The pillbox "activates" : an AT gun, or a tank turret, ruled by AI, spawns on this pillbox and will now shoot enemies. There could also be a little reward each time the AI turret shoot an enemy. And a little silver lions penalty, if all soldiers get killed before being dismounted (given the pillboxes location, it means that the player rushed into battle instead of going to his objective). Transport vehicle gameplay : depending on its reception, this suggestion could be followed by the implementation of "true" transport vehicles. Armored personnel carriers, or even trucks and jeeps, whose main role would to help infantry to reach their positions. Effect on spawn killing : as the fortified positions are located near the spawn point of both teams, they would protect them. Of course they can be destroyed, but they can also slow down and even kill hostiles. How to defend these new units against planes : -Some of the fortifications will be hard to destroy, like the pillboxes in Air Battles, requiring rockets or bombs -Low RP reward (like destroying a bot) : the players will instead attack more interesting and rewarding targets, like enemy tanks -Hard to spot : an anti-tank gun is easier to hide than a tank ; to represent this, we could have them detectable by planes only at a very short distance (or not at all : no red indicator on them for players in planes, even in Arcade) ; and not present on the map nor minimap. Steps of implementation : Step one : the test. Arcade battles only, very few fortified positions on the maps. If players appreciate it, we could continue with : Step two : realistic battles and simulator battles. More fortified positions on the maps. Step three : improving animations, more fortified positions on the maps. Step four : the pillboxes won't "transform" anymore into an anti-tank gun, but instead use infantry weapons : AT grenades, AT rifles or rocket launchers. Also, we could have a new type of fortified positions : trench. Step five : more AI infantry gameplay mechanics : for example, AI ruled infantry of both teams could fight each other. Additional step : idea by mc07 : control an infantry team (RTS fashion). For more details : https://forum.warthunder.com/index.php?/topic/311182-tank-desant-an-easy-way-to-add-infantry-transport-vehicles-gameplay-and-to-reduce-spawn-killing-all-in-one-suggestion/&do=findComment&comment=6512051 GokSung suggested to invert Step 1 and 2, to add this feature in RB and SB first, and in AB after. Explanations here : https://forum.warthunder.com/index.php?/topic/311182-tank-desant-an-easy-way-to-add-infantry-transport-vehicles-gameplay-and-to-reduce-spawn-killing-all-in-one-suggestion/&do=findComment&comment=6276213 Anti-tank weapons : AT guns : German : https://forum.warthunder.com/index.php?/topic/311182-tank-desant-an-easy-way-to-add-infantry-transport-vehicles-gameplay-and-to-reduce-spawn-killing-all-in-one-suggestion/&do=findComment&comment=6244039 Soviet : https://forum.warthunder.com/index.php?/topic/311182-tank-desant-an-easy-way-to-add-infantry-transport-vehicles-gameplay-and-to-reduce-spawn-killing-all-in-one-suggestion/&do=findComment&comment=6247162 British : https://forum.warthunder.com/index.php?/topic/311182-tank-desant-an-easy-way-to-add-infantry-transport-vehicles-gameplay-and-to-reduce-spawn-killing-all-in-one-suggestion/&do=findComment&comment=6254067 US : https://forum.warthunder.com/index.php?/topic/311182-tank-desant-an-easy-way-to-add-infantry-transport-vehicles-gameplay-and-to-reduce-spawn-killing-all-in-one-suggestion/&do=findComment&comment=6256693 Japanese : https://forum.warthunder.com/index.php?/topic/311182-tank-desant-an-easy-way-to-add-infantry-transport-vehicles-gameplay-and-to-reduce-spawn-killing-all-in-one-suggestion/&do=findComment&comment=6264201 Grenades : https://forum.warthunder.com/index.php?/topic/311182-tank-desant-an-easy-way-to-add-infantry-transport-vehicles-gameplay-and-to-reduce-spawn-killing-all-in-one-suggestion/&do=findComment&comment=6228825 Rifles : https://forum.warthunder.com/index.php?/topic/311182-tank-desant-an-easy-way-to-add-infantry-transport-vehicles-gameplay-and-to-reduce-spawn-killing-all-in-one-suggestion/&do=findComment&comment=6230005 Recoilless weapons : https://forum.warthunder.com/index.php?/topic/311182-tank-desant-an-easy-way-to-add-infantry-transport-vehicles-gameplay-and-to-reduce-spawn-killing-all-in-one-suggestion/&do=findComment&comment=6233959 PIAT : https://forum.warthunder.com/index.php?/topic/311182-tank-desant-an-easy-way-to-add-infantry-transport-vehicles-gameplay-and-to-reduce-spawn-killing-all-in-one-suggestion/&do=findComment&comment=6237418 The infantry must not be a buffer between the tanks of the two teams : you won't have to fight infantry / fortified position to be able to engage enemy players. On the picture below : Most of the fightings occur in the red rectangle. The "dismounting infantry" zones, and fortified positions, will be the yellow lines : they protect the spawn point. The black rectangles would be the "ambush zones", if the last steps are implemented (infantry with an improved AI and anti-tank weapons) What do you think ?