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Found 35 results

  1. I'm not a very big GIB GIB, HYPE HYPE type of guy, but am very excited nonetheless. I would like to start off with the naval battle mode Gaijin has detail us on the most: "Convoy Escort" on ice-fields (combined with planes & tanks in Finland or Norway maybe)? Here's the description: The first thing that strikes my mind is this is the first permanent battle mode/objective that plays a central tactical role in the battle. Another thing I'm really excited about this is that escorting/protecting supply-VIP naval convoys from enemy boat and aircraft fire could potentially be the objective that links ships, planes, and tank together. By "linking together" I mean that the air force, army, and navy ingame will grow to depend on one another for a logistical, strategic victory whether it be air-dropping supplies, protecting landing, amphibious assault, & resupply ships, or providing close-air-support (CAS). Baron did the most gameplay footage from the last 2 "Pre-CBT" sessions and touches on some of the topics I mentioned: Thoughts?
  2. So, time for my first suggestion. Test Drives. I'm getting them as "huge trophy", and in my opinion it's not a "huge trophy" at all. As we can read in the thread about trophies, I am not the only one thinking like that. We're all interested in getting game better, thus it's time to change how Test Drive works. Is the idea of being able to check out premium vehicle in real environment good? Obviously yes. So what is wrong with Test Drive? I found two key issues. 1)It's lasting 1 hour, and starts on spot. I like to check out game at morning, before leaving to work. And, with sandwitch in hand, I suddenly see I just got Test Drive. No way I'm going to use it. I'm trying to activate my boosters, I have some golden wagers left... And Test Drive is only one that can't be used in future. Proposed solution to this is: make Test Drive "activable", like boosters and wagers. 2)It's only one, certain vehicle. If I remember it right, I already "won" two test drives for BM-8-24. I understand, it may be cool and fun, but I'm not going to buy it in near future. I'm more interested in T20, BTD or SU-100Y. Proposed solution: make Test Drive not vehicle-specific. However, I'm not sure about certain solution. I'm pretty sure (considering how currently Test Drive works) Great Snail won't give us "drive whatever you want". I consider tier to be the most important attribute of a premium vehicle - we can easily see it on prices. Next, on the equal level, we have type: is it ground vehicle, or aircraft, and nation of the vehicle. So I think Test Drive should give some choice. Be like: "2nd era Soviet aircraft", "3rd era British AFV". To give player a choice. To determine what people need (and want) there's a poll, and all votes are welcome.
  3. Suggestion: Make players select a plane into their crew lineup before joining a AB Ground Forces match, and if they use the plane, it counts as one of the three vehicles that they are allowed to use in a match. If a fourth vehicle is needed to be allowed to make room for it than so be it. It would finally give me a really good reason to use the SPAA. This would also work well to have the reload timers for bombs and guns doubled to reduce the amount of bombing. Background: The planes are currently automatically chosen for you in arcade in an attempt to prevent GF players from having to play AF matches enough to unlock them and be able to use\experience them. This system works on points gained due to killing or capturing objectives to 'Unlock' the plane. It has very many good points for it's use, for example: If someone only wants to play in GF they don't have to play AF to be able to get into an FW 190 and shoot down a bomber. Details: I'd like to see players use planes that they own to use in AB GF matches. This allows the modules to be used and earned as part of the 'grind'. It would also cost you SL for the repair and count as one of your allowed vehicles in a match (currently 3). With this change the reload timer for bombs should be doubled to slow the pace of bombing down since it is a tank match. These factors should have a positive effect on the 'Kamikaze' attacks everyone is upset about. While it won't stop it all, think about this: If you reload like arcade and stay in the plane until you die (shot down or wrecked) then wouldn't you stay alive rather than ram someone? That will also allow the public to see what I've tested so many times...It's not the plane hitting you that kills you. It's the bombs\rockets he dropped. He just could not pull out of the dive afterwards and your game shows you everything at once. **All open topped vehicles do not apply to the previous statements. Damage is possible without death.** Also, the lack of a good airplane may just motivate someone to go fly to get a better one. More gameplay and experience in a plane would help a lot of players be able to pull out of that bombing dive wouldn't it?. Call it a reward for playing all those planes if you like but having played the planes should earn a player the right to use them when it counts. I think that this will be very important when the ships have real players in them. It also helps the game get players into playing more (to unlock planes) so it should be good for business. Edit: Sorry, I forgot to add the link where this is discussed in the forums: https://forum.warthunder.com/index.php?/topic/336165-would-you-like-to-see-a-change-in-gf-airplanes/&
  4. The Problems: - The Matchmaker tends to drag planes and tanks into certain distinct battle ratings due to popularity of certain tanks as opposed to others. A few things are capable of handling such uptiers but most are not. - The BR of a plane/tank does not take into account whether that plane/tank is spaded or not - often times a vehicle only deserves the BR it has when its reached certain critical modifications (Engine Injection/New Jet Engine on Planes, Unlocking Certain Ammo Types on Tanks which vastly improve their ability to fight enemies) The solutions: For the matchmaking itself, I've proposed many solutions on the RB GF forum where uptiering is most evident and problematic, but its also noteworthy for high tier aircraft matches as well, specifically jets. The following is the simplest and easiest to implement solution for the problem. - There would no longer be a fixed BR spread for the whole game. The reason is that some numbers work for some tiers and others do not work for later tiers. In general early tiers are markedly more balanced than later ones. - Instead, each plane and tank is assigned a BR range. What this means is that if a plane/tank is your highest BR vehicle, then you could be placed in matches anywhere within that range. If a plane/tank is very robust and flexible it could have a 1.0BR spread (things like the M18 Hellcat). If its not flexible (most heavy tanks and heavy tank destroyers fall here) it would have a narrow BR spread, sometimes even a single number. - The BR adjustment for a tank or plane for unlocking certain ammo types, gun accuracy upgrades, and engine power would be anywhere from 0.0 to 0.7, dependent on the tank/plane. Basically to wrap this up: - it fixes the problem of constant uptiers in many sections of all tech trees for tanks - it breaks up the clubber brackets in tanks somewhat as a result of point 1, those brackets being 2.3, 3.3, 5.3-5.7, 6.7-7.0, 7.3, and 7.7-8.3. Currently anything in between those levels gets forcibly shoved up. - it breaks up the clubber brackets in planes as well, which although less apparent, still exist. Those brackets are 2.0, 2.3, 3.7, 4.0, 5.0, 5.7, 6.3, 7.0, and 9.0. - it makes the BR of a plane/tank vary sensibly with how spaded it is, sometimes a stock plane is actually worse in performance than the fully spaded one preceding it, and sometimes without ammo unlocks a tank literally CAN'T do its intended job. - it mostly solves the problem of WWII stuff vs Postwar HEATFS/APDS problem. - players get happier overall with a fix of some kind for a major problem coming to the game, leading to increased player retention. Happier players are more willing to spend money to show their support. I know I would definitely show my support. - Finally, fixing this mess will prevent it from becoming a problem when boats go into open beta and beyond. Because with the player base stagnating at best and slowly shrinking at worst, if this is not fixed by the time boats come out it'll leave a bitter aftertaste in everyone's mouths, no matter what boats turn out to be.
  5. Gameplay

    Hi. As I have had a discussion in many matches now in Simulator groundforces about the problem with the low. high intensity sun, I though it was time to see what the actual (forum)consensus is. Problem: The problem that is discussed is the occurrence of a low sun on ground forces maps. The sun is low over the horizon, and is very intense so that players facing it have severely limited sight range and have a difficult time seeing changes in contrast (outlines of tanks etc.) The problem can be described like someone looking at a sun but the pupillary light reflex (http://en.wikipedia.org/wiki/Pupillary_light_reflex) is not working, and the person get's blinded, even if not looking directly into the sun. As a side note I have noticed that if I look above the sun, that is if I have the sun in the lower part of my screen, the suns intensity is somewhat reduced, like the pupillary response kicks in as I look further from the sun.   And finally some personal reflections: As for personal experience I have been outside in many types of weather, and I have never been blinded by the sun in any way close to how I've been in War Thunder. Looking directly into the sun is not possible without damaging your eyes (It'll burn your eyes, Don't do it), but looking to the side of it, I have always been able to see thing, even at great distances (10+ km). In the event of fog/haze the sun has always, to my experience, been shaded out by said fog/haze to a degree that the light intensity has not been a problem,   //Jarlerus
  6. I want you firstly present problem what worry many players. It is very often bomber spam in Arcade battles. This problem making games shorter than 2-3 minutes. The biggest problem is in Ground strike mode what is the most often mode in AB games. Frontline and Dominations are quite OK. From my view any game shorter than 10 minutes it too short. Normal game time for me is somewhere between 10-20 minutes. Yesterday I made screenshots of battles for showing you what I talking about. You can see how many players took heavy or any bomber an finish game very fast. Here are 9 ground strikes with sreen what players took for first spawn and finnish screen for see how much time took them to finish game. It is 9 battles in a row no some 9 battles what can distort view of real problem. Problem with bomber spam starting somewhere in BR 3,7 and ending in 8.0 where are enought fast jets to eliminate bombers faster than they fall their load. Game starting with 25 min. countdown but you are spawned at time 24:35 and you going ahead to your opponents. You can see there only 2 games are longer than 10 minutes. And some are shorter than 5 minutes. This making this game mode so boring and lot of players stop playing normal random AB air battles. Some of us like me dont playing RB mode. They are more boring for me. And same saying many of my friends. So I ask you for making some changes to make this game mode fun again. I can give you some solutions for it. 1. In RB you set bomber limit 4. There is only one possible respawn so it is easy. But think it is possible to make it in AB mode too. It will be working little differently because you dont know what players will take from their line up. Limit in AB can work this way. Lets say 4 or 5 bombers will be limit. If there will be filled bombers spawn and another player will try take bomber it will warn him with message too many spawned bomber please choose different vehicle or wait in queue for the first possible respawn. After some of player lost his bomber it will make place for another bomber spawn.... 2. More target for bombers. Let make them more work to do and it will take them longer time to destroy all vehicles / bases. Make more bases or raise their durability 3 times + airfield 2 times. It will do enough time for fighter to kill bombers. 3.Do something similar like is in RB air battles. After 20 minutes are there light vehicles what can finnish battle. Here can be it little different. Lets do some Groung stages of targets. For example first stage will be bunkers and pillboxes. After players destroy them it will show up second group of targets. May be tanks with armored trucks. After they destreoy them can be third stage. It is up to tier of playing. Lower tier less targets. NEW : 4. If all ground targets will bombed ther will be still credits. Credits what can be lost only by destroing opponent planes. For exapmle. One destroyed plane will be -30 credit for opponent. There will be 1500 extra credit for it. Som if ground strike will have 30 vehicles it is 3000 + 1500 = There will be 4500 credits what can be raised down only killing opponents planes. Same will be with destroing base. All basses + airfield can raise down max 2000 credits and all other credits can be raised only killing planes and ground targets. I hope you will understand our AB comunity too. When RB players have complains for bomber spam it was very fast from your side to solve it. So I hope you will not let waiting us several months for some good solution. Also I asking other players to write down their view on it and if you have other good solution for it wrrite it downs. More views more they can choose
  7. Dear Gaijin, I am a long-time player of the game who really has had high hopes throughout all of development. Recently, I have been finding myself growing tired and bored of the game when playing ground forces, and I think the main cause of this can be attributed to the spotting system. Allow me to first delineate the problems which I believe exist due to the current spotting system. 1. Unrealistic gameplay: War thunder has always been marketed on the fact that it is one of the most realistic vehicle simulators on the market. We frequently see that many deisgn decisions are heavily influenced by maintaining this realism. Now consider the following video and its implications on the realism of the game: https://www.youtube.com/watch?v=IRnjRiS0v1U&feature=youtu.be In this video we see an ISU-122 driving on the other side of fairly dense foliage. The T34 which ends up disabling it has its name dimmed out: implying that there is no line of sight between it and the ISU-122. In fact this is not the case, we see the T34 shoot across the map and disable the ISU-122, and subsequently land 2 more shots ultimately destroying the ISU-122. Unfortunately, What is not present in this replay is the trajectory of the round which went through a building and a couple of trees. It goes without saying such a situation is unrealistic and would have never occured, since a target in a real tank can not be seen on the other side of foliage or a building. 2.Linear "Brainless" gameplay: One of the results of being able to see enemies through buildings and across vast distances is that players are more likely to both sit in their place and attempt to "snipe" as well as less likely to attempt any flanking maneuvers. Gameplay typically revolves on a "head-on" engagement of tanks shooting at each other from the front. Attempts of flanking will instantly leave a tank exposed and frequently disabled as seen in the video above. Here is where one must consider the balance of certain mechanics. On the one hand, Gaijin has chosen to very realistically model their tanks and the modules within them so as to make them very fragile. Allowing yourself to be shot is typically an extremely high risk choice which leaves the tank dead. This aversion to risk is exacerbated by the fact one is so easily spotted in the game. What results is gameplay in which dynamic, "fast-moving" tanks are severely penalized since they are both quickly spotted and almost instantly destroyed. The gameplay becomes one in which tanks are largely stationary and whoever decides to move is typically dead since they do not get the first shot. The Solution: I genuinely believe the solution here is simple in both comprehension and implementation. It requires two changes in the current model. 1. Remove any indicators of tanks which are not in direct line of sight with the player's tank. This is more realistic, as one should not be able to see an enemy tank through solid objects. This increases dynamism of the game by giving tanks the ability to move with increased safety through foliage or behind buildings. The choice to do this is still risky, as a tank may run into the jaws of a waiting opponent, but likewise rewarding as he may disable multiple enemy tanks which will be unaware of its presence. 2. Make tanks which are spotted by allies visible on the minimap but not on the screen of the player. Currently, the screen of the player in arcade mode is a mess of names appearing through buildings and who are not visible. In addition, one can see the movement of these names through buildings as enemies decide to "peak" and take a shot. It is a frequent sight to see two tanks hiding on other sides of the rock, unwilling to move because they know of each others presence, and can tell exactly which side and at what time the other will peak around the corner. Removing this type of spotting will give the people peaking a slight advantage, since the enemy will not be able to know exactly at what time they will come around cover (the motionless "camper" already has the advantage as he can see the enemy tanks frame before the "peaker" will have him in his sights AND the "camper"'s gun is already aimed and requires no stabilization). Keeping the tanks spotted by allies on the player's minimap still allows players to retain virtually the same amount of usable information, since players are typically focused on a single target at which they are aimed at. Again, the game becomes more realistic since radio information sent between tanks still required interpretation by a radio operator/commander and visual contact with the tank had to be made by the crew. Dynamism of the game improves since players have more of an incentive to peak a "camping" tank. As we see, both of these require little additional development effort. Simply removing tank indications which are already present in the game. As such, this will require little to no development (even a test of this idea could be simple to implement to check out players feedback and feasibility). I believe that both of these changes are in-line with the core goals of War Thunder's arcade mode. Creating a historical, realistic game which retains the fun and dynamism of a typical arcade shooter. Realism is enhanced because (frustratingly) impossible shots through foliage and buildings will be eliminated. People will not have the knowledge of knowing exactly when and where an enemy tank will appear from cover unless they pay attention to the minimap. Dynamism of the game will improve as camping will become less dominant of a tactic, and players unlock the avenue to explore more risky tactics which may also provide a significant reward. I appreciate all feedback, and would especially love to see a Moderator explain to us why the current design decisions were made. Thanks, Angelfishgod
  8. Just a random thought but it would be cool to see an ejection seat when you press "J" on jets that had them in real life.
  9. ground vehicles

    Hello! Seeing as noone appears to have done it yet,i decided to suggest this-The German Wiesel Armored Weapons Carrier,direct successor to the KraKa (Kraftkarren) ATV in the role of universal light weapons carrier. So what is the Wiesel? Basically,a modern day Tankette that started its life in the mid-70s as a project carried out by Porsche to create a lightly armored vehicle that could carry a Rh.202 20mm autocannon,a TOW launcher or a 120mm Mortar while being airdroppable and light enough to transport with a CH-53 Transport Helicopter.The final result entered service in 1989,and a total of 345 were ordered (MK20 and TOW combined).The Wiesel 1 was tested with various other weaponsystems aswell,such as Rheinmetalls RMK-30 recoilless 30mm revolvercannon,a .50cal M2 in a different turret,a 60mm Mortar,HOT (in up to two launchers simultaneously) and MILAN.On basis of the Wiesel 1,a extended,larger version with 5 roadwheels was developed as Wiesel 2,which was then used as Ambulance,Mortar carrier,mobile command post and even light anti aircraft system (Ocelot,consisting of a radar carrier and a second Wiesel 2 carrying 4 Stinger launchers). Stats Moblity,Dimensions and Armor Emtpy weight without weapon system mounted: 1960Kg Combat weight: 2500-3000Kg Lenght: 3310mm (without armament),3545 with Rh.202 Width: 1820mm Height: 1820mm (Rh.202),1870mm (TOW) Clearance: c.a. 300mm,depending on load Tank volume: 80L (Diesel) Operational range: 200-250km Speed: 80 Kph Armor: Protection against splinter and 7.62mm non-AP ammunition (In other words-Basically nonexistant) Armor material: RHA Suspension: 4 roadwheels+ 1Return roller,Torsion bar suspension Brakes: 2-Circuit hydraulic brake Fording capability: up to 500mm Climbing ability: 60% slope Engine 5-Cylinder 4-Stroke Turbodiesel (Made by VW) Power: 64KW (87hp)/4500RPM,195Nm/1900RPM Compression: 19:1 Displacement 2461cm³ Cooling Water Bore/Stroke 81mm/95.5mm Transmission Hydromechanic transmission type 3HP-22 Gears 3 Forward,1 Reverse Weapons Rheinmetall Rh.202 Caliber: 20x139mm Weight: 64 Kg (Without DGZ),83 Kg with DGZ (Doppelgurtzuführer,can switch between 2 separate loads stored in the boxes left and right of the Weapon Weight Barrel: 28 Kg Lenght (overall): 2612mm Width: 278mm Height: 317mm Barrel Lenght: 2002mm Barrel Lenght (Rifling): 1700mm Amount of Grooves: 15,6° angle Twist Righthand Operating type: Open Bolt,Gas operated Rate of Fire: max 1100 RPM (In case of the Wiesel,operated in single-shot mode or fired in very short bursts) Recoil force: 7.5 kN Ammunition: HEI DM 51A2,DM 81A1,DM 101 1055m/s AP-T DM 43 1100m/s Penetration 40mm/1000m APDS DM 63 1150m/s Penetration 44mm/1000m Practice DM 48A1,DM 98A1 1045m/s Practice DM 88A1 1040m/s 160 Rounds ready to use,standard load 100 HE and 60 AP Traverse 55° Left and Right Elevation/Depression +45° to -10° TOW 2 Type: SACLOS Speed: 278m/S Penetration: ~900mm RHA Warhead weight: 5.9 Kg Amount carried: 6 Traverse: 45° Left and Right Elevation/Depression 10°/-10° Wiesel/TOW can mount a MG-3 next to the TOW launcher. Implementation and Gameplay This vehicle is extremely small and agile,but also extremely vulnerable incoming fire.The Rh.202-armed variant has a crew of only 2 (Driver and Commander/Gunner),the TOW-armed variant has a crew of 3-which basically means that it will often be onehit by even machinegun fire (a .50cal will cut through it like a hot knife through butter even at long range,and a 7.62mm machinegun with AP will most likely still penetrate at extremely short ranges.The amount of ammunition is extremely limited,so emphasis has to be put on making every shot count,regardless of which weapon is used.Basically,this vehicle relies on its small size and extreme mobility to get into capture zones and unexpected positions,and lay ambushes for enemy vehicles or distract them from bigger threats.In terms of balancing,the TOW-armed version would probably end up at 8.0-8.3 simply due to the TOW being extremely powerful (albeit in limited supply),while the Battlerating of the Rh.202-armed variant would largely depend on wether or not a "spotting mechanic" for reconnaissance vehicles is implemented (i did see someone suggesting such a thing not too long ago,basically involving "marking" the target and getting points for the marked vehicles destruction).With such a mechanic,this vehicle could end up at a pretty high BR,possibly at 8.0 or higher, since its very effective for reconnaissance-Without,it would have to end up between 4.0 and 6.0,due to high penetration,but limited ammunition and inability to fire more than quick bursts due to the recoil throwing the aim off.The prototype versions with HOT,MILAN and RMK-30 would fall somewhere in between those,but there is not particulary much information on these vehicles to be found. This vehicle would be for people that like using ambush tactics, and dont mind having limited ammunition and no armor in exchange for a big boomstick-Type 60-players should feel right at home with either of these two.The Rh.202,even with the limitations imposed by the platform its mounted on,can quickly destroy most vehicles from the sides and rear,while the TOW would cause catastrophic damage in case of a Center-of-Mass penetration on the enemy vehicle. As for placement in techtree-this would be suitable for the mid-to top end of a german Light AFV/Weapons Carrier tree,along with vehicles like the KraKa and Sd.Kfz 221/222. Pictures Sources: http://www.army-guide.com/eng/product943.html https://de.wikipedia.org/wiki/Wiesel_(militärisches_Kettenfahrzeug) http://www.military-today.com/apc/wiesel_1.htm https://www.amazon.de/Bundeswehr-Fahrzeuge-im-Bild-Ralf-Weinreich/dp/361303283X
  10. Seeing a mm fix for arcade prolly wont be around the corner i tought of this as a way to ease the pain for those who are bottom BR in most games they play, a bonus to earned Lions/RP.   Say for example your 4.7 lineup ends you in a mostly 5.7 match, as a small plaster on your wounds you will recieve a small bonus.   it would scale depending on tier so as follows. Boost would apply both to final rp and sl gain. A small icon will be shown next to your name in the teamlist to let you know you are getting the bonus (and to let you know you and a few others are lowest br in the match xD)   tier 1 10%   tier 2 15%   tier 3 20%   tier 4 25%   tier 5 30%
  11. My suggestion is a much wider array of GF type maps, atm we got domination and qonquest wich is essence is almost the same.   Things that could be added are as follow   Defence: one team start as defenders of a certain area and get a little time to move into position before the enemy team spawn, victory is achieved if the defenders kill the enemy team or if the enemy team manage to keep a tank inside the defence zone for say 20-30 sec.   Escort: both teams rush to an escort veichle, the first teams who make it must then escort the veichle back to base while the other team must try to kill it.   Strongpoint destruction: similar to qonquest but here both teams must destroy echothers strongpoints, either by drvining close enough for their tanks to damage them or collect the points needed to spawn a bomber, this gamemode would make spaag alot more viable cus they have fixed points they need to defend.   Airfield rush inspired by Another post in here, both team rush to capture a central airfield, capping this airfield will make the enemy teams tickets drain slowly and will also allow the enem team to spawn bombers making it alot harder for the other team to win, the rate of capping would be slow to give both team a fair chance to interrupt attempts by the other team.   an update to airfield rush suggestion, map have 2 airfields both located on the centerline of map at the edges aswell as 3 cap points on the map, to be able to spawn the usual fighters,attackers and bombers one must hold atleast 1 cap and 1 airfield, if one team can deny the cap of an airfield they can completely dominate the sky, but if only 1 team holds an airfield the other team should have acess to free spawned spaag to give them a fighting chance.   Perhaps we can also brainstorm more types of maptypes for gf =)   NEW IDEA, capture the tank factories, in order to be able to spawn heavy tanks you need to control the tank factories while protecting them from enemy bombers, bombing out teh factorie will reset the cap
  12. Overview WarThunder features Empires Headquarters Sectors Sector menagement Taking sector control Strategic view World Map Example of World map of Mexico Empire: Mexican players control over 70 sectors, many of them are rich in resources (huge fuel production). Rest of Latin America looks easy target. But what does Uncle Sam do? Aggression? Embargo? Secret agreement with Mexico? Looks on Canada territories? Who knows... Empire leader HQ Council Continuation will be added in next posts to this topic.
  13. hello , why is chronicle ev. so much waste of time?? after 4 hours i could not even complete 1 day chalange, like in january so in this chronicle i gave up after second day, im a single player so its nearli imposible.
  14. In the current AB ground forces situation you are able to spawn in planes that contain rockets and bombs such as the IL-2 and FW-190. Rockets are hard to aim so many people jsut fly their plane and kamikaze right into player tanks releasing their rockets at the last second. This has cause many detrimental effects to game-play experience and gives unearned rewards to players that do it while also hurting players that are doing well. Ref. I have proposed a solution to this problem. My solution is that similar to currently whenever you spawn in the plane a 1 minute (or similar period) timer begins and your flight sessions ends when that time expires. The difference is that despite any actions or kills a player scores during that one minute period, he/she does not get any rp or lions unless their plane is still alive at the end of that one minute period. This would work because kamikaziing would provide no rewards to players while taking the time to aim the rockets and bombs would still provide rewards. This would stop many players from crashing their planes since they would not get anything for it while at the same time would preserve the spirit of having planes in AB ground forces. This would also encourage more people to get into AA guns and fighters thereby protecting their friendly tanks. If this feature is implemented it would only affect players that kamikaze their planes and would make AB ground forces much more enjoyable for everybody and make the game more realistic. Implementing this would provide very little effort (i am not an experienced game designer but would constitute less effort than a major game mode overhaul) to implement and have many good effects.Its time to stop giving out free kills and end this travesty. So in conclusion the changes would be * No rewards unless you r planes survives the one minute * would discourage kamikaze dives * Would still reward players for flying skills * Keeps the spirit of Planes in AB tanks * Takes little effort to implement and makes no major gameplay changes * will make community happy * will increase the incentive for people to actually use AA in Ab ground Forces
  15. War Thunder Weapons Target Training Range Development and School Academy Proposal Concept Proposal Explained Map Design and Proving Training Ground Targets Strafing Net and Stationery Military Targets Bombing Bullseye Target and Stationery Military Targets Development feature in Single-Player Training and Multi-Player Coordination Mission Training Weapons School Academy - Qualification Assessments - Weapons and Tactics Employment - Instructor Qualification Brief and Debreif - Level Qualification Objectives and Assessments and Scoring including an Replay Analysis Tool 1. Concept Proposal Explained The proposal suggestion is for a "War Thunder Target Training Range" in Simulation Mode / Realistic Mode/ Arcade Mode of play for the fun aspect offline/single-player and even to have online/multi-player coordinated training aka "Mutual Support Combat and JTACs" with other players and ground forces as part of the combat training Kinda of whats found on ED-DCS A-10C Simulator with the NTTR MAP Link:- https://www.digitalcombatsimulator.com/en/files/1598945/ The idea is two concepts in one:- The "Target Training Range" is where you go and do it Map locations. The "Weapons School Academy" are lessons and tutorials built in........ I.e - Janes USAF the sim game was really good at this also Atari Falcon 4.0 training syllabus built T.E missions were awesome for training purposes designed by a real USAF general, they were like scripts to follow. The weapons school academy is where you learn about combat weapons employment ( how to use weapons ) .......... E.g. Lessons and tactics on Rockets, Bombs and Guns Attack and types of attack profiles with wing-man in mutual support tactics. This would be in Single Player option mainly to use various aircraft or tanks and creating your own tactics or even training online before missions if at all possible as the game and maps develop further. This concept proposal also combines well with this other proposal for Tactical Engagement Mission creation - Link:- https://forum.warthunder.com/index.php?/topic/354955-a-war-thunder-custom-battles-tactical-engagement-mission-builder-requestproposal/&do=findComment&comment=6822302 A "War Thunder Training Range" is where you can fly to the training range and practice bombing and strafing runs on “Bullseye Targets” for example:- Old Trains Military Vehicles Abandoned Air Craft Hardened Targets like Tanks or Steel Shipping Containers Small Buildings Painted Bullseye Targets *** Including observation towers and look-out bunker in game views. Where you can even earn extra points for successful completion of satisfactory hits on bomb targets and strafing accuracy on target net and/ or other target types. Its also another avenue War Thunder could make revenue as a business, as long as there is also freedom for community free modding as promised by Scarpers reply post here:- https://forum.warthunder.com/index.php?/topic/349920-countermeasures-against-forbidden-modifications/&do=findComment&comment=6749514 This might start off as one Training Range MAP free as part of the game and purchase other MAP Training Ranges from around the world with various terrains and mountain elevations and many add-ons objects to add to the ranges itself. As a revenue concept or simply purchase newer models for practice or other means of developing the concept financially. It might be as simple as just adding more to the game as content, building a larger customer base as a combat game in its own merit, and draw more revenue for current shop setup. They are your choices I guess as a business, but have provided some revenue ideas to consider. Its also where people can select maps or training ranges from their nation of choice and train in online competition scoring but also time in MAP or aka "Time on Station" needs to be increased to 30 - 45mins from the current time spent in MAPs. On average its 7 to 10 mins need more play time in all fairness. MAP design is critical here with the ability to take-off and land on air bases for rearming and refueling then heading out back to the weapons live fire training range. Again having various types of landscapes e.g. valleys, mountains, boulders, trees even snow, increases the level difficulty and intensity for the student/user to focus coming into target range like the "Pilsung Training Range" in South Korea where its tight and difficult to get to. Watch the "Pilsung Range" video below! NOTE:- The "Bomb and Gun Aiming and /or Sighting Arcade Feature" should be an option in the settings menu for more experienced simulated fun. The arcade target sighting circle helps in the beginning, to understand how it's done but it also gets you into bad habits of not flying in cockpit mode and using that as a guide from the nose down view. Google Search Reading Links:- https://en.wikipedia.org/wiki/Test_and_Training_Range https://wallyswar.wordpress.com/gunnery-course/ http://www.clui.org/category/ludb-keywords/training-testing-bombing-range http://www.users.globalnet.co.uk/~rwbarnes/defence/ranges.htm https://en.wikipedia.org/wiki/Lowry_Bombing_and_Gunnery_Range https://en.wikipedia.org/wiki/Badlands_Bombing_Range Google Search Videos to Watch:- 2. Map Design and Proving Training Ground Targets Something like this....................... 3. Strafing Net and Stationery Military Targets 4. Bombing Bullseye Target and Stationery Military Targets NOTE:- Adding Observation Tower and Tank or Aircraft Views PLEASE NOTE:- I also consider this proposal added game concept for Tanks as a course proving and training grounds. This is in combination with this proposal to ensure you have "Situational Awareness" though effective camera views:- https://forum.warthunder.com/index.php?/topic/351876-simulation-battle-mode-external-views-for-situational-awareness-sa-realistic-operational-requirement-checks/ 5. Development feature in Single-Player Training and Multi-Player Coordination Mission Training Single-Player would be non squadron participants or isolated practice running the program module to refine your own skills and experience as well tactical strategic knowledge of the game. Multi-Player would enable mutual tactical training and coordination training tactics and strategic knowledge of the game. Squadrons then have users passing "Initial Qualification Training" and better equipped at weapons for Tanks - Aircraft - Ships and tactics to use and participate in missions, campaigns and events. 6. Weapons School Academy - Qualification Assessments - Weapons and Tactics Employment - Instructor Qualification The School and Academy aspects is passing assessments and "Initial Qualifications Training and Missions" - IQT and IQM's. I will post more on that later if proposal is moved to be implemented, although you can research this online here is a start:- https://en.wikipedia.org/wiki/Air_Education_and_Training_Command https://en.wikipedia.org/wiki/USAF_Weapons_School Possibly adding built in training lessons like for example Janes USAF Training Missions EXAMPLE 1:- Jane's USAF INTRO BASIC TRAINING MISSION 1 7. Brief and Debreif - Level Qualification Objectives and Assessments and Scoring including an Replay Analysis Tool Briefing before going on Qualification Training Level task and passing expectations with detailed instructions. Then Debriefed and your assessment score displayed and suggested corrections needed using an Analytical Data Replay Tool showing your training performance. Something like TACVIEW:- http://www.tacview.net/product/about/en/ _____________________________________________________________________________________________________________________________________ So hoping that developers will consider development suggestion, please. Also aircraft like the North American Rockwell Bronco OV-10 link here.......... https://forum.warthunder.com/index.php?/topic/327284-ov-10a-bronco/ The Bronco OV-10A is perfect for training range qualification missions. Gamers just want to have fun adding full realism and immersion and pure entertainment, so here's to all our dreams come true! Kind Regards SkyKnight
  16. Tbh even for an arcade tank mode the spotting as it is atm is way to helpfull, for some tanks it's even deadly like td's who completely depend on being hidden when taking a shot, now if everyone from 2km away can see you a kv-2 can just pop a shot at your general direction and boom dead.   I suggest that war thunder introduces q spotting like it works in games like battlefield, where stuff dont show up on the map unless you actually see them in your sights and call them out with Q (usually), for arcade this would mean alot for tacticts but it would also mean one major thing, attackers and bombers would only be able to see those tanks that have been spotted recently.   This would also bring new chances for light tanks aswell sins there should be extra rp gained from calling out someone that then gets killed while spottted.   also concerning the aim assist, i believe it should only exist to help you with rangeing your shot's, it should be 1 colour that dosnt change at all so you still need to aim for weakspots yourself
  17. Hello war thunder Devs,mods,and users.. i'm here to share my opinion.. about war thunder Story mode/campaign mode suggestion.. THE REASON BEHIND i was inspired to share this opinion mainly because of the user made missions provided by creative WT users on live and other external factor like another games out there that features Single player campaign (I.E i name one title:call of duty) i saw potential in the game engines that they can develop the same concept of single player or PvE plot driven story mode/campaign game mode... in the end..i expect the game to immerse more on human and social factors of the war players will be able to experience soldiers and serviceman in their own boots: The man behind every gun sights of war machines,their infantry comrades,their families back home,their mechanics,all of the people that related to the character we're playing on,who affected by the massive seems like never ending war. MY BASE CONCEPT OF THE MODE my idea of this game mode is a series of single player/PvE missions that bundled into a campaign or episodes you can play it with and against AI,or fought them with your friends each mission will be like developer made user missions with various task and scenarios (defence,attack,rally,and vice versa). after and before some sequence there will be cut scenes with real human voices and probably Human AIs telling the plot of each mission..in which in every cut scenes explain and depict situations and moments of the mission,preferably in form of in game footages (you know what i mean) also it will feature dialog between characters during the gameplay itself as a direction guide and themedia of expressing the Human aspect of this mode this is the strong point of this suggestion.. WHAT'S THE DIFFERENCE WITH THE ALREADY WORKING IN PROGRESS "World War Mode"? this one focuses more on humans,not series of missions and wars alone. OVERALL this is just a plain "raw concept" of my suggestion..if you developers decided to take this into considering any additions will be warmly welcomed by me the suggestion itself projects my dream of war thunder...i want players like me feel the other point of view of war thunder that we currently didn't have.. thank you for visiting this post..and for comments and considerations indo_comrade. (the Ace from a remote corner of WT live) P.S: pictures taken from war thunder trailer video "Going Home" they said in order to post appropriate suggestions you need to add logical explanations and some media...so i did
  18. As an SB player, people not knowing what tanks look like is a recurrent problem that sucks for both the innocent that got killed, and the TKer who just killed them. I think part of the reason for this is that there is nothing easily accessible to players on how to recognise tanks, it's just something that comes with experience. So I've come up with this suggestion for the loading screens. As you can see I'm no artist, but you get the intention. Outlines were taken off of a google search and cropped/moved. The main focus is the large ''American/British 75mm M4 'Sherman' '' in the centre. As you can see there are arrows pointing out key features that are of use in identification. For example if the picture were a German Panther it might point out ''reverse sloped rear hull, overlapping road wheels, angular turret, ETC'' I think Gajin should create one such image for every tank in game, or perhaps just every main 'type' of tank. For example you can see I've lumped all 75mm Shermans into one, as the visual differences aren't that major. Such examples might be lumping the Panthers D/A/G into one, all the long barrelled Pz.IVs into one, all the long barrel Shermans into one ETC to reduce the pointless differences. Then I think that the images that would appear in that box would be randomised around the event/BR you are queuing for. For example if you're queuing with a highest BR of 5.7, you could get any of the images from 4.7 to 6.7, ideally perhaps only those BRs in the game you've just found. IE if the highest BR in that game is a 6.0 you could get any of the images from 5.0 to 6.0. Or for SB if I'm queuing up for the event lineup with Tiger 1s, Panther Ds, T-34-85s and more, I might see any of those in the image. But if Gaijin doesn't want to have to code those parameters in simply randomly determining the image from all possible vehicles would have to do. I think a similar system could be good for planes as well. I think the style would suit Warthunder well and if nothing else it would give players something useful to look at while in that screen. I certainly think this is a big improvement over the current tool tips which run along the lines of ''an immelman can be an effective method to get a player off your rear'' because I have yet to pull off an effective immelman in my Tiger no matter how hard I try My only concern with this is that often people do not spend long loading in this screen before they enter the game, especially those with faster PCs.
  19. Hello there! As a player who often plays tiers 4 and 5 of Japanese tanks, there are some problems I've noticed with making Japan always fight with Germany against USA/BRITISH/USSR tanks, and I think it could alleviate a lot of the issues players are facing. Issue 1: Long Queue Times. I've had queue times for tiers 4 and 5 range anywhere from 30 seconds, all the way to 5 minutes, and this is with all servers selected, and I play at normal times (at least for US players). It's frustrating when you get one shotted in a match, only to be awaiting a 3 minute queue time, only for this to happen again. I know, the player should "get good," but the thing is, they will struggle to if they keep on having to wait in these ridiculously long queue times. Issue 2: Inability to Play in Squads With Other Nations. Several times, my buddies message me and ask to play a match with me, and so I join their squad, we decide on a BR, pick our tanks, only to be greeted by an error that says something along the lines of, "Selected nation cannot play with squad's nations." This is incredibly frustrating because I'd love to play in a squad with multiple people and play out an "allies vs USSR/East Germany" scenario. This is also frustrating because few players play Japanese tanks, so much so that of my almost 100 contacts, none play Japanese tanks. Issue 3: It Gets To Be Extremely Repetitive. Honestly, constantly facing American, British, and sometimes USSR tanks can get to be extremely frustrating. It loses all immersion at tiers 4 - 5 as well, and I'd honestly really just like to mix it up a little with the opponents I come across, and develop new strategies for attacking/defending against said opponents. Historically, it wouldn't be USA + Brits + USSR vs Germany + Japan, it would be USA + Brits + Japan + West Germany(if possible, maybe divide some players on each German team) vs USSR + East Germany. These are my thoughts on this, I'd love to hear what you guys have to say in regards to this. Please specify why you are for or against this, and what reason you have for picking a certain poll option!
  20. As of today, I noticed the APCBC round for the M46 has less muzzle velocity. (It's below 900m/s now.) I hit 2 Tiger 2's in the cheeks at 50 yards and in the belly. All of the rounds bounced off, all were near 90 degree hits, when they typically punch straight through. Thank you for negatively modifying the game due to further research, or more likely due to the complaints of less skilled players. Again, as a former US Marine, I will adapt to the new unlevel playing field, further sharpen my gunnery skills, and cause more unnecessary changes to drive more customers away from this game. Please, other players, comment if you've noticed this change.
  21. Ahoj Vyzkoumal jsem M103, a tak logicky, jako fanoušek techniky jsem si nejdřív chtěl o tanku něco najít a seznámit se. A našel jsem okamžitě první věc, která mi neseděla. Podle wiki má M103 být tank určen k ničení obrněných cílů na velkou vzdálenost. ,, Its long-ranged 120 mm cannon was designed to hit enemy tanks at extreme distances,, wikipedie ... ,,this gun was able to score hits at 2,500 to 3,500 m with good accuracy,, tanks-encyclopedia, s čímž mi trochu nesedí ten neskutečnej padáček, kterej má ve WT, ale to je jen můj pocit... tou hlavní věcí kterou jsem chtěl zde řešit je ,,střelecká optika,, .M103 to má zajímavě řešené podle toho co jsem našel.V M103 totiž střelcem býl více velitel než střelec sám, a to protože měl k dispozici dálkoměr, přičemž utočnou optikou byla PRAVA strana dálkoměru podle dědy z videa. Z toho tedy plynou 3 věci. 1) Pohled střelce v sim se musí přesunout na pravo, jeli to pravda, nebo se M103 předělá na M103A1. 2) pochopil jsem, že ten dálkoměr funguje pomocí natáčení zrcátek, tudíž kouká-li jedno seřízené na enemy tank, musí na něj koukat i druhé a koukají-li na něj obě známe vzdálenost. Takže by špatné umístění optiky mělo být kompenzováno ukazováním vzdálenosti v reálném čase. 3) jeli střelec mrtev, velitel je stále schopen ovládat plně kanon i věž a elevaci. (nic jsem nehledal, ale řekl bych, že patton 2 to měl dost podobně řešene) pokud máte někdo lepší informace rád se přiučím Co se týče bugů. Hra je v žalostném stavu. Mame tu bugy, které tu nebyly, přitom jsou v základních věcech jako friendlist .. kdo je online a kdo ne .. nebo zoomování v garáži, penetráční model ... situace kdy mi třela nepřítele lízne tank a exploduje najednou 90 stupňu do mého tanku .. nebo že mi náboj lízne střechu a na killkamu vidím, jak letí a v momentě, kdy se dotkne střechy, tak se teleportuje o 25cm+- niž do tanku a pokračuje v letu, a nebo staré známé střílení skrz kopce, nebo desinchronizace .. vidím že mi trefil věž .. je tam i díra ale na killkamu naboj letí do vany? .. na 4 roky+ vývoje je to žalostné. Přitom kvalita hry klesá, zapnu-li bitvu ve Wotku tak tam potkám víc skutečných tanků jak tady .. zde je to samé Ručko, a T29 a T34 a IS-6 .. k pláči tohle. Nedávno mě zabil kugl na ranu v diamatnku protože existuje bug kdy naboj penetruje nějakou blbost, jako pás nebo pruzor a několik metrů potom ignoruje všechny překážky .. exituje video kde to hráč demostruje .. a i to se stalo mě .. vše co píšu se mi stalo s M103 a to ji mám 2dny.
  22. Ahoj Vyzkoumal jsem M103, a tak logicky, jako fanoušek techniky jsem si nejdřív chtěl o tanku něco najít a seznámit se. A našel jsem okamžitě první věc, která mi neseděla. Podle wiki má M103 být tank určen k ničení obrněných cílů na velkou vzdálenost. ,, Its long-ranged 120 mm cannon was designed to hit enemy tanks at extreme distances,, wikipedie ... ,,this gun was able to score hits at 2,500 to 3,500 m with good accuracy,, tanks-encyclopedia, s čímž mi trochu nesedí ten neskutečnej padáček, kterej má ve WT, ale to je jen můj pocit... tou hlavní věcí kterou jsem chtěl zde řešit je ,,střelecká optika,, .M103 to má zajímavě řešené podle toho co jsem našel.V M103 totiž střelcem býl více velitel než střelec sám, a to protože měl k dispozici dálkoměr, přičemž utočnou optikou byla PRAVA strana dálkoměru podle dědy z videa. Z toho tedy plynou 3 věci. 1) Pohled střelce v sim se musí přesunout na pravo, jeli to pravda, nebo se M103 předělá na M103A1. 2) pochopil jsem, že ten dálkoměr funguje pomocí natáčení zrcátek, tudíž kouká-li jedno seřízené na enemy tank, musí na něj koukat i druhé a koukají-li na něj obě známe vzdálenost. Takže by špatné umístění optiky mělo být kompenzováno ukazováním vzdálenosti v reálném čase. 3) jeli střelec mrtev, velitel je stále schopen ovládat plně kanon i věž a elevaci. (nic jsem nehledal, ale řekl bych, že patton 2 to měl dost podobně řešene) pokud máte někdo lepší informace rád se přiučím Co se týče bugů. Hra je v žalostném stavu. Mame tu bugy, které tu nebyly, přitom jsou v základních věcech jako friendlist .. kdo je online a kdo ne .. nebo zoomování v garáži, penetráční model ... situace kdy mi třela nepřítele lízne tank a exploduje najednou 90 stupňu do mého tanku .. nebo že mi náboj lízne střechu a na killkamu vidím, jak letí a v momentě, kdy se dotkne střechy, tak se teleportuje o 25cm+- niž do tanku a pokračuje v letu, a nebo staré známé střílení skrz kopce, nebo desinchronizace .. vidím že mi trefil věž .. je tam i díra ale na killkamu naboj letí do vany? .. na 4 roky+ vývoje je to žalostné. Přitom kvalita hry klesá, zapnu-li bitvu ve Wotku tak tam potkám víc skutečných tanků jak tady .. zde je to samé Ručko, a T29 a T34 a IS-6 .. k pláči tohle. Nedávno mě zabil kugl na ranu v diamatnku protože existuje bug kdy naboj penetruje nějakou blbost, jako pás nebo pruzor a několik metrů potom ignoruje všechny překážky .. exituje video kde to hráč demostruje .. a i to se stalo mě .. vše co píšu se mi stalo s M103 a to ji mám 2dny.
  23. Background When shooting a tank in War Thunder, it is often important to make sure the tank cannot fire back. To do this you have to make sure either the breech is knocked out, or failing that, the gunner is incapacitated (black). It is sometimes also important to make sure the tank cannot move (e.g. behind cover, to a better angle for its armour, or to an angle to return fire), so keeping the driver inoperable is also sometimes important. This is especially true for tanks that rely only on APCR, APDS, or other types of AP, to stay alive when shooting tanks that can hide their ammo racks at certain angles. Gunner and driver seats are guaranteed to have crew in if the tank is operational, but if the tank under fire is lucky, he may have only black crew in these positions, making him invulnerable to shots from these ammunition types in these vital positions. Similarly you can shoot an already black gunner, but e.g. 0.1 seconds later the crewmember in this position gets replaced and shoots you, sometimes taking you out in one shot, especially if that tank has APHE. This effect is increased by a lower agility of crewmembers, (i.e. a worse skilled crew) so one black gunner can absorb 2 shots instead of these shots taking out 2 crewmembers, and also affects tanks that have the benefit of high rate of fire to make up for having no APHE, where the rate of fire is countered by the fact that a black gunner or driver can absorb as many shots that hit during the replacement timer, whereas in reality, crew going to that position would also be killed/damaged or slowed down by these incoming shots if they did actually fight on and not evacuate the tank. When a crewmember is replacing a fallen comrade in a certain position, that position getting shot should not be completely harmless to him. Change The game could be changed so the crewmember in the process of switching positions, while moving his incapacitated ally and taking his place, could also be damaged by shooting this location, possibly with some effect on replacement time. This could be implemented in the most straightforward way (which is what I would suggest): 1. Damage to a black crewmember in a position that has crew being replaced would always lead to the crewmember on his way to that position taking that damage. The replacement timer resets if the new crewmember is also incapacitated, and the next available crew starts to take his place. Replacement timer is otherwise unaffected. Or by other ways: 2. The crewmember on his way to the seat is damaged (e.g. by half of the damage taken in that position). The replacement timer resets if the new crewmember is also incapacitated, and the next available crew starts to take his place. Any damage to that position increases the replacement timer even if the new crewmember is functioning. (replacing crew while under fire would in real life slow this job) 3. The crew going to the position is damaged by the same amount of damage done to the black crewmember, but with a percentage that the replacement timer is at (90% time complete means the new crew is now mostly in position so would damage him by 90% of the damage just done to the "black" crewmember, so likely incapacitated also, but 10% time complete means the new crewmember is still attending to his fallen comrade, and not fully in position, so is only damaged by 10% of the shot to his position, and might survive). The replacement timer resets or is increased. Benefits This could help tanks that do not have APHE that kills greater numbers of crew, and reduce the ability of every tank they face being like damage sponges that might shoot back if lucky, even though the gunner position was being shot, or drive away even though the driver position was being shot, so would make the game more realistic. It would still rely on the skill of a tanker to aim for these key crew positions to make sure the tank is inoperable, being guaranteed to do some crew damage in these key positions, rather than only further giving away their position, with black crewmembers absorbing these well aimed shots. It would also mean having a well skilled crew replacement time would always be an advantage.
  24. Gameplay

    I suggest you put a 300 meter no play zone for both side to stop the spawn killing. In many cases from arcade to simulator its the same thing happening soon as you respawn you are killed. they are not going after objectives such as A, B, C, but rather setting up camp at our respawn point and just killing tanks as they pop up. this is unfair game play and not a fun game when it happens. The whole point of the game is to try win the objectives  not get killed as soon as you enter the game. this = no one wants to play if it keeps up. i see this as a error in the game that must have been over looked. 
  25. Firing a cannon or MG in a high G turn IRL would often result in the gun immediately or quickly seizing. The firing mechanism of the weapons are simply unable to function at such high physical forces. The belt feeds fail during such maneuvers. I feel like this would add an extra needed dynamics to certain modes of the game, HB or FRB.    This would have a lot of impacts on people who attempt to dive at 1000km/h and hour and fire their weapon freely as they pull out of a dive at 9-12G's. Of course the speed itself of the dive is not whats effecting the jam, the turn causing the G's is.       Another factor I am unaware if is already implemented. But for the inability of a gunner to aim while pulling G's. An aircraft going only 200km/h in a shallow turn would make it nearly impossible for a gunner to move his body or aim his gun.