Preface: I have participated in the infantry mode test twice and played quite a lot. In this article, I will analyze in detail the features and shortcomings of the current infantry mode, as well as my expectations for the future of WT. The text may be somewhat long; I hope that WT masters, operators, and content creators will read this. I am very optimistic about WT’s new modes, as it will be an important milestone for WT.
About Infantry Itself
The handling of infantry in the second test has improved greatly compared to the first test; moving/running is more fluid, but there are still some issues:
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I feel that turning is still somewhat stiff. Although there have been improvements, my upper body still feels like a ‘steering mechanism’ with dual-axis controls—one at the waist and one at the head. When I look in a certain direction, my arms cannot respond quickly, accompanied by some delay. Perhaps this temporarily uses a vehicle’s ‘steering mechanism.’ I hope Gaijin can remove this delay or set a ‘steering speed’ to an ‘almost infinite value,’ like 180°/s, haha.
(I can see that Gaijin has ambitions to expand the player base further, and I look forward to having more players and higher game popularity. However, FPS players are often picky about infantry controls, and there are many competing FPS games. I hope Gaijin will pay attention to this.) -
The climbing system needs improvement. Currently, it feels like my body ‘floats’ and then ‘translates’ behind obstacles. I hope Gaijin can create a more realistic animation system.
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Gun handling: Currently, the recoil in full-auto mode is very strong. I’m not sure if it’s because Gaijin hasn’t provided a fully equipped version. It even feels somewhat like PUBG with excessive recoil. I hope this can be reduced; otherwise, we will be forced to use semi-automatic mode, lol.
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Muzzle smoke is very heavy, and the white smoke obscures most of my screen. This is especially obvious in dark indoor environments. I hope this effect can be reduced.
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The sights made by Gaijin are very realistic, and the black gradient effect on the edges of the sights is quite good (though it seems a bit coarse? I would like it even more if it were finer :3).
Additionally, compared to famous war-themed games (like COD and BF), our game focuses more on realism. I think it would be best if Gaijin could add an option to “only magnify the view inside the sight while keeping the outside at 1x magnification,” rather than the current simultaneous magnification. This would give players a more immersive experience.
Currently, they magnify at different levels simultaneously.
In this test, the default magnification for the red dot and holographic sights is 2x, which is a bit large for close-range combat. It would be great to offer multiple options such as 1x, 1.25x, and 1.5x.
Regarding Gameplay
I think we can refer to other large-scale battlefield games, like BF and Squad, to differentiate infantry into various classes. For example, in BF2, infantry were divided into 7 classes based on functionality, and their firearms and equipment were highly specialized and restricted. In WT, I think we also need a clearer distinction of roles, using labels like ‘Assault,’ ‘Support,’ ‘Recon,’ and ‘Sniper,’ rather than the current ‘M4A1.’
At present, the statement “M4A1 killed AK12” seems a bit off. XD

Currently, infantry have a large amount of explosives, ATGMs, and FPVs, and almost everyone can carry them in great quantities. In a realistic game like WT, a single missile can destroy armored vehicles, and FPVs make vehicles nearly defenseless. Most of the time, countless FPVs hover in the air, and once vehicles depart from the spawn point and reach the battlefield, they are surrounded and instantly destroyed by these FPVs. I think these need to be restricted; otherwise, gameplay will suffer negatively.
It’s very important that explosive equipment should be limited to specific infantry types. In the second test, almost all infantry could carry ATGMs, portable anti-air missiles, or FPVs, which would fill the battlefield with lethal explosives—a disaster.
ATGMs should be limited to ‘anti-armor infantry,’ and portable anti-air missiles should only be used by a certain type of ‘anti-air infantry.’ FPVs need to be bound to specific units, such as ‘special forces,’ and the carryable quantity should be reduced, especially for FPVs—they must be restricted. For example:
Only one unit can be carried, and it can only be launched in open areas, similar to light tanks.
Excessive explosives turn armored vehicles into ‘paper shells.’
About Vehicles
In the second test, I saw airports for fixed-wing aircraft on the map. I think in the future we will get fixed-wing planes, which is great. At the same time, anti-air vehicles will surely be added. I am really looking forward to us getting a more three-dimensional modern battlefield!
I hope that in the future we can use our own vehicles. I think Gaijin will let us have these. However… there is one design I find very meaningful:
Provide free vehicles in battle, just like in ground battles, offering free MBTs, IFVs, LTs, and anti-air vehicles of the same BR, as well as jets and helicopters.
And I strongly suggest that Gaijin allow new players who haven’t temporarily researched TT to freely obtain basic equipment, such as countermeasures and basic APFSDS, and allow them to grind for upgrades through battles so that they can use them in infantry mode, retaining their upgrade progress. Furthermore, I hope they can be allowed to grind TT experience as well, which would give them more opportunity to simultaneously research vehicle TT.
After all, honestly and seriously, we are likely to attract many BF players. In BF, vehicles don’t need to be researched. So if Gaijin can provide a limited number of free vehicles for them to use, it will increase their willingness to stay in WT and not feel “bullied by veteran players,” which is very, very important, really important.
I play both WT and BF, and I have played all modern warfare-themed BF games, including BF2, BF3, BF4, BF2042, and the latest BF6. I am very clear about what these potential WT infantry mode players might consider.
If these new players have fun, I think they will purchase more vehicle packs and go on to research TT, after all, this allows them to obtain more of the advanced vehicles they want haha.
“Oh… look… aren’t these two BMPT-72s really cool? If I buy them, I’ll have even more fun. They are perfect for infantry mode. Alright, I’m buying them now!
Haha, I’ve gained so much experience. Let’s see… oh, I can already grind TT, so… let’s keep going.
Hmm, this T80UE1 looks pretty good. Let me try it. Oh my, this is just so comfortable. Alright, looks like next I’m going to have to save the money I usually spend on eating fried chicken lol”
Regarding the environment, the indoor lighting is currently very dim, and it feels very glaring when looking outside from indoors. This phenomenon is somewhat alleviated when we are near the window, and I think this is an area that can be improved. …
I might be a bit long-winded, but honestly, as a loyal fan of WT, I really hope WT can accompany us for another ten years, and I also hope WT will attract more new players coming from different games. I look forward to WT becoming a milestone in ‘multi-unit infantry and vehicle coordinated battlefield’ games.
That’s all I can think of for now. If I come up with new ideas, I will continue to add them. I welcome all players to communicate and share suggestions together. I hope Gaijin can see them and consider these.





