Does your in game time add up? I frankly don’t trust app runtime clocks to show how long a person has played
Steam timer is a terrible way to track game time for WT. Just use Gaijin’s built in counter thats been in the game for forever.


Got an explanation for this box being in my inventory despite my account supposedly being from mid-2020, according to Gaijin?
Did you ever think that maybe Gaijin’s data is wrong sometimes?



My time played is greatly spread across different modes, but as you can see, it’s not a small amount.
Lets do some basic calculations:


193980 minutes / 19764 battles = 9.8 minutes per battle. Looks about right.
193980 minutes / 2244 days (since you registered) is about 86 minutes per day.
Soooooooooo? Whats wrong here?
I guess you are free to believe that if you want…
Game says I made my account in 2020 and I have boxes FROM 2019. That’s a clear inaccuracy. I have never once bought a box.
Did you play in 2019? Answer honestly. Because I have for sure gotten boxes from a time where I didnt even play.
From a glance I don’t think I see 9000
Shoved this all into AI and it added up pretty well.
I’m not an expert in physics, but I don’t think it’s realistic for an APCBC (APHE) round that hits the cupola to destroy the transmission.
They shouldn’t use the roadmap APHE spread because it’s still able to go around corners and doesn’t suffer from fuse failures.
If you really really really want APHE to be held to the same standard as everyone else, it needs to be changed to have a purely conical spread that can’t just magically generate fragments at angles above 75 degrees from the flight vector. It also needs to fail to fuse when impacting armor that is angled significantly. No more shooting people in the turret roof and nuking them with top attack.
Of course I did. I was trying to get the Tiger 2 10.5cm, but I failed.
For a topic about APHE, you seem very focused on the “erm actually” about my hours. I have almost every country to top-tier ground and 3 nations to top-tier air anyway, so my experience is still very relevant.
Almost as if Magik is a good player and understands the implications such a global change would bring.
I geniuenly dont see the “but but it will fix spaa!!” point since its simply not true.
The only thing that changes is the amount of fragmention going reardwards in specific angles (straight back still creates ~10% of fragments in a ±10° cone), aswell as NW/NE facing angles.
The distribution towards the sides makes up the majority of total fragmentation at ~70%
Now this obviously doesnt apply for every shell equally, the above are e.g. from russian ww2 aphe.
For larger calibre guns, this just reduces consistency overall, which is the exact opposite of what people always argue they want. I mean, if they were in favour of less consistent damage, then why do they complain about solid-shot damage so much?
If you look at footage of ingame APHE, you will notice that it very often fuzes early enough to be essentially next to crew/modules, including cupola shots (as was shown clearly during DEV server tests aswell). If it strikes a module, then it often tends to just fuze there instantly.
35mm Type KDA Spaags wont be affected by the rework realistically. They fire >9 shells per gun per second, a single shell being less reliable wont matter to them when the other ~5-6 APHEI-T shells fired by the same gun in the same second will just outweigh that.
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Are you suggesting that correctly identifying an enemy tank, knowing it has a vulnerable weakspot, and then carefully aiming the round to hit said weakspot, isn’t an application of skill?
What would the more skillful player do in this situation? Track and barrel torture? Is that somehow more preferable to you? Because I don’t know about you, but being killed slowly while I have to sit there, helpless to respond, is a far worse experience that just being onetapped through a weakspot. At least then, I can just respawn and get on with the game.
It’d also cause some very problematic balancing issues with certain tanks. Most pointedly, the Jumbo. Remove it’s ability to take out enemy heavies by hitting the cupola, and what is left? It’d be useless outside of a flank (Without the mobility to flank), but it’s armor means it can’t go any lower either.
Then we have the T95. You’re currently annoyed that it can get disabled by an accurate hit to the cupolas. Would it be preferable if that were impossible? Maybe. Only then, it would be so strong, it would have to move up in BR. And then you’re getting lolpened through the casemate by HEATFS and APDS shells from across the map. Is that better?
To be fair, that’s an M103 with two piece ammo. You were hitting the projectile, which (For most players at least) is a 120mm solid AP shell. If you’d hit the charges, he’d go up pretty consistently.
This is not to say that solid shot doesn’t have serious reliability issues, but this is not a good example of it.
How? It would be just as consistent, there’s no randomness about it. It would be less lethal.
Also, Spookston can say whatever he likes. He’s both right and wrong. He’s right in that just nerfing APHE won’t fix autocannons, but he’s wrong in thinking it’ll fix nothing.
APHE is only part of the problem. So is belts. The other issue is the “two bounce bug” where if a round bounces a second time then it just goes straight through armour. Doesn’t matter what the penetration is.
It’s also Gaijin’ net code being unable to keep up with the rate of fire so rounds just phase through armour. It’s one of the reasons they didn’t want to add all the hull MG’s.
Oh, right, forgot about that.
High caliber APHE doing less damage than 35mm… Problem is f@@@ked up 35mm APHEs.
To fix 1 broken gun, you asking to be nerfed everything.
Remove sphere, but allow bigger fragments to ricochet.