Currently, WT has an option to choose between a barrel sight, and a sight from the gunner’s POV. It is currently forced in sim, while being optional in arcade. Gaijin should force it in RB, while leaving it optional for arcade.
It will make armour more important, and it will cut down on barrel sniping. Many tanks will have to be rebalanced, such as one that rely on barrel/weakspot shooting, and some heavily armoured tanks. No one likes playing a heavy tank, only to be repairing your barrel for half the match. It will also benefit higher tier tanks, such as the Abrams and other tanks with easily exploitable weakspots that aren’t weakspots IRL.
Pros: More realistic gameplay, less weakspot sniping, and less barrel sniping.
Cons: Harder to learn and use, it would greatly affect the balance of certain tanks, and it could be considered too realistic for RB.
I’m not too sure about that, it wouldn’t make sense for a round hitting a barrel to do nothing. Especially for APFSDS rounds. Your idea wouldn’t be needed with a forced tank gunner sight.
Your sight actually being physically where it is definitely isn’t “too realistic for RB”. Heck, it’s not even “too realistic for AB”, which should also have it. (It’s actually less of a thing to get used to in AB too, due to the drop/pen indicator.)
The Battlefield series, which is of course a proper “arcade” game series which makes WT AB look like a full simulator, has had proper optics offset for vehicles and small arms for over a decade at this point… while WT’s “Realistic” mode still has CoD-style forehead shooting. It’s embarrassing.
It would be a direct upgrade in a gameplay sense too; sooo many problem metas and cheesy tactics exist primarily because of this pixel-perfect precision. Not just hitting weakpoints, but things like aiming through tiny gaps (bonus points for clipping your whole barrel into that cover while you’re at it), makes bush placement worse, and so on.
This is one of those issues where if the devs forced proper optics tomorrow, we’d see about a week of people freaking out here and on reddit… and then most would be used to it, see the benefits it brings, and life would go on. Just like basically every other “scary”, “can’t possibly add that!!!” mechanic change we’ve seen over the years.
If a gun has a muzzel brake, then the muzzel is a critical part of the function of the gun. Thus if it is destroyed the gun cannot fire, lest you risk blowing the gun through the back of the turret.
He is saying that it would make it harder to aim at weak spots and barrels because you would have parallax to deal with. Ironically, it would most likely end up nerfing heavy tanks as they would go up in br and fight more rounds that will have an easier time going through any part of them.
I agree re Gun barrels and even the turret ring on the M1.
Better to leave the sight and introduce wind physics ,that is most important in relation to external ballistics.You are looking then to firing at what in handgun terms might be refereed to central mass.Like a meter of play over 1000m as a ball park.
Trouble is this game doesn’t really do divisions.It wont separate Arcade ,GRB or Sim as it should.You could have so many levels of play but it’s just a mess really.
Too little attention to detail.I also think many would respond badly to the change.Its been the same for so long.
I could do sim if was even near a sim. GRB is about right given that so many play on console and old PCs.Game is not up to barrel physics and correct gun sites in GRB.
Where are you getting games where your barrel is being consistently taken out? I swear barrels just do not take damage outside of a narrow range of ± 2.5 degrees from perpendicular (that’s only a slight exaggeration).
I find it an issue at lower BRs, usually with tanks that have larger muzzle brakes, like the tiger II or T26E5. I’ve also had it happen playing the Kv-1s.
Barrel damage is very inconsistent for some reason, and the current implementation isn’t enjoyable for either side.
It’s more of an issue that barrels are not breaking enough from the front/non-perpendicular angles. I mean any shot from a cannon with a caliber larger than ~40-50mm or so (that doesn’t ricochet) should be breaking the barrel. IMO, the main issue is that barrels don’t break often enough.
Armor has been the “worst” thing for a tank to excel at for years because our pixel-perfect aiming means that any sort of Achilles heel in your armor layout is trivially easy to exploit. Even if your armor is perfect, your barrel is always vulnerable. Destroy the barrel and the opponent will basically automatically lose unless a third party intervenes.
IMO forcing players to account for parallax would dramatically improve the quality of ground battles and make such a cheesy shot actually require an ounce of skill. Alternatively removing the requirement to be stationary while repairing, or at least making barrels an exception, would also go a long way towards fixing the barrel snipe problem.
This would literally mess up and reset everyone’s aiming skills and make so many people angry lol.
(except for maybe Sim players who have to use it by default). I mean it is a “Realistic” thing so being in Ground “Realistic” battles which does seem reasonable.
But the question is… Does it honestly have to be that “Realistic?”
This should happen, though. Any caliber greater than 40-50mm should 100% be breaking a barrel with one shot no matter what, and calibers from 20-40mm should be taking out barrels in a handful of shots. Currently, that is just not what happens.
Source, lol? As an Italian Ground player, I can tell you that is very much not true.