It means that the light tank can actually do something to survive, though. For most light tanks the heavy can just MG them frontally.
No, that shouldn’t be the case, and it already is most of the time since most light tanks can be killed with MGs.
I don’t get why people bring up mobility so much, there is no light tank in game that moves so fast that any other tank’s turret cannot keep up.
Everything should be frontally vulnerable to normal cannon calibers (so not something like a 20mm). Weakspots should exist, and barrel breaking should exist.
EXACTLY!
I was thinking just this thing the other week. It would fix a lot of stuff. It would frustrate people and there’d be another learning curve, but it would be for the better.
Mate, you joking or serious? There traverse speed is still a thing at top tier where we can move fast as heck. If I can push you and get in where I need before you can turn fast enough, and I keep my speed… you’re not getting your barrel around to me before I reload. It DEFINITELY is a viable strategy the slower the traverse speeds are, AKA lower tiers.
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It would suck for new players, and for the first month or so, but it would be better in the long run.
True. The amount of times I have been killed by XM800Ts and Foxes recently just proves that. I can’t get my gun on them before they get to my back or side.
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Moving while repairing is honestly the stupidest idea I’ve ever heard of.
You’ve been on the forum too long to be making statements like that all willy nilly, it’s not even top 10
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Most other stuff is just people cope, what ArmChair said was just straight up stupid.
Checklist for mobility actually mattering:
- Get to where you need to, which is highly situational and virtually luck-based.
- Keep your speed, which is also highly situational and dependent on having lots of area to move around (this does not exist in urban maps, and for longer-range maps your mobility will be worsened the farther away you are).
The only reason mobility matters at all is for starting ambushes, which (outside of the very beginning of the match) any tank can do. If there was a situation where a tank is legitimately so fast that a non-light tank’s turret traverse cannot keep up, then mobility would matter.
Unless the light tank you’re in is an autocannon, I doubt there are tanks at top tier that can’t turn even 180 degrees in 4-5 seconds.
And the lower in rank you get, the slower the light tanks get as well (and the worse the armament, too).
It’s not as stupid as the idea that people just just auto-win for clicking on a barrel.
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Being able to break a barrel head on makes perfect sense, though. It makes 0 sense that a barrel wouldn’t be destroyed from a shell hitting it head on.
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Having to accommodate for parallax to make such a shot also makes perfect sense. Something that doesn’t make sense is “no armor is best armor” because it’s trivial for anyone to exploit any grapefruit sized weakspot in the armor that your tank made such sacrifices to have. Even if the armor is flawless, one click on the barrel and there is nothing that an opponent can do but pray a third party saves them.
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“Head on”
Plus, that could still damage it due to the force the round exerts on the barrel, and it would destroy it if it were APFSDS.
You auto-win by killing the enemy lol
A tank with perfect armor would be OP. Shooting barrels means that no one tank can be 100% useless in a match, except for .50cal only tanks.
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Even if large gun barrels are, technically, this vulnerable to damage in real life, in my opinion this is one of those cases where it would actually benefit the game to be less realistic.
There’s loads of unrealistic features in WT for the sake of gameplay, shooting barrels being one of them.
That’s PRECISELY why we need to force realistic gunner sights. Armor is one of the worst things for a tank to specialize in right now because it’s so trivial to just shove a round through their hull machinegun, detonate an APHE shell in a cupola, or hit any small weakpoint even if it is grapefruit sized. Lowering the BR of the armored tank to the point where it would be 100% reliable would be unfair.
The way to make armor matter again is to remove the point and click gameplay and force players to compensate for parallax when shooting. Then the grapefruit sized weakpoint like a hull machinegun isn’t a huge problem for the tank and it will be able to more reliably depend on its armor in combat. The skilled can still exploit those weakpoints to defeat the tanks. It just takes more skill than pointing straight at the weakpoint.
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Please let me know how many times you have been killed through a machine gun port. As an Italian player (who was stuck with HEATFS and/or only being able to aim for weakspots for a while), I don’t remember a single time where shooting the machine gun port did anything more than kill the machine gunner.
This is also not consistent.
This is a lot more difficult than it seems, especially in tanks without stabilizers.
Dude if you’re relying on armor then you’re doing something wrong. The best armor is simply don’t get shot.
I’m playing with true scope and grass on sight since years now, it will be fair to play versus other player with same handicap as me…
I mean, I’ll appreciate this.
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