Changes to Bomber Survivability

Yeah, i learned it years and years ago when i started playing, and have used it as the preferred method ever since.

At this rate with the fighter pilots learning and mastering pilot sniping, we’ll have invincible bomber pilots, 2.0km AI gunner ranges and bombers doing automatic evasive maneuvers without player input, before the end of the year.

Because god forbid they’d be required to use any skill, game knowledge or teamwork.

Way to many people i have met that only play while drinking… and not milk…and not caring a bit about teams, pvp, or anything basically D:
Just coming home, going on discord, grabbing a sixer and talk more then they play.
So you will propably right with that.

I mean…i’m guilty of this, but then again my aim seems to improve even more after a few drinks.
Plus playing WT to me is like riding a bicycle, it’s muscle memory

Minengeschoß packed with 102g of explosive detonated right next to the Gunner.
Yet the Gunner was completely unharmed.

Considering that the delayed fuse is supposed to make it explode internally, it still feels like there’s a problem with the game mechanics.


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Oh boy do you need to be more specific with this, the list is long.

Yes well HE damage and fragmentation seems to be absorbed mostly by the skin of the aircraft, even when the visual model shows damage.

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I have Left Trigger and Left stick click set to max value to pull up, and it doesn’t do a thing.

The buttons work outside of bomber / gunner view.

So yes. It’s locked in like that, unless… and it may not even work… but if you mass over haul the controls, which like I said before may actually make everything else terrible to use.

As I see it now, controllers are a jack of all trades kinda deal.
You try to make one area better, you take away from another.

Being on console dosnt force you to use a controller… theres nothing more to say :D

That’s a fundamentally flawed perspective.

No control scheme should be massively better than another.

Sure I have a M&K, but my choice is to play on controller.
I shouldn’t be hindered for such a choice.

Pilot snipes are unrealistic too just like the damage multipliers. The US bombers all had dual controls so the co-pilot could take over. British bombers didn’t have dual controls but the navigators had some pilot training and could take over (not in the Hampden) if the pilot was incapacitated. These should have a 30 second lock on control inputs if the pilot is sniped.

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Yeah and when pilot sniping US bombers with Co-Pilots, you need to shoot both for a pilot snipe. One isn’t enough, you can sometimes see this in-game when you shoot at planes with multiple pilots. It says “Enemy pilot is unconscious” but the plane still isn’t counted as destroyed, which means 1/2 remains.

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I reordert your reply, now its fitting better :D

Well then stop complaining? You choose to use a controller, free will. You choose to handycap yourself in a Shooter…

Choosing to play with an suboptimal input device can not be balanced, hows that supposed to work?

Like, if you choose to use a xbox controller for writing an email, then u will take insane much longer :D
Why should a very complicated game with semi realistic controlls needed to be limited to the few controller buttons? tf is this logic… be happy they let you even be part of WT… its still a PC game mainly and they even give you the option to use Mouse and Keyboard on console… if u dont use it, its your problem, not the problem of gaijin for not reducing the controlls to a level of a controler

if your want to bith about this, bitch about no console/pc exclive lobbys… i would be more then happy to only play with PC players.

Yet the same thing happens in other genres for example racing games, especially those considered SIM racing, having wheel + pedals is a massive advantage over a controller or M&K, even more so if your setup is a higher end one.

Yet you don’t see people complaining about it, they accept the fact that there are some people with an advantage over them because they have a better setup or control method.

It’s an individual choice to play a game where you are at an disadvantage when using a certain control method that is fundamentally inferior. No one is forced to play any game. But still choosing to do so, you accept the reality of your choice.

War Thunder is a game with a massive amount of keybindings, and has always been. I have an advantage of having a easy access, even mid dogfights, to manual engine controls using M&K. I can get an advantage over the enemy in performance using that, how would you accomodate that to a controller?

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Hi,
I use the mouse with my left hand for aiming, and my right hand on the keyboard for rudder, aileron and elevator inputs, usually as full 0/100% inputs. It sounds a bit unusual, but it works fine for me. So I personally don’t really feel limited by it.

More automation and guardrail.

How will the game know what i want to do with my engine controls to gain an advantage?

What do you mean?

This just sounds yet again like wanting more for doing less.

Thanks, I wouldn’t have expected this to be the case.

with more and more function added to the game without the expansion of keys in keyboard. Yes.

War Thunder does give a massive advantage to a control scheme. But I’m not going to explain it because if they fix it they might just completely ruin the full real control scheme by putting it to a comparative disadvantage. There is history, Gaijin recently made head tracking completely unusable in ground battles in ground vehicles. There was an exploit which I called the “pole trick” which I and many people with head tracking abused. But instead of just making abuse impossible they f’d up the whole head tracking in ground. the pole trick worked by moving the mouse down while your bowed your head and this caused the camera rise on top of an imaginary pole over your vehicle which was about 3 times higher than the normal point of view. I guess someone used it in esports event and that’s why they removed it. But they could’ve just disabled the Y axis instead of connecting so some abnormal function which makes it impossible to use head tracking.

How does it affect you, you’re using a controller?
But seeing as we don’t need a separate key for each function. Holding ALT, CTRL or SHIFT in combination with a key can be used.
Not to mention having the option to assign functions for short press, long press and release.
So it’s going to be a long while before we run out keys and key combinations.