weekend after weekend this mechanic ruins TSS and competitive gameplay. This game claims to be esport ready, while at the same time encouraging non-esport like gameplay. When getting severe damage, the flanker can still launch his entire missile barrage at you, while being too slow to lock. This forces the team who genuinely won into a constant passive position and even a losing one. Why did you fix this, and then un-fix this. https://warthunder.com/en/tournament/replay/442708096250157464
But “the problem is the Gripen” they said
We had a mechanic to disable all avionics when you got a severe damage and it was a great change, until this:

It says there’s a small chance it will disable your avionics, but we know that probability is a lie since it never happen.
I think it would be good if the developers woke up from hibernation and started implementing avionics modules on the rest of the aircraft, not just the A-10 and Su-25.
Problem: Severe damage includes damage to horizontal stabilizer.
Damage to horizontal stabilizer does not pervent lethal dogfight capabilities. It reduces turn rate. Plane is perfectly flyable even with full-real/sim controls. I’ve had a fair few match-ups where I didnt even realize I had a damaged horizontal stab until after I was flying home.
Disabling aircraft avionics for something that has minimal effects on its actual capabilities in a dogfight is… excessive.
Implementing actual physical models and cables and wires is something I fully support though. Including for WW2 aircraft. Shooting out someone’s guns in their wings sounds way too cool not to implement.
I am specifically talking about flankers that are spinning and otherwise unable to conduct air-to-air combat
the luck based mechanic of “is my flanker spinning and able to shoot missiles” is pretty negative in a competitive environment. Another negative of this is that individuals on higher ping are predisposed to have a more difficult time locking enemy aircraft while in a spinning state due to delay.
t32