is perfect for sim, useless in any other gamemode, and good luck doing battleships like this.
is a no-go, it’s just going to be frustrating because you still won’t kill the crew members, however, it would be a perfect balancing for overpressure, dealing temporary damage to crew instead of nuking them out.
just how do you balance that, random fires already takes places and are just annoying for the victim and not really rewarding for the player dealing those (just like when you kill people by constant fire).
on the one hand gummy bears are a pain for everyone, both the player missing the kill, and the player having to play with 10% efficiency crew, but on the other hand, t800 crews tanking full on gun rounds are just ridiculous. What should be done is nerfing heavily the crew survivability and implementing critical are that are insta-kill. As for lightly damaged crews (light orange at most), it just heals. But for orange and red crews, it needs to be healed by a healing kit. An idea would be to reset the injured crew condition when replenishing a crew member.
what actually need to be done is a cone of destruction coming from the shell, so that you don’t have crew or modules tanking rounds. The problem isn’t really the ammount of spall, it’s the consistency of it’s damage. And on the other hand, you get aphe that can nuke you out by simply having enough explosive to OS you no matter your crew skills.
Look, I am getting too old to partake in flame wars full of hate over videogame disagreements, so all I am going to ask is; READ THE DEV BLOG BEFORE VOTING.
It is fine if you read it, disagree with it, and vote “NO”.
But at least, whatever you are voting, make sure you know what you are voting.
Many people who are voting “no” are automatically assuming that the suggested mechanic would work like WoT’s when it literally has nothing to do with it.
So… it is perfectly fine if you don’t like it and don’t want it ingame. Everyone is entitled to their opinion (even those who disagree with you, as hard as it may be to some of you to accept it). But at least make sure you actually know what you are voting instead of drawing wrong conclussions.
ah yes work in progress for 11 years, gaijin has a bad track record of starting something and not finishing it due to the update cycle being as it is and them limiting themselves to only adding major things in those updates instead of as a drip feed
You don’t know if they didn’t read it. And it says right there in the devblog that is going to add some impairment to you when it happens. And we don’t want that. Who would? That doesn’t enrich the experience at all.
I know it because, in Reddit, many users are comparing it to WoT’s mechanic and saying how bad it would be that “any hit to the tank (even non-penning ones according to some) would stun the crew for 10 seconds” even though the dev blog specifically indicates that the mechanic would only trigger upon a crew member being hit, and only for 1-2 seconds, and not over the tank being hit at all.
If people read it, disagree with it and vote “NO”, I am more than happy. Everyone is entitled to their opinion and I want the majority to win.
But it frustrates me to see people automatically voting without even taking a look at the dev blog first.
I think that, whatever comes out of the voting, should be because people understood what they were voting for, and not over wrong conclussions wrongfully drawn for not taking 1 minute to read the thing.
ok stuff seems cool but if we are getting more fires we need way more fpe since people camping and shooting the engine and killing you with a fire is already enough but if u survive that with 0 fpe you would just die the next time you get hit which is dumb. re work the fpe system maybe have like a 30 second cool down and unlimited fpe or something
The stun mechanic will actively ruin the game. World of Tank also implemented a stun mechanic, and when they did a huge exodus happened. It is a bad decision for gameplay, and an even worse business decision! If your game makes your players ill, you will not have those players return.
it talks about making the aphe works more like solid ap (the he filler ensuring the fragmentation of the round). What i want is having the fragments actually doing something and not getting blocked by crew or modules without doing damage.
depends how they would implement it and i mean war thunder is a way more realistic game so it would be a thing and if u get shot already and penned you would most likely die anyway
If these are counted as extra modules, or something like that, then fine, but i do NOT want random fires to just start. It really depends on how this is done. Every random element in any competitive game is bad, and not fun, just look at tf2 and their random crits and how popular that is.
I voted and I know the vote should be anonymous, but… adding stun and concussion mechanics, I would leave it to World of Tanks. There is really no point of adding more mechanics, that Gaijin definitely gonna break at the beginning or after any future update and we all ground players gonna suffer from that. Trust me, it may be funny to troll others with it, but it’s double-sided sword, it will hit you and it won’t be funny anymore.
No matter how realistic or simulator like this can be, we should give it a bit more time to reconsider that one mechanic. I believe it’s gonna be like a red crew members, and if your crew member is really red from the damage he survived, the stun gonna be unbearable.
Other changes or additions, very much yes, I would like them to be added. Especially heal for my crew members. Many times I have the issue with red driver or gunner and I would him to rather bleed out than gamble for the rest of the game, whether my next opponent will have terminator reaction or will be busy fighting someone else, while I have to wait until red driver takes me to proper position or red gunner gonna turn the gun :/
Actual solutions: Spall Ricochets: This does not happen in game and it makes things like IS-3s annoying to fight especially with HESH as the entire load of spall goes directly toward the floor plate then ceases to exist. If some spall bounced back up it’d create much greater and more realistic levels of damage. (This may have performance impact but surely if the game can manage the extreme amount of shells that hit in naval, this would not be entirely unfeasable).
e.g
Spoiler
Lets test what happens when a HESH projectile over 72KG HEAVY (heavier than a man!) hits a T-44s angled plate! Watch War Thunder 2024.04.16 - 16.20.30.04.DVR | Streamable
This is extremely easy to repeat in game, it happens with any vehicle with angled armour and makes things with very angled extremely hard to kill with HESH. Though of course spall ricochets would help for ALL ammunition, crampt spaces like T-34 turret would be less likely to a battle of killing one man again and again and again.
Hydraulic Traverse fires: A sizeable chunk of the ground vehicles in game would have flammable hydraulic fluid running through the traverse wheel, this is not modeled in game. It’s something modern tanks like CR2 and Leo 2 avoid by being all electric, and Abrams fixed mid life by replacing it with a less flammable fluid.
More consistent damage especially on gun mantlets: This is clearly a bug but I’m not able to get to the source of the problem, but gun mantlets especially noticable on Panther and 76mm Sherman will often be penetrated and do almost zero spalling after the fact. And of course there’s another thousand ways of being gaijined and having rounds inexplicably non pen that if you solved it’d make people very happy.
e.g
So I realise I’m diagnosing two different issues here but it’s definitly a problem where moving parts will cause no spalling to occur, I have only one record issue of this happening currently, in this example a Tiger IIs turret is rotating, causing the round to penetrate, create 0 secondary effects, bounce off the mantlet doing no damage, THEN killing the commander. This is a little silly but I have seen much worse examples, like 28 pounder rounds going through 76mm Sherman mantlet, out the back of the turret and doing 0 damage.
More detailed internal modules would be good, but I am sceptical you’d find good sources for 80% of the vehicles in game for wiring etc. And it should also include damagable autoloaders (not modeled at all) and armoured bins (only modeled on a few modern things skipping older vehicles like Cromwell).
Stunning could easily be extremely annoying and unpopular, so I’d like to be able to test it first. I can imagine situations where drivers get stunned that suddenly halts the whole vehicle. (also frankly can we change that? Can vehicles retain momentum on death / driver killed? So vehicles will keep rolling for a short while, it’d be realistic and more interesting than randomly the parking brake being applied)
Healing I think should be limited, like kept to healing on objectives only.