Yes and by making some systems less realistic you end up with arcade elements.
I can literally point to several (helicopter damage models) less realistic and look how thats panned out. I can also point to some aspects of realism being bad (SACLOS changes) but when you look at stun as a mechanic its actually balanced for the game.
Its only applying on hitting crew so this means you already have the potential to “kill” the tank, so lets say your up tiered using a lower penning shell, atm they get punished for this at all BR ranges and certain vehicles, this stun can help with that, if they pen they can at least do something to give them a better fighting chance.
HESH would get a huge benefit from this (dont think anyone has mentioned this)
Top attacks especially on russian stuff with ERA tops benefit from this when they dont damage modules but “red crew”
Lower penning ATGMs also benefit from this due to there limited cone effects on spalling and vice versa.
It ends where it’s impossible to effectively do within the limitations of making a playable mass-market game.
We all know it’s a game, not “realistic.” But realism is an asymptote. “Realism people”, including the original creators of WT, just want to get it as close as they can. The middle path they’ve struck between playability and realism, what others have called the pursuit of “immersion”, is the game’s competitive advantage over competitors on both sides.
I do think people aren’t reading the article too closely. There’s two types of stun described, one a purely cosmetic effect (1-2 sec of camera shake and sparks) if any crew member is hit, and a concussion effect, also inviting a tinnitus effect and aim point drift, if the gunner (or commander if you also have commander sights) is injured.
The first is at most a visual distraction, that doesn’t affect your ability to keep fighting at all really over what you have now. I suspect no one would mind it much after the first couple times. The gunner concussion effect, which would reduce your situational awareness by taking sound away and having you have to re-aim the gun, is the more significant here.
Also, just for the record, since it’s been said here a couple times, there’s no connection between camera shake and epilepsy. You’re thinking the reason games tend to avoid bright flashing lights. Nausea, sure, especially if you’re playing in 3D, can be associated to camera shake effects. Not epilepsy.
Yes and by making some systems less realistic you end up with arcade elements.
And…?
I hate stunning because it would be horrendously balanced- I wouldnt be able to do anything against an SPAA or another autocannon tank. I also find screen shake, and especially tinnitus annoying.
Stun is a mechanic we dont need in wt- in the end its a game, not a hardcore simulator.
And? because you dont like it. is that the best you can argue without any constructive response…
You realise this stun mechanic already “partially exists” like you do realise that right?
Gunner when hurt has reduced crew reload stat, driver has reduced driving skill etc. this stun isnt 100% incapacitating the crew, its giving them a negative effect on there current “job” and the autocannons while a valid argument its also short sighted and very easy to fix. just add a limit on the stun effect being stacked. but instead your argueing likes its the end of the world and satan is ruling the earth
Anything, and I mean, anything that prevents you from starting repairs, pauses repairs, or impedes your ability to repair (all of which that would be affected by this mechanic) is a terrible idea. Sure, in some cases, there is no damage to anything but a crew member, but it will absolutely affect that and it’s clear the amount of time doesn’t matter. People don’t like it. This isn’t even considering the people who get motion sickness or anything or the like. And if you remove all those visual effects, it literally looks like you have extended the repair time. Again; that’s a terrible idea in every aspect.
I can understand the thoughts of the production company. When making an online game, they should think down to the smallest detail when giving this kind of free content, because the more time the content is consumed, the longer the game will be played.
Read the blog… its not impairing your ability to repair… its simply applying a negative stat to the crew hit for the “jobe role they do” so a loader would incur a slightly longer reload
It doesnt stop, it doesnt get interupted etc.
But you say this while ignoring the fact the very thing your complaining about EXISTS right now :D
All crew members assist in repair. It is a job they all perform when hit. And when they are knocked out or “killed”, that repair time goes up. So you are correct when saying it affects the job that they do. Repairing is one of those jobs and so yes, it would be impacted.
Correct, stats are currently degraded when hurt/incapacitated- but there is no noise/effect which makes it an issue, and no 1-2s stop when they get slightly hurt.
Currently its fine, and its only major issue (crew healing not existing) is in the poll. Adding features that completely screw over open-tops, make CAS more of an issue, and let autocannons reign supreme is not balanced.
It also causes issues for nausuea, and the game just not being fun to play when you are stunlocked and unable to do anything.
“Dealing damage to the gunner (or commander in vehicles with duplicate controls) causes a few seconds of concussion. It also causes the camera to shake, a ringing effect in your ears, and a temporary drift with a variable vector (a change in direction) is added to the gun aiming, which you’ll need to compensate for manually. In this case the initial aiming point when armor is penetrated moves away at the moment of receiving damage (taking into account the favor killer mechanics) to a random distance and direction within approximately 1/4 of the screen.”
They clearly expicity breakdown the effects the gunner (takes) when hit which is a variable in aiming. repairs even as it stands ALWAYS get interuppted when you hit either a module or kill a crew doing said repair. this stun mechanic literally isnt changing this
it doesnt STOP the action… it adds a variable to the timer… do you people read
“In this case the initial aiming point when armor is penetrated moves away at the moment of receiving damage (taking into account the favor killer mechanics) to a random distance and direction within approximately 1/4 of the screen.” it impedes the action of the crew hit. they talked about gunner being hit in this blog, gunner controls aiming therefor aiming is effected
But not as much as the difference between starter and fully trained crews provides.
Which I think is the hidden point here. Adding the vehicle stun and concussion effects would disadvantage fully trained crews and fully spaded vehicles more than newer players. If one person has a 12 second reload, and the other has a 10 second reload, and a partial pen that say, wounds the driver or loader, adds 2 seconds to that, the net negative effect on the player with greater crew skills is relatively greater. So as a balancing mechanism that helps newer players a little more it could have some value.
Stun mechanics sound like it was brought by someone who does not play this game at all. It looks cool on paper but from gameplay perspective it would be more frustrating than CAS in current form. I rather do nothing to tank from time to time than having this stupid stun mechanics in game.
personally i think the stun should only affect overpressure and very heavy impact on vehicles that didn’t penetrate (like 152-155mm HE on panther hull that would stun the crew like it should)