That’s why I stand by the argument that only people with a 1.0+ monthly KD should be able to vote since clearly they’re doing something that’s earning them a good rep there. ( I’m being 1000% serious by the way)
I mean maybe, I dont play every month but I do get the reasoning behind wanting this. but I still think for a change like this they really should do a “test” then open the voting to see how it fairs instead of doing the vote then hoping its released
Thanks… I do think you could be misreading a little, btw, at least that’s my read of it.
What it says is that the visual stun effect is for all crew injuries and the add of the aimpoint/tinnitus effect is for gunner (and commander if there’s commander sights) specifically. I don’t think they mean there’s an added additional different concussion effect for all crew positions. “Stun” is one thing, “Gunner concussion” is another, you get one or the other, never both (since “gunner concussion” supersedes and includes “stun”), and there’s no equivalent “Driver concussion” or “Loader concussion” effect.
There’s just no way or form Gaijin could ever sell this to me as a positive and thankfully it appears to be the case that people are voting against it. It sounds like a terrible mechanic top to bottom.
No i dont think there are seperate “stuns/concussions” more that whatever crew is hit will get a debuff that effects there functioning in the tank. they explain this with the gunner having an aiming variable. so assuming its 1:1 for the given crew and its role then its safe to assume driver gets a reduced driving stat in some way, loader gets a slower reload in that 1-2 window etc.
the concussion they do explicity explain as being ONLY there for tanks with duplicate controls “Dealing damage to the gunner (or commander in vehicles with duplicate controls) causes a few seconds of concussion.” so if your in a tank that doesnt have this then stun would be the only debuff the crew gets if hit
Yeah, that’d be a really tortured reading of the literal text at the top of the thread, I’d say. It’s even pretty well translated this time, in their defense. I mean we can always ask if that’s what they really mean, but you’re assuming a lot more about this mechanic there than they’ve said so far. But people can read for themselves and see if they think you’re right, too: all good.
more detailed damage model to specific vehicles.
Define ‘‘specific vehicles’’.
I have no confidence in that this will be applied equally, and it already uses SPAA as an example for some reason, also it’s going to take forever which will surely result in some vehicles getting this model early whilst others won’t get it for years as for some reason features are not implemented equally across the board, and the order of these vehicles for receiving the update will likely be ‘convenient’.
of the M1 and Leopard 2 series tanks
And somehow I imagine the more technologically advanced vehicles will magically end up drawing the short straw in all of this as they usually tend to do due to selective picking of what features to implement despite historically it being an advantage, in game it tends to not be.
Can’t disable my electronics if I don’t have any, can’t ruin hydraulics if I don’t use any, don’t have to repair my thermals sight if I don’t have any etc.
Or like fuel tanks absorbing shells, yet there being no downsides whatsoever because fuel is not a thing.
Any hit to a crew member causes a stun effect
This will surely end up as a buff for the same vehicles that are currently problematic, autocannons are already a nuisance with the absurd amount of smoke and dust they kick up, what if an autocannon if blasting your vehicle and for every shot you get stunned effect for 2 seconds? That’s just stun lock when an autocannon can do hundreds of rounds per minute.
It also just solves literally nothing, it’s just annoying, but if I shoot a light vehicle in the side and it just takes them an extra 1-2 seconds to recover it still ends up with the light vehicle shrugging off the attack because nothing has a 1-2 second reload except autocannons, even the Type 90s with a 4s reload will receive return fire regardless.
additional sources of fire
Don’t really see how this solves anything either, it causes a little bit of damage, how does that solve the problem when it still just kills you?
This is an issue specifically pertaining to the light vehicles, why are all these things seemingly going to be applied to all the vehicles in the game from what it sounds like? Nobody needs heavy and medium tanks to be nerfed with random fires and stun effects because light vehicles can shrug off shots all day long.
We already had hull break in the past, we just need a feature that prevents light tanks from being the absolute meta getting mobility, firepower, broken damage model, scouting for CAS abuse, artillery and even drones as if they needed the extra tools.
It’s currently easier to kill a Leopard 2 or Abrams than it is to kill a milk truck.
Nothing has to be added to heavy and medium tanks since this is not about them so leave them out of this.
Maybe start with making all shell types useful again, HEATFS, HESH, HEAT are all garbage, APCR is a joke or small caliber APFSDS having non-existent post pen… how does a 60mm APFSDS have similar or worse post pen than 25/30mm APDS when the former has a rate of fire of like 8 and the latter 550.
No i dont think im assuming a lot here.
“Dealing damage to the gunner (or commander in vehicles with duplicate controls) causes a few seconds of concussion.”
This sentance alone makes it very clear its intended for duel controls in tanks (strv/leos) because they otherwise wouldnt mention this in brackets when talking about the gunner being hit. they could have exlcuded the duel controls mention and ppl would have been rightfully annoyed about it.
The fact they clarified the duel controls means concussion will only be present in these tanks.
stun however they clarified with the gunner and his role (aiming being impaired) if they wanted to impair repair then they would have made that clarification like they did with concusion on the duel controls, stun effecting repair makes no sense because thats a double mechanic basically of what already exists now so.
yes its assuming but this was worded very well to a point they explained everything needed
I do get what you are saying, and perhaps this meritocratic system would be beneficial to a free to play game like War Thunder. Buuuuuuuuut we have to be serious and understand that the vast majority of players do not care enough, nor do they have the time to deal with deciding the future of the game. If we exclude people from voting, what’s the point of voting in the first place?
Yeah, this is a big issue. Light vehicles with auto-cannons will be able to effectively shrug this off and now impede your ability to do anything, including repairing tracks or other modules. And since they’re wanting to increase the amount of modules with no statement saying they’ll reduce repair times to account and balance the additions; this is a recipe for disaster. The game just doesn’t need these.
LT’s also need significant buffs in arcade, since atm they are… sub-par in many ways, to say the least.
Its funny, since you would expect armor in AB to be less effective due to the pen indicator.
They didn’t state it one way or the other. If your gunner isn’t actively aiming and is instead working with every other crew member to repair a track or gunsight, then the action and job they are performing is going to be impaired. They don’t state one way or the other and they are known for doing that.
It’s really funny how they are bullying the M1 yet again isn’t it ?
I say do this to the T-90 first since they like to add new feature to it. ; P
It’s just going to make them even stronger, 2 seconds solve absolutely nothing… now you shoot a 2S38, fuel tank still absorbs everything from the front, from the side you might still not hit a crew and you don’t benefit from this at all… or if you do injure them, it still solves nothing as they will return fire and will stun you a lot more in return.
No idea how they come up with a solution that achieves the opposite of what the actual goal is.
you realise thats now how repairs work, this has been clarified years ago. gunner only handles repair relating to the gun, commander handles optics and a think a few internal modules and loader/driver handle stuff like engines/tracks. (think loader helps gunner too would have to double check that)
if a gunner is repairing then hes repairing either his breach, traversal motor or gunner elevation motor all of which makes you unable to react back anyway in some capacity.
so EVEN if this stun did in fact “effect your repair” you would still be in a position unable to shoot back. but you also dont want to mention this impairment to repair already exists… you know the thing when you get set on fire or hit again it resets repair timers.
This is par for the course for them. War Thunder updates have always been one step forward, two steps back. It’s like the severe damage mechanic.
“We will solve your kill stealing issue with a new mechanic that inconsistently applies “critically damaged” with “severely damaged”, robs you of your SP/score, and makes achievements and tasks significantly harder. But we solved that issue, see?”
This isn’t accurate. From the wiki: “The average level of this skill of all crew members is taken into account when calculating the total multiplier.” (link)
There’s also the simple fact that, as crew members are killed, that timer goes up. If my commander and loader are killed, and it’s my commander sight that is being repaired, the timer is significantly longer.
you might want quote the actual bit next time.
- Field repair - Increases the basic rate at which damaged parts are repaired (by up to 50%). It most strongly affects track repair. The average level of this skill of all crew members is taken into account when calculating the total multiplier.
“The average level of this skill of all crew members is taken into account when calculating the total multiplier”
the average level of this skill of all crew members. you realise each crew has this repair value right… all they do is average this across all crew members then calculate a multiplier… so your crew repair per crew matters greatly.
So when they say average of all, they are looking at each crew’s field repair rank.
If you have 5 crew and only one has a lvl 5 repair rank but the rest are lvl 1 this makes your average repair rank across the entire crew only 1.8… hence indivual crew repair ranks matter a lot.
The only one that effects the IFVs more than other vehicles obviously is the additional risk of passenger compartment fires. That would complicate things for light vehicles more than heavies. The other two look to be neutral at best. The added modules are only going to be partially implemented for years, and in the end a big empty box cause you don’t have infantry in the back is still going to be a big empty box. The crew thing could decrease LT fire rates in some situations, but for something like a hulldown IFV with RWS it won’t have much effect.