Following the Roadmap: Possible Changes to Ground Vehicle Damage Models

Just fix blowout panels, they can still save crew even after being breached several times.

So do you have a source that says gunner repair skill matters more for repairing guns than the commander’s repair skill? Because a plain reading of what you’re quoting there directly contradicts what you were saying here on that point.

I read the devblog more than once before voting.

I would be ok to add new modules if it’s done to all vehicles at a certain BR, not just “to a number of ground vehicles” since that could cause unbalanced situations where some can be affected by it while others not.

I do not want to feel sicker about playing the game for longer periods than I already have to play during events.

I think that “add new fire sources” could be a way to add even more RNG to the game, we already have too much of it.

My matches last around 7min, no time or need to heal crew members.

I also prefer and enjoy playing Arcade and I’m a bit sick of some trying to push these kind of mechanics when it affects other game modes they don’t enjoy. Just like we add recently with the severe damage.

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I will say, the single good thing from this post and devblog article is that they added a voting system. That should be the standard for every change (mechanic, feature, and BR change proposal).

Also one vote for the entire community (if you look the Russian forum votes are pointed at the same poll).

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I could agree with that. Everyone gets sent to the same poll.

wouldn’t fires from like say electronic equipment be quite realistic though?

And what damage would be necessary to create fire to electronic equipment? More RNG?

Not to mention that it would create a new type of players, the one that complains about “my shot hasn’t caused any fire on the electronic equipment”.

These were just an example of two we are working on. This does not mean that we are / will also work on others :)

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More fire sources only makes sense if we get to replenish fire extinguishers on caps

The 2s38 still is the only top tier spaa that gets to use a full ap belt.

Give the Gepards full ap belts as well

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Not all IFV with passenger compartments also have thin armor that they need the added fire.
And either way, how does this solve the problem? Even if it does catch fire, it still just kills you in return regardless.

image
From the devblog.

This is not a wishlist. Please stick to the topic.

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Of course they add nerfs like this to Nato tanks first, and buffs like spall liners to russian tanks first.

Lmao

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Read the lastest answer.
It was just an example.

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Hopefully none of these are added until you can implement them for every vehicle. The spall liners were a terrible idea and implementation. One can only hope you guys learned from that but I feel like I shouldn’t hold my breath.

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Yeah, the point they say they’re addressing is the game is currently unbalanced towards vehicles with a lot of void space. Because there’s nothing in them, so shooting them does nothing.

So if you want to fix the void space advantage, you either have to fill it with more stuff (part 1) or you have to add a damage penalty that increases relatively if you have more void space (added fires, part 2).

Part 1 can only be a minor improvement for balancing IFVs (because the back really is pretty empty if the infantry is gone). Part 2 actually makes sense. “There’s a fire in the passenger compartment” should be something an IFV has to deal with that it doesn’t currently. For tanks it’ll likely be very rare, because they’re already pretty tightly packed in there and primary fires of fuel or ammo are already common. No void space, no secondary fires.

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They are still correct. Spall liners were originally only set to come to Russian vehicles. And in every sense of the mechanic, that was a buff. It took player outrage to get an announcement of more vehicles. And there’s still the issue of many, many vehicles still missing them. You can’t fault any of us for seeing this as a nerf to NATO or Western vehicles if you do not specify in clear text that this is coming to all vehicles that have such or are impacted by such. This devblog reads as if you are implementing this nerf to M1s and Leos; not that these are two examples of many.

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Void space isn’t the only problem as thin armor also does not trigger shell fuses and HEATFS, HEAT, HESH are all garbage.
If you hit a rear passenger section, so be it, but if you shoot center mass and nothing happens because spalling is bad, fuse doesn’t trigger and there is no structural integrity where even monstrously heavy projectiles do nothing, the mass of a FV4005 shell alone would do serious damage to a thin armor plate yet we get a ‘hit’ and damage a track slightly.

Either way though, a fire doesn’t solve anything.