Following the Roadmap: Possible Changes to Ground Vehicle Damage Models

Damaged optics on my tanks disables my thermals, don’t know if it’s only on my stuff or if it’s a global thing

Cracked glass would be alright. Flash-bangs are obnoxious and unhelpful.

The problem with this is that you could probably remove such things through mods, which would generate an unfair advantage.

Wounded crew bleed, seems a bit complicated. And you know that “IMPROVED MEDKIT” would be another module to research…

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Everything you said in the first post looks like preparation for more monetization. Especially when it really really looks like option1 (new detailed damage model) probably isn’t an option at all …

Devs started implementing volumetric armor 5+ years ago and we still are nowhere near having it on all tanks, so the new more detailed damage models will probably be similar disaster, with horribly inconsistent implementation where small batches of vehicles are randomly converted to new system while majority of vehicles lags behind, meanwhile everything being burried under huge pile of bugs … and this will likely again take half a decade or longer.

So surprise surprise, we’ll be stuck with option 2 … new game mechanics like crew stun. And of course new crew skills to mitigate the effects (or increased emphasis on old crew skills like vitality). From that medkits seem like the logical next step (one that Gaijin already tried few years ago) … of course not right away, but after a few months of waiting.

Btw, aren’t medkits still in game files since the last time Gaijn tried to shoehorn this exact thing into the game?

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Why i feel like my italian light veichles will become even less survivable if those changes will be implemented?

Please don’t go with more detailed module!

With thousands of vehicles it will be a nightmare unless you ll make an huge invest in it!

There is so much trouble with the modules already displayed ingame, I think you can’t really make models more complex because issue and bugs will follow…

For the healing mechanic, I’m agree but please consider another way for RB/SB, like healing on captured points or by using a command like for crew replenishment, and not being able to fight during the heal (mates have to leave their post to heal others).

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I think tanks feel a bit too hollow/empty.

I would like them to feel more mechanical and complex! It will add dynamism and realism to the game.

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I’ll take the liberty of quoting Gozer here as I agree with what he wrote:

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Complete figment of the imagination, only it wasn’t medkits but you could buy extra FPE amongst other things.

Etl9Bxk

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I’m sorry but more camera shakes and ear ringing will just have me quit ground.
I play this game to have fun not to make me ill or suffer long term medical issues.

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Yes, I recognize it’ll be a very long process. The devblog also acknowledges this.
It’s kind of like how ejection seats slowly get added.
I’ll admit I also have a bit of a bias, because this ties very nicely to my suggestion of high fidelity turret drive modules decoupling rotation speed from crew skill.
Unless gaijin screw this over immensely by erroneously over or underestimating the impact of a module, this is just the natural flow of modernization.
Other games have these specifics down as well like gunner heat pc or war game modeling specific things like damage to stabilizer

There are many ways to implement this, it doesn’t have to look/work like what competition implemented. I don’t think Gaijin wants to just copy their implementation.

Agreed, these all seem very positive, I support all four too.


Additional modules (on all vehicle types) that help full up “empty” space and also have further gameplay effects really should be a given, not something voted on. Ditto for crew members having more gameplay “roles”.

  • Optics (which are already modelled!) should actually disable their use when destroyed. Including, especially, the gunner’s optic.

  • Radio equipment should disable arty, scouting, being able to see friendly scouting/spotting at minimum, and possibly also radio callouts.

  • Aircraft weapons (again, already modelled) should actually be able to be destroyed; it’s a core mechanic for tanks/ships.

  • Avionics/electronics should disable relevant systems. And so on.


As for crew, generally speaking:

  • Gunner should absolutely be tied to gunner view; as with the optic being destroyed, you should not be able to enter that view while the crew member is being replaced.

  • Radio Operator should be tied to the same as radio equipment (arty, scouting, shared spotting, etc).

  • Commander should be tied to bino view. Could also move scouting here in the interest of spreading out roles.

  • Driver should be tied to driver view, even if most don’t use it often.

  • Loader seems fine as-is.


The stun mechanics seem fine and well thought out. The only thing that disappoints me is the decision to put up a poll based only on a text post, as opposed to after a lengthy dev server or similar.

Gaming communities can never be trusted with things like this, especially when all they have is knee-jerk reactions to a text post most of them didn’t read.


Additional fires seem sort of whatever.


Crew healing is definitely a positive, especially seeing as aircraft have always been able to repair/heal to 100%. That said, at least for RB it’d probably be best if healing was only possible on cap points, like crew replenishment.

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The flashing concussion seems really annoying. It also takes a bite out of the “excitement of brawling” IE someone hits you, before you could spin your tank around a fire off a shot before he reloads. Now, you get stunned for like 1 second, your barrel goes off on it’s own and by the time you get it back your foe has almost got his next round reloaded.

Reading off the devblog, it says that it will create a drift in the gun movement, but also says you can manually correct it. There’s nothing that outright says you can’t interact for a second or two that I saw

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It hinders your chances of fighting back. And that is less fun in my opinion. That’s basically what I mean.

by the way, if the gunner has suffered brain damage and he is not aiming the gun right and the gun is going off in a random direction…when you “interact with it” WHO is correcting the gunners aim XD?

I feel there’s some potential here, but I’ve got some issues.

With more lightly armored vehicles, especially some high tier IFVs, there is a noticeable issue of doing next to no damage. There are also other vehicles, most notably IMO Russian MBTs, that REALLY should be generating more spall/taking more spall damage than they currently are. As a fix for the latter issue, obviously whatever game code is in charge of generating minimal spalling on those vehicles should be changed to generate a normal amount of spalling in line with comparable vehicles, but back to the light vehicles.

I don’t particularly mind the idea of minor fires that cause relatively minor damage and go out by themselves, especially if crews are now going to be able to heal. That would cause some additional damage on all vehicles in the case of a near miss of components or crew without being too frustrating for most players. I’m pretty indifferent on that mechanic as although I don’t think the game needs it, it could potentially help.

For adding additional components so as to increase the chance of hitting something vital, I’m very much opposed to. It will help when fighting lightly armored, very spacious vehicles, sure, but it comes with a lot of downsides. This, as you’ve mentioned by bringing up the Abrams and Leopard 2, would be applied to not just the light tanks and IFVs that most people have such a major issue with, but also the more heavily armored, sometimes more compact vehicles that are already easy enough to destroy or disable. This fix meant for decreasing the survivability of light tanks would, in effect, decrease the survivability of everything, which I believe (on average) would make the game more frustrating than not. Additionally, if you didn’t add this mechanic to all vehicles within a set battle rating at the same time, you run the serious risk of ruining the (quite frankly already dubious ) state of balance at higher tiers. Adding more modules to increase the chance of hitting something important in a spacious, light vehicle sounds good on paper, but I don’t like the larger picture it paints for the survivability of everything else.

The concussion mechanic, in my opinion, is the worst of all of these suggested mechanics. Taking fire very suddenly can already be startling and mildly disorienting for the player, and if you’re lucky enough to survive that hit with minimal damage you have to figure out where you’ve been shot from which can be difficult (especially when getting hit with autocannons) with all the smoke, dust, fire, and sparks. From the perspective of the person being shot at, the last thing you need is a mechanic that further clutters your screen and dances your cursor around while you’re trying to return fire. I really don’t find this to be a helpful addition, and I think it will cause significantly more frustration than it will help anyone.

Lastly is crew healing, which I think is quite a good idea. Whether it be gradual healing over time, or a few expendable medkits, being able to heal injured crew would be wonderful! Whether it be a crew skill nerf caused by injury that makes sense (like a driver being less responsive or a loader loading slower), or ones that don’t make sense (an injured gunner negatively impacting the traverse rate of a powered traverse turret), having heavily injured crew can feel worse than just having been killed out right.

TL;DR
I really don’t like the additional modules idea, I despise the idea of a concussion mechanic, I think the minor fires would be ok, and I’m all for crew healing.

I don’t like the idea of adding this stunning mechanism because it would make certain vehicles overpowered, where you would be just spammed to blindness. I like the idea of adding more modules to vehicles, as long as it means the autoloader mechanism on any vehicle what has it can be damaged/jammed, forcing it to either not operate at all or reload at a minus 50-100% rate till repaired.

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Who are you coming up with an actually interesting and useful gameplay mechanic instead of whatever gaijin is doing?

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My thoughts on changes :
1st idea is great on paper, however as you mentioned, it’s pretty hard to put in practice. I’d also highly recommend to have optic damages actually damage the optics. Considering they are already modelled, I would not be against hitting the gunner optic disabling the range finder, adding an effect that lowers visibility, destroying NVD/TVD…

2nd idea, I’m not to sure about. I think there are 2 main ideas being this : penetrative concussion, which would have the most effects as described in the proposal, but also, non penetrating psychological effects. Even when ammunition does not penetrate, it could still have an effect (as shown with Bradleys in the conflict we shan’t name). I think it would be a nice QoL addition for light tanks that lack any penetrative power against MBTs, such as the PUMA, VBCI… when facing them from the front.
However, these parameters need to be carefully considered. War thunder is still a very arcady game, with a large proportion of small, brawling maps. This addition could lead to much toned down engagements (more camping, staying in the back, defensive positions), which I personally don’t mind to much (hence why I enjoy large maps at high tier), but many would not appreciate (talking about people playing Russian Swedish top tier, which have taken an habit to rush without consideration, hopping that their armor will do the trick, which hopefully it does many times for them).

Third way is the one I am the most against. Fire extinguishers being limited to 2 would make this mechanic a purge. Even when suffering non lethal shots, having to die because you used both extinguishers is one of the most annoying mechanic that is currently present to me (ie being stuck for 2 minutes with just your engine sticking out and some guy shooting at it for 2 minutes straight without you being able to defend yourself in anyway), and adding such mechanics would make it even more insufferable. Unless fire extinguishers become replenishable (, I won’t ever consider this option as viable.

As a conclusion : 1st idea is great, but hard to implement, and gaijing could go further as well. 2nd idea has potential but needs careful adjustments, 3rd idea I won’t even start considering before replenishing fire extinguishers is a thing, and even then I think it’s the worst option out of the 3

The problem I see with the proposed gradual healing mechanic is it may make players more prone to camping, which isnt great. What id prefer is either make the crew replenishment modification double as a method of healing any injured crewmembers (which would then make that modification actually useful for vehicles with a maximum of 2 crewmembers.

Or just add a medkit modification that instantly heals your injured crewmembers, with the downside being similar to repair/crew replenishment where the tank cant move, and you can only heal them a limited number of times, maybe even make it so things like the turret traverses slower, and reload rate temporarily decreases during healing time if the gunner/commander and loader are injured.

regardless I’d prefer a healing method that doesn’t further incentivize unfun/annoying playstyles