Following the Roadmap: Possible Changes to Ground Vehicle Damage Models

Better get your golden eagles ready xp

I believe the automatic healing of crew is too much of a leap from no healing.
It’d be much more balanced for you to heal your crew on capture points. It’d give them more importance too. I hope this suggestion goes somewhere, because I do think it’s much more appealing to others in game-balance.

Because overarchingly, it’s too overpowered and unrealistic to just have crew whimsically heal on the field.

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The laser rangefinder is a box very close to the barrel. If it’s a normal rangefinder, then sure, since gaijin restricts your gunner sight view to be from that rangefinder.

Maybe could add a laser rangefinder module

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Funny, it will buff the HSTVL, seeing how many of it’s shots just turn crews into gummy bears.

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Why are these complaining on the second most hatred question about stun mechanics when they don’t feel like great asset that takes up to realism, Why don’t we take to a test server to try testing new stuff?

This should have done correctly from what people don’t see the issue from what I don’t see that issue having a stun set by 1 or 2 sec, not the wot has 10 sec stun.

Please don’t even tell the argument was not over, why keep argument each other from what it needs to be done correctly, and that’s not a problem.

A test event would be great. Also, I haven’t seen wot stun, but this really doesn’t seem bad since it doesn’t actually “stun” the player

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Speaking of this, is there a list anywhere of all the vehicles with volumetric? Just curious

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I don’t have much to say except PLEASE like, for real, do NOT add a ringing effect in any way. I remember getting my hearing slightly and temporarily damaged when the tinnitus effect was introduced and it was very loud (for me) by default

Okay, i get that Leopard 2s get this indirect “nerf” given the current performance of 2A7V and 122Bs, but Abrams?

Wouldnt BVM be much better candidate?

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This sort of “I speak for everyone (usually while also being really angry)” is unfortunately common in gaming communities, but it’s especially amusing to see it done in the context of a poll that’s essentially split 50/50 lol.

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Hi!

I’d like to offer some suggestions for you guys to consider before implementing such major changes.

Suggestion: instead of proposed stun mechanics, maybe make tinnitus filter (if it doesn’t exist in settings) that disables communications among crew members and disrupts incoming communication from allies for a short term, like ear ringing. I.e. if I spot a tank farther away but get hit at the same time I get tinnitus effect and let’s say my commander shout out “Tank, 600m” but I don’t hear it over tinnitus. I do think tinnitus should be optional though, it should be toggleable in settings (if it isn’t already), but if a player decides to toggle it off, then I’d like to suggest a printout of blurred out crew voice commands in the lower left corner by the tank silhouette or below chat so that callout “Tank, 600 meters” would still partially come through as “***k *00 ***ers” as a sort of a subtitle.
Please, if you decide to implement any part of my suggestion or what is proposed in devblog, make it better than Wargaming did in WoT, stun mechanic played a major role in my transition from WoT to War Thunder. This is, at the end of the day a game, it doesn’t need to be as realistic as Gunner Heat PC or any of ARMA games. Other than that, I agree with other 3 proposals with minor scepticism towards crew healing mechanic. I think an injured crew member should be healed over prolonged time period, meaning that “orange” or “red” loader shouldn’t just spring into full capacity in 10s but slowly recover to it over greater time period (20s from light yellow to 3 or 4 minutes from dark red [“unconscious”, a.k.a. dead crew members should still only be replenishable at captured zones]).

Thank you for offering the playerbase to contribute in game development to a certain degree and for listening to feedback more than ever.

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I’m split on the crew stun. I agree that reaction times are just ridiculously high, a tank should not be able to effortlessly fire back when it was just clobbered by a giant round, but that form seems difficult. Its going to be annoying to essentially be forbidden from acting by screen effects and as others have said it will make the game unplayable for some that get nauseous by those effects.

How about instead just remove the arrow that tells you were you got shot from and make the impact effects more prominent? We’ve seen from videos of the war in ukraine that even a bradley’s gun makes a ridiculous shower of sparks then it strikes, if the effects ingame matched that it could be enough to dull the player’s reaction time without shoving their screen full of effects.

And for crew healing, just let us replace injured crew with fresh ones at caps, or let us move our crews around in our tanks so we can, I don’t know, make the fresh machinegunner relieve the red loader. I don’t like the idea that over time the damage I caused to someone will be completely ignored.

I would be misleading to say that crew stun would make the game more realistic… we don’t need crew stun because you already have a huge advantage with first shots that if you aim properly, will give you a kill, adding stun will only make engagements feel less fair, on top of that people have been constantly complaining about light tanks and imagine how annoying it would be to face them on flanks when they can just stun lock you or kill your crew with stuns even without penetrating your armour? How’s that realistic??? Also don’t talk about realistic until you solve the era differences between tanks in battle and a lack of means of intervention against aircraft or fix your physics engine and improve desync or fix sounds or fix ghost shells or fix tracks eating naval caliber rounds like it’s nothing

If you’ve actually played this game you know how bad an idea crew stun will be, players will be quickly fed up with not being able to respond, and it just gives a gimmick for light tanks and spaas, in what world would that be realistic or passable as a feature that’s meant to benefit the community or the game? Sounds like a schtick to me

I’m in favor of the added models (even if it adds time) as well as the extra fire potential (though there may have to be additional changes to the fire fighting mechanic if internal fires get out of hand). I don’t think I like the sound of the concussion effects but I’d have to see it in practice first but as it currently stands I’m a no there. I think a benefit to “healing” is fine and should be extended that any non-terminated crew can get healed to full while on a friendly capture point.

You don’t have to agree with it, it’s a game and honestly, not all “realistic” games are realistic in the rational sense and most times it just doesn’t make the game anymore fun, I think it’s just a gimmick for light tanks and spaas, god forbid planes as well, if it’s like heavy vs heavy, it definitely makes it harder for players to actually do well, who knows how long the stun will be, and it’s not really realistic if you have another player who might not notice it (like say your gunner was stunned but you didn’t know and your reload is suddenly not working), I’ve had moment when my gun just won’t shoot for no reason and it’s really damn annoying, it’s confusing as hell and just annoying, I don’t know how this will benefit anyone

This is not a thing. At all.

The stun effect is specifically tied to non-lethal damage directly to a crew member.

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IMG_1076

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Oh my bad, I misread a line that said “… dealing damage to the gunner”

But still, who would this benefit?

Shouldn’t come in any form, they should just fix the game breaking bugs that already break immersion

And if they really cared for the game maybe all the server exploits too

Well, it would benefit you every time you damage a crew member without killing them. :P

Let’s also all keep in mind that the patch after this we’re supposed to be getting a fix for APHE’s “sphere of death” effect, with shrapnel/etc travelling in a much more proper forwards trajectory. Which means less “stuff” hit per shot. Which makes effects on that “stuff” (per these changes, additional modules and also effects on injured crew) far more important.