I think Russian vehicles will actually get it. Most of the reasons why Russians are so good is because the data is more public and they’re popular so there’s more of a focus on them. Similar to how the armor composite is known, the intricate details should probably also be known
Less popular nations such as Japan don’t have as much of a focus on them, so as a result, their armor and intricate details is far harder to find, or because the data is just classified
As someone has pointed out before, the model for the autoloader system has been in the game for 7 or so years but has yet to actually get a proper damage model. You shoot it in game and it turns yellow and that’s about it. I don’t see Gaijin implementing either option 1 or 3 fairly into Russian tanks. They’ve had years to do it and still haven’t.
Autoloaders in general arent modelled to be a damagable module.
The only exception is the otomatic autoloader, because its directly part of the breech
Implementing 1 is pretty much the only chance you have if you really want autoloaders to modelled
you’re absolutely right on this one … it is yet another example of “here is 5% of the information you need to make informed decision, now go make that decision and then we will do whatever we want anyway”
this whole thing looks eerily similar to the infamous Last Man Standing mechanic. Remember that disaster? And it is pretty sad that even after entire decade of releasing half-baked poorly thought out game mechanics that ruin the game for months or even years Gaijin still doesn’t understand the concept of releasing information BEFORE asking for vote or feedback. We shouldn’t be asked to vote for something based on nothing more than a few vague buzzwords and no detailed description whatsoever.
how will the Gaiin-issued aimbot be influenced by the stun mechanic? when holding one key automatically locks any target near the crosshair and glues aiming to it (courtesy of yet another amazing game mechanic from Gaijin), camera shake or sparks or gun drift is pretty meaningless
will crew stun affect reload? (aka massive buff to autoloader vehicles & nerf to everyone else)
will fast firing vehicles like 2S38 be able to permanently stunlock target?
what about SPAA? for high rate of fire weapons HE damage can still sneak through the armor and kinetic rounds can randomly bounce and make 90degrees turn, will crew stun mechanic make certain already way too powerfull SPAA even more ridiculous?
volumetric armor still isn’t properly implemented, any game mechanic relying on armor will put hundreds of vehicles at MASSIVE disavantage … is Gaijin really okay with that?
if full speed collision with Maus or having 20+ ton fighter jet crash into your tank at 1000km/h does absolutely nothing, why should hit from tank round stun the crew?
etc, etc, etc … sooooo many questions, too bad Gaijin can’t be bothered to answer any of them BEFORE asking us to vote
Per usual Gaijin gives crappy/undetailed options in a survey.
New modules are fine as long as it doesn’t add ridiculous repair times. New modules are fine as long as a 30mm autocannon doesn’t disable hydraulics with 1 hit in GRB. In SB I would be fine with 1 puncture disabling a module.
Stun mechanic sounds fine for SB, but definitely not for GRB. Stun should not happen with anything smaller than 120mm. Aim drift is fine for anything from 75-115mm. Dev server should be used to find out which things should be tweaked for SB vs GRB.
Fires in compartment are fine, but only if it turns crew slightly yellow, or components slightly yellow. It shouldn’t be turning anything red, and certainly not disabled. It should also have 0 impact on aiming and should not be annoyingly loud when in gunner view.
Overall, none of this matters until Gaijin stops rewarding content creators with 10000000 GE in dev servers, and instead opens it up to all players to play all vehicles. There should also be in-game report functions on the dev server that allow players to say what is good or bad about a change. Players shouldn’t have to pray a report doesn’t get banned on the forums. And Gaijin should actually play their game and LISTEN to reports from players instead if instantly throwing them out with “not an issue, end of discussion”.
I agree with you 100%. I don´t even get their problem. If they want more spall they should remove spallliners cuz before them we had more spall. More components in a tank? What happens to repair time will it increase even more?
I think these “Ideas” are just here to reduce the skill gap. Because than u will just disable any tank so it can´t shoot back. RN u have to hit it properly to 1 hit kill it.
Just more new player friendly stuff so no one has to learn the game properly!
Automatic healing should only happen on caps, like replenishing ammo. For Arcade mode then having them heal over time while not on a cap would be fine, but for RB/SB it would be more balanced if your crew wouldn’t just magically return to full HP in the middle of a battlefield, they should have to go to a cap to get medical equipment to heal themselves like replenishing a new crew member.
More fires although short sounds like a pain, while concussion effects sounds like it would make autocannon vehicles very powerful. The first idea is probably the best one, but the detailed-ness should be balanced to make it so vehicles aren’t too fragile, so a few extra modules to fill some space would be good, but not to the extent where the wiring between modules is also modeled for example.
Most of us don’t want the Stun mechanic because it will become rather annoying very quickly. Many of us worry whenever that mechanic wouldn’t be done properly and previous records have proven otherwise.
For SB they simply shouldn’t heal.
In terms of SB this is another step in the wrong direction. The right direction for SB would be the opposite: disable repairs outside of a repairbase (no jot the cap, a base behinde the spawn)
It is ridiculous that these changes are supposed to come to all modes. They don’t even think of seperation between the modes.
Would honestly be fine with a stun mechanic being introduced assuming a few things in the suggestion were tweaked or completely removed.
Completely remove all of the suggested visual and auditory clutter (sparks + tinitus) along with the drifting aim. Stun on hitting crew would by itself be a huge rebalance for a lot of vehicles, you don’t need to add visual/auditory disorientation + drifting aim with it. You are trying to cram too much into a singular mechanic that would be very impactful by itself, and it’s throwing off a lot of people that would otherwise be open to a crew stun mechanic.
The length of stun should correspond to the severity of the crew injury. A crewman who only got lightly yellowed by spall should be stunned for less than a second, while a crewman who just got shotgunned by a cloud of spall and is now cherry red should eat the full 2 second stun.
I feel a stun mechanic would be a good way to remove WT’s BS survivability moments where you penetrate a vehicle and spray the entire crew with spall, just for them to be completely unfazed and instantly react and return fire like they didn’t just eat a facefull of metal fragments.
Errrr, no. I’m an arcade player and neither makes sense nor seems fine to me. But hey! I don’t play realistic or simulator. I think it would be fine there.
in all honesty the first proposal is good for tanks that use hydraulic actuation for the turret drive, but most of the top BR MBTs use electric drive units paired to a generator and battery pack, making the “hydraulic pump” idea not work so well, if they added the APUs and generators that power these systems in the model that can be taken out then you would have ground to stand on there, and they can also get rid of the issue of people complaining about the fact that most of the in game MBTs have auxiliary power units and the Battery power mechanic isn’t realistic.
Stunning of crew members is an interesting idea, but don’t always “make sense”, and could be extremely annoying in certain situations:
You’re crossing an open area with no cover, making a “mad dash” if you will. Enemy rounds are landing around your vehicle. You have almost reached cover when you take a hit, even if it was just a glancing one - part of the spalling hits your driver turning them “yellow”. Your driver is stunned, effectively the same as being “incapacitated” and in WT this means slamming the brakes. Your vehicle screams to a halt inches away from solid cover…
Humans are flesh and bone, yes, and I’m not a psychologist, but don’t you think that significant emotional events like this could also be a motivator for you to not stop what you were doing? IMO the driver would’ve held that accelerator down for dear life.
Same with loader, if the damage isn’t too great. It would just temporarily motivate them to work extra fast, if you get what I mean.
So my suggestion is to make a certain threshold, where if sustained damage is very light it will momentarily boost your crew members performance (simulating adrenaline and “oh sh*t” reaction), but with eventual onset of negative effects once this has worn off. Crippling damage above the threshold would of course reduce performance instantly.
Also: a wounded or incapacitated driver should IMO not slam the brakes, but continue the action they were doing when hit, such as pressing down the accelerator. It would be funny and somewhat realistic watching a vehicle careening out of control because the driver slumped over the controls.
We know for sure that at least a HUGE chunk of the people who voted “no” didn’t even know how the mechanic actually worked, there was an enormous echo chamber misinformation campaign that further fuelled this issue, there’s been LOTS of aggressiveness, toxicity and hate towards those who wanted the mechanic, and many people didn’t even read the dev blog…
Many people on Reddit are even expressing regret for having voted “no” without reading because they actually liked it when they read it afterwards…
…and even then, it’s 44/56%, so not a “clearly” even in spite of these circumstances.
Same goes for fires in the crew compartment. Many people believe that they are fired like the engine ones, that need FPE to be put out, etc, even though this isn’t the case.
I know many people still don’t like the idea/, but the number is probably closer to 70/30 than it is to 44/56.
I think the voting for these two particular mechanics should be repeated after a new dev blog focused on them.
If you think “everyone is clearly against it”, you shouldn’t mind the voting to be repeated, since the results would be the same.