I’m fine with the first effect. The second effect could be problematic. Am I to understand that 75 and 76mm American guns won’t be able to disable Panthers and Tigers through the cupola anymore? Are German players that bad?
That is how it’s going to work, you can still take the commander just that’s about it.
Luckily there’s more places to pen a tiger and panther frontally than in the capola
Seems to be.
Except IRL any penetrating shot is automatically a kill shot. Even if the whole crew doesn’t die and no ammo nor fuel explodes, the crew will most likely bail out after any penetrating shot.
Even if a shot went into commanders hatch and killed only him, the crew will probably bail out immediatelly running for their lives after being stuned and covered in tomato sauce made out of their commander.
In War Thunder high APHE damage makes up for the fact that it’s generally way harder to knock out a tank than it is in real life. And it is exactly what makes heavier vehicles balanced.
Any APHE damage nerf is a massive buff to already survivable heavies that will surely bring them up in BR and create even more problems.
Just leave APHE as it is and buff other shells
Not only that. It will create much more issues.
Tigers and Panthers are just a tip of an iceberg
One of the only Jagdtigers lost in combat was destroyed because the crew panicked after the group of Shermans it took a shot at returned fire. The hits glanced harmlessly off of the frontal armor at first, but the scary sounds caused them to turn their vehicle in an attempt to flee. It then got penetrated through the side.
So for the sake of realistic gameplay your crews should panic and start doing random bullshit after non penetrating hits, I suppose.
it’s a trap
it really doesn’t matter what pictures Gaijin throws around, this will end up being yet another server-client synchronization downgrade, something designed to simplify damage handling and offload even more stuff to client. Cost cutting measure, that’s all.
basically the same #### we went through with realshatter for aircraft guns, or ATGM controls input downgrade we had year ago …
it’s useless to say it to them.
this will do some effect only if some english-speaking youtuber will say that changes are bad, we must vote against them.
Then again the majority of WT players are unironically idiotic, because the last time Gaijin gave us a poll, the majority of the community thought it was a good idea to reduce the top % rewards in order to buff the bottom % rewards. So if you’ve ever wondered why the rewards at one point became relatively shittier, you got the bottom of the barrel of the community to thank for.
Beating the dead horse once again I can see, even after more than 2 years…
1: Rewards got worse when, through two stealth updates, base RP multipliers were unilaterally reduced.
2: Rewards got worse when, through a previous update that was unfortunately little known to most people, rewards for actions were reduced.
3: Rewards got worse when, on top of the previous point and on the same update as it, the amount of actions that counted for activity were reduced (such as taking hits on a tank or proximity to enemies in planes), while rewards were made more dependant on activity at the same time.
So… no, rewards didn’t get worse just because the reward % was made to depend more on individual performance every match rather than which team you happen to be in. They got worse for several other things and then people put all blame on a change that didn’t have such effect just back then, everyone was too busy crying about the victory/defeat reward re-distribution and blaming and associating the effects of all economy nerfs to said change… instead of acknowledging the ACTUAL update that nerfed economy, which came just one month earlier, and which included (but was not limited to) the removal of proximity battle activity and many other things:
Unfortunately, that update was very “discrete” and remains unknown to most players, while the following victory/defeat reward redistribution update got LOTS of visibility. Because of this, most people associate and blame all of the economy nerfs on the victory/defeat update instead of THIS one.
Still struggling with primary school logic. It’s a matter of statistics. The winning team has significantly more rewardable actions and more time in game (can most prominently be seen in ARB, but it’s true for all modes). Thus a change from a high win multiplier to a low one drastically reduces the RP payout to the community as a whole.
But this was explained to you ad nauseam last time. And just like with the current APHE change you will ignore all counterpoints and keep repeating your drivel in hundreds of posts.
Not necessarily. There are people with 10 kills on losing teams and people with 0 kills on winning teams. The new system merely ensures that people are rewarded more for THEIR own performance and not which team they happened to be in; so that players performing well in losing teams are not punished for something they can not control.
And let me guess; just like I supposedly “manipulated the entire playerbase into voting against their interests” through exactly 2 Reddit posts back then, the “yes” option is winning by an overwhelming majority on this vote too also because of my “hundreds of posts” even though I literally am not on Reddit anymore…? Lmao.
Are other players so bad they can’t position themselves? cupola shots are unrealistic gimmicks and shouldn’t nuke entire tanks
Balance will necessarily change. Making APHE realistic and buffing other rounds will make the game more balanced overall. Tanks with solid rounds or small filler charges will be less impacted by the lack of massive APHE fillers.
Heavy tanks will actually be heavy tanks. No more gimmicky cupola shots that negate your armor.
Other rounds will actually have a purpose. No one seems to care that APHE is essentially the only viable round for a large portion of the game. Each round was designed for a reason and allowing those reasons to be useful in game will be a major boost.
APCR needs to be made more effective. APCR was the answer to the questions you have but Gaijin nerfed it nearly a decade ago. It was a massive nerf to the game.
@Stona_WT i have question after looking at the post and everything looking good but there is one issue what about overpressure?
there is nothing talking about how overpressure will effect this ?
Do you not understand the term statistics? In pretty much every match the winning team has many times the awardable actions (caps, kills, assists and so on) and especially way more gametime as running the enemy team out of spawnpoints and players is the primary way of winning. Arguing against that with extremely rare outliers is ridiculous. The RP income of the playerbase as a whole took a massive dive directly due to this change, that’s a fact.
No, you’re just obnoxious because you flood discussion threads with hundreds of posts without ever being able to actually listen to what the other side has to say and change your opinion when you’re wrong. Case in point being the RP income nerf. Thank god no one has to see your drivel on reddit anymore.
I also love how they always talk about Tiger H1 specifically, as if it were the only tank ever to “need” a cupola weakspot, even though there are countless tanks whose’s cupolas are an artificial weakspot as of now; the IS-2s, downtiered T-34 (1942/1932)s, etc.
Offtopic
I have in mind a game that simulates that. Its a strategy game though, not like WT. After a tank takes too many hits in a quick succession, even if the armour was not penetrated, it’s crew’s morale goes below a critical value and they can’t fight for some time and need to pull back from under fire and recover.
How curious- many players and I showed hundreds of “outliers” and they were still considered to be “outliers”. How many thousands of “outliers” have to be shown for them to stop being “outliers”?
That’s funny; everyone understands that “statistics” out of context on a matter that is determined by dozens of variable human factors can’t be taken for a fact; but suddenly, when it comes to this, “statistics” is all that matters.
I always listen and change my opinion when I’m wrong- keyword being “when I’m wrong”, such as the recent matter regarding Abrams spall liners. Unfortunately, whether I find myself to be wrong or not is not yours to decide.
Centurion Vs FV4005
Gaijin: Hit. 30 second track repair time.
I’d love to see this implemented, but certain tanks will be absolutely decimated while other tanks would be near invincible. If this goes in, I’d like to see a overpressure/hull break rework. The way I would rework hull breaking is adding almost a “health bar” to certain pieces of armor, with each armor plate have weak spots (Areas were welds meet) and a localized weak spot when the “health bar” gets too low, visually indicated by some sort of cracking on a plate or separation between welds. A historical example being that the Panther’s UFP was prone to cracking after a couple of shot rounds. I feel like this would take a lot of research, time and effort to implement properly as the old hull break mechanic could be very buggy at times. I also think this could buff certain tanks and also nerf certain tanks, with an example being that certain Sherman variation used cast hulls over welded hulls, as the lack of welding would mean significantly less weak spots. Certain tanks would get nerfed by this, mainly being soviet and German armor, as they used welds for almost everything and the soviets using machine welding, had very weak welds. If my reworked hull break system would to be implemented, I’d also have to make drastic changes to HE shells, especially those of high caliber. Large caliber HE shells need a rework on there damage models, since Warthunder mainly uses the pressure wave of the impact of an HE shell and how much of it is absorbed by the armor to determine if a tank is knocked out or not. This needs a massive rework, as historically if a tank was hit by a high caliber HE shell the welds would break and the armor would crack (Besides the pressure wave that a crew may or may not succumb to), the best historical example being the SU-152 at the battle of Kursk, where a group of SU-152s knocked out 7 Tiger I’s and 11 Elefant/Ferdinand casemates TDs and a couple dozen Panzers. In warthunder, a direct hit on a Panther’s UFP from an SU-152 (And similar vehicles carrying high caliber HE) will not knock it out, the same being applied to almost every tank with heavier armor. If you want to take one of these tanks out using high caliber HE, I find it best to try and lob the shell on the roof or a cupola, but if you are far enough away you can lob it right infront of the turret but without hitting the UFP, but this is hard to do. Shooting at a vehicles side is mostly succesful but it isn’t rare to see that the tracks ate up the entire shell. HE needs to do way more damage in my opinion and I’d really like to see that a revised hull break mechanic gets implemented if this change goes in.