Following the Roadmap: We’d like to hear your feedback on our proposed Aircraft Destruction Mechanics & Night Battles design

I think all I need to say is W

I do think we need a clarification on enemies who have taking a critical hit and how will they behave in the new system.

If player A is crit by player B and then severe dmg is dealt by player C…who gets the reward? Is there even an assist system still in place with this new system? Will player C be awarded the largest sum while player B gets nothing? What if a 4th plane jumps in after the severe dmg is dealt? Will they get the finished off reward?

I expected night battles to be allowed for all tiers since it being opt in but i guess german ww2 radar and shrage musik will continue to be useless

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We will ever get a mechanic similar to “hullbreak” for aircraft in Ground battles, to counter “dead” aircraft flying around unless hit directly in the engine or pilot?

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This new purposed kill system sounds a bit confusing… I do think its a good idea though. It sounds like it will solve two issues going on with the game. kill stealing wont be as annoying since you will still get credit for the kill, and if your wings are missing but you can still land you will be rewarded for it. i like it! :)

I mostly don’t care
But how about doing something real about the real issue of spawncamping?
Something real, not the nothing you have done some time ago.

I’ve been thinking about these changes now for a few hours and I’ve had a thought?

How often will you actualy ever see “Severe Damage”?

Its extremely rare that im either critically damaged enough to limp home or do the same to another. I feel that this would impact the last 1%. Unless someone heavily burning but not dead yet counts as “Severe Damage” then this is going to be a rare occurance and doesnt prevent kilsteals.

Unless… This is part of a total overhaul of the aircraft damage model, that will result in more realistic and potentially survivable damage?

In which case, this could be good, but if not, I just feel this is going to be a relatively major swing and miss

Oh, great, yet another reward nerf, this time aimed directly at air RB. For those who didn’t notice, the whole severe damage mechanic looks like yet another round of sneaky reward/scoring nerfs similar to the infamous Ground Breaking update

System used right now is far from perfect, but at least when plane is heavily damaged someone gets the kill and the rewards that go with it. And tons of other things are directly tied to kills … assists, teamwork awards, etc, etc. What the new system tries to do is muddy the waters as much as possible, obfuscate rewards and delay the kill reward for as long as possible in hopes that this will get rid of as many assists as possible and other rewards tied to kill awarding.

In current system, heavily damaged plane is immediately counted as kill …

  • game awards kill to someone (not always to the right player, but whatever) and that player gets score + SL/RP rewards that go with it
  • if more players damaged the target and the hit/crit counters are still running they’ll get assists + the score & SL/RP rewards (quite a few players can get assist for one target, often the total score/rewards awarded for assists far exceed the reward for that one kill)
  • player killed gets part of the score awarded for kill (1/3 of kill score)

In new system, if damaged plane manages to fly away, most of this disappears (you can already hear Gaijin cheering in the background) … no kill reward, all hit/crit counters used for assigning assists run out so no assist for anyone and all those assist rewards that would be assigned under old system go poof, no score given to killed player.

So for each case where damaged plane can get away and repair or stay alive till tickets run out, that’s a lot of score total that isn’t awarded and pretty hefty ammount of RP/SL in kill/assist rewards that also goes poof.

Then there are tasks (daily / special) … good luck with those, everything that needs kills / assists / teamwork / multistrike will now be a lot more chaotic and far less reliable.

And of course, when not awarding kills immediatelly and instead using delayed rewards + fractional rewards based on poorly defined situations depending on very chaotic and hard to observe behind-the-scene mechanics … well, that’s perfect opportunity for using some creative math to let few more % fall through the cracks and disappear, who’s going to notice …

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In terms of night battles. It’s fine for now at 8.0. But in the future just give vehicles the ability to turn their lights on. Have some light-based fixtures or even spotlights be on in night battles sometimes pointed in random directions. But of course, don’t make it bloom unless you’re using higher graphical fidelity so we of the potato computers who may not have the financial capacity to afford a better computer at the time can play. Without losing the graphical frames. Such as doing Baked for lower graphic settings and Real-time for higher graphic settings.

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It sounds like the new kill system could result in an on average reduction in kill rewards, due to how the reward is split into 2 events now. On top of that, will being severely damaged incur the full repair cost? If so that means that people may end up paying twice the repair cost if they get severely damaged, land and repair, and are then destroyed after taking off.

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A surprise but a welcome one.

Please consider increasing ground battles rewards as a part of your next Roadmap.

The grind for higher tiers of ground vehicles is ridiculously time consuming even with premium account.

You get 1 kill in air battles and 5 in ground battles and you get less RP for the 5 kills…

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I really dont understand, why not allow at all BR now that players have a choice?! id love to make use of the panther II at night…

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From my and many others understanding, the only change “severe damage” will bring to Air battles, is that planes that would count as destroyed, but still able to do any maneuvering using its tail will not be counted as destroyed, but as severly damaged.

Severe damage would not be applied in the new system if a plane wouldn’t be destroyed in the old system. On the current, and in proposed system a destroyed/severely damaged plane both have the same potential to return to base and repair, or continue fighting.
The only differences this change brings:
1)Not giving a “death” to the severely damaged plane if it manages to rearm or the battle finishes before it crashes.
2)Giving a kill to both the plane that severy damaged an enemy, and to the player that finished the plane, as opposed to giving the kill to the first player, and an assist the other player in the current system.
3) Slightly recuce reward for a player who would get a kill in the current system and severe damage in the proposed system, after another player finishes off.

Therefore this change encourages finishing off enemies and decreases the reward for the player who did the heavy lifting. I’m against decreasing the reward for damaging severely compared to killing in the current system. I’m slightly positive towards giving the kill also for the finisher.

I think this new system doesn’t improve the gameplay in the meaningful way. The issue this new system should adress is not, improving KD of attacked players and players that finish off enemies, but it should address killstealing.

One way to do it would be to grant a “severe damage” to the player that applied highest critical damage to the enemy (that would not count as destroyed in the current system), if the enemy was then killed by another player. Both players would then get the kill with reward depending on the damage dealt.

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Really these are good changes.

I guess reading comprehension wasn’t your best subject at school :(

Indeed! If they had SL/RP bonuses, I would happily enable them.

That being said, I understand Gaijin and most people’s preference to keep the rewards cosmetic.

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Well… It does depend on:

A) what exactly the rewards are
B) what is classed as Severe damage instead of a kill

If this is done wrong. What was before a kill, could now just be Severe damage and if someone else were to come along and tag that target before it died/you could finish it off, are you now worse off than before?

Question for those who don’t agree with this proposed system.

If you think that what was previously destroying a plane now only counts as ‘severe damage’, what do you think it means to ‘finish off’ an already destroyed/severely damaged plane? The logic doesn’t really hold up.
So you destroy the plane a second time? How exactly?

I agree fully with the “severe damage” mechanics.

For night battles, I’d say you could probably drop to 9.0 for minimum BR in which players can see night battles. If you keep it to 10.0, totally fine too.