Current situation: Shoot a plane, deal damage, get a kill, get 100% kill reward, plane keeps flying.
Future situation: Shoot a plane, deal damage, get severe damage, get 70% reward, plane keeps flying.
Why would I want this? How does this improve anything? You change the wording from kill to severe damage and thus the rewards need to be nerfed? Am I paying for the extra letters on the screen?
There is a major issue in ARB with people ‘stealing kills’. This change still gives incentive to people to get the ‘kill’ as they get the bigger reward. The person who does the most damage should get the kill and the reward. Another option is to just give it equally to both the person who crippled the plane and the person who finished it off.
Any chances for more RP gains for playing night battles? Please get rid of flares or make them very infrequenty for a cinematic and atmosphere addition away from the middle of the battlefield. Considered adding an option for ARB night?
I don’t think of it as a problem to be honest, I hate when people do it and I try to avoid it…but is it the worst thing to happen? I don’t think so. the worst thing about it is that a good chunk of your team will clump up and try to grab that easy kill and ignore enemies around them or ignore friendlies being chased down.
I am worried that the new system could make this worst since now you have an enemy limping away and everyone is gonna know that it is easy rewards for a basically dead enemy. So now they all chase down that plane that would have been previously considered dead.
I like the idea of the system giving more points to someone who did more dmg(like if I did 70 percent dmg to the enemy and a friend got it for 30 then that’s how the reward is split) but since warthunder doesn’t do HP pools in the same manner as something like battlefield then it’s a lot harder to calculate.
Current situation #1: Get ‘destroyed’ (you got the kill credit), can still fly, return to base and land, unable to repair, forced to return to hangar.
Current situation #2: Get critically damaged, second player comes into and destroys me (you get an assist only with far less rewards, second player gets full rewards and credit)
Future situation #1: Get severely damaged, can still fly, return to base and land, repair, go back into the fight (no one gets kill credit, you keep severe damage reward)
Future situation #2: Get severely damaged, can still fly, try to return to base before getting finished off by another player (you both get kill credit and rewards of unknown amounts/percentage instead of assists)
Future situation #3: Get severely damaged, can still fly, continue to get shot by same player, get finished off (you get full rewards and sole kill credit)
your plan of detail sound good. It would be more interesting how it will work/running.
I have some question:
1.) If i play with groundvehicle and i get target for examble the chain is broken, my vehicle is repairing automatic (if not move) the chain. It need some time for repairing. If i move for example the last second (pressed the key random or need to move fast cover), the countdown running again of the start point and i need to wait again same time. I think it’s unrealistic. It would be better if 1/4% rest time running and not 100% again start. Why not the one second because i break last second up? The crew need Jump down and get back to vehicle, that u can’t do in one second.
It’s the same if u repair for example canon. u drive in cover position and start repairing. Maybe u got over 50% ready, but a bomber coming and break up to switch of bombs if possible. If u have luck and nothing happen, you start repairing again from start… . So you loosing much time again. There would be better the repairing start again from 50% (tank canon was 50% repairing after break up - it can’t be get demage back after half reapairing.
I think that could help much players too. I drive much heavy tanks, so i have to wait very long time by demage tank for repairing.
2.) You can get in the game “3D-Deko” or “Emblem” for all kinds of vehicle. Why there are’nt emblems with picture of direct hit? So u can creative your vehicle as would coming of other battle to next one. I don’t know if a realistic direct hit hole in tank have the mechanic for a easy open weak for next shot then it could irritate with fake hole. I don’t know about it. I was only thinking about, that it would be a nice deko for examble a hole with a half 37mm bullet in tank.
3.) A other point could be interesting, if we could open hatch of tanks in a hangar/garage to see more details. A kind how by the plane if the windows they are still opened. If they start, the window closed automatic. It’s a great feature in my mean.
Most players would be interesting to see the engine. It could be carried with a crane wich standing near a tank we have selected or its standing on pallets near garage if possible.
I would like to get a feedback of a technical-support and what about the other players think about.
Or is this a wrong post in this topic? If yes, i would like to move in correct topic.
I don’t agree with this one. If an aircraft is “severely damaged” it shouldn’t be possible for it to outrun / outclimb a non-damaged enemy. If the pilot can nurse the aircraft enough to outlast the duration of a game, the pilot shouldn’t be punished with the aircraft considered dead and probably paying the full repair costs for the next respawn.
I would prefer to see the night battles available to vehicles below 10.0 - there are many vehicles in the game that have night vision but do not have thermal vision, like MARS15, some Magachs, or even ASU-57, which cannot hope to compete with vehicles that do have thermal vision. I think starting the night battle ranking at 8.0, or even 7.0, would make it more accessible to lower vehicles, especially because it will be optional anyway.
Will the total reward be decreased?the critical hitter can get a kill assist and the target destroyer can get 100% killing reward now, but in the new mechanic the 2 player’s total reward seems fewer, 80%+20% killing is less than a 100% killing + an assisting reward.
I consider that the total reward in the new mechanic shouldn’t be lower than current version.
With respect to the severe damage changes, I think if the player who deals the severe damage to the aircraft doesn’t get the full rp/sl rewards for a kill regardless of if they get the finishing blow this is a negative change. players are already encouraged to finish off dead aircraft if it means protecting their team and thus increasing their odds at winning the game, but with this system they are encouraged to shoot at any aircraft with an alive pilot even if that plane is obviously going to crash.
A key part of the game is target prioritisation, knowing which targets are worth focusing on is important. Currently a player who deals severe damage to an aircraft, and can tell that that aircraft is no longer a threat to them or their team and has lost meaningful control of their aircraft, can then decide to save time and ammunition to focus on other targets with no loss of reward. with this change that player may still be able to get that same reward if no one shoots at the aircraft before it crashes, however if someone shoots that aircraft, between that severe damage and the plane crashing that initial player is now at a loss of reward relative to both currently where it would have immediately given them the kill reward and also compared to if that other player did nothing. so the Initial player who dealt the severe damage is worse off despite the second player doing nothing to actually change the outcome of the enemy plane.
For me this system can be immediately improved by simply treating severe damage as a kill in terms of rewards even if someone else “finishes off” the enemy aircraft. players would still be encouraged to help their team by finishing of vehicles that have not been destroyed, it would still be obvious whether an vehicle has been completely disabled or merely significantly damaged while not discouraging players from going after real threats instead of scurrying after a threat that has been in all but name dealt with.
The new Air damage systems sounds good, although I feel that instead of a kill the “Finishing off” person should just get an assist. It doesn’t sound like they’re going to need much effort to do so, against a player who is probably very incapable of defending themselves. I also don’t think it will stop your teammates all running after the severely damaged plane (or now, on fire/critical) to get the kill reward (even if it’s less SL/RP if it’s only the difference between Severe and Destruction rewards, it still counts as a kill). In fact, to me this will make it worse as it’ll be a guaranteed kill.
(I don’t really play missiles much so I’m not sure if things are different up there).
Also, a minor point, but “Critical Damage” to me sounds more destructive / higher impact than “Severe Damage”. So it’s defined here a little backwards in my mind and could be confusing (at least to newer players).
You can actually return to base and repair when dead most of the time right now.
The op is right. This just justifies kill stealing and incentivies players to finish “severly damaged” planes off rather than letting them rtb. Also what about assists? If player 1 crits player 2, then player 3 severly damages him, then player 1 gets nothing?
I like the idea for the new aircraft kill-mechanics.
I HATE it when i “kill” a plane, watch our for another one, and then the same “killed” plane turns back and kills ME… this SUXX! Please change this!
The change is now that whenever if you damaged severly enough your opponent you’ll be credited a kill when he got to land the plane,…
The thing is, sometimes we are 1/2/3 guys to do a critical hit each,… therefore, we severly damaged the aircraft, and only one guys is going to get credited.
Some films shows that credited kills were shared among the pilots, maybe this should be added.
They are good ideas and im looking forward to the RP changes, so I hope next time I get 10 kills on ground RB I dont get 3k RP only. Also please reduce the amount of ilumination flares in night battles, it makes night vision useless.
You can already land and repair, it’s a roll of the dice because consistency is treated like the plague by Gaijin but it happens often enough that you can repair, it’s stupid because the scoreboard shows the player as having died but they’re still flying, but no less stupid than 2 people getting a kill for 1 death anyways.
Also I have no reason to believe that ‘severely damaged’ is going to work consistently, see my previous point about consistency, if you previously only got an assist with far less rewards because it did not give you the destroyed award, it’s equally not going to give you the severe damage award and you still only get the assist with far less rewards, but now the second player doesn’t even get the full rewards anymore as the destroyed gets replaced with severe damage and a third player would have to come in and get the last reward.
And that’s even assuming Gaijin isn’t going to remove the assist reward or something stupid like that.
Also the fact they say:
The amount for this reward is slightly less
Without telling us what they mean by slightly less is a joke, and this constant vagueness and ambiguity is exactly how they operate so they can push things through that end up being a lot worse than advertised because turns out Gaijin thinks 40% is slightly less.
So with this change, you only need to contribute 2% Damage to receive 100% of the rewards.
1% to get ’ Severe Damage’ Reward
1% to get ‘Finished Off’ Reward
I’d rather it go one step further and account ‘% of Contribution’ instead of relying on just ‘thresholds’.
7% Damage Reward
13% Damage Reward
10% Damage Reward
10% Damage Reward
26% Damage Reward
6% Damage Reward
9% Damage Reward
1% ’ Severe Damage’ Bonus Reward
9% Damage Reward
1% ‘Finished Off’ Bonus Reward
This way everyone who participated in the kill receives a reward, instead of only those that hit it at a certain threshold.