Lower plate is an instant off switch. Sometimes the gun too. Easy as hell to disable though.
Big ass flat 90mm plate on the face of the turret that makes KW-220 big junk.
Like really, M24 can deal with KW220
i have no leg to stand on in this argument
i dont have the tank and i dont face it often at all, its quite rare infact
but i think its not really that strong, sure it has pretty good armor and all, but none of that matter once you realise that you cant frontally pen like half the 6.7 tanks
You mean how like Gaijin buffs or nerfs a vehicle without adjusting the BR?
I have an idea. Wouldn’t it be interesting to change the crew’s life skill to stun time? Essentially, when they receive a penetration hit, the crew would be stunned for several seconds, and depending on the crew’s skill points, this time would last more or less time. I think it would be interesting because it would help reward the player who hits first, instead of rewarding the player with APHE and penalizing everyone else. It would also make large-caliber HE and HESH shells generate stun without needing to penetrate, depending on the explosive charge and the thickness of the armor hit, and of course, with a Battle Rating (BR) increase for those vehicles.
enjoy getting permanently stunlocked by gepards
This was subject to a poll run by Gaijin, and it lost decisively. Which is good, because it’s a terrible idea that just compounds the advantage of high RoF guns/whoever shoots first (those who already have the advantage in the engagement). Ground doesn’t need even more “win more” mechanics.
The key would be penetrations, not impacts. If a cheetah flanks and fires at you from the side, if it can penetrate you, it doesn’t even need to stun the crew anymore, since it simply kills you. On the other hand, if you land a shot and penetrate the cheetah, instead of it continuing to fire at you due to the poor damage model, the crew would be stunned, giving you time to land a second shot before or shortly after the cheetah moves again.
What you fail to see is that you’re actually asking for a buff to solid shot, and you emphatically do not get it with a stun lock mechanic, since it applies to any penetration. Even modest-filler, low-calibre APHE would become more lethal because it doesn’t matter if it lacks overpressure when it hits your engine, you’re getting stunned anyway! It doesn’t matter if you have thin armour such that the round doesn’t fuze, it penetrated you and so you’re stun locked.
You’re getting all the downsides of the horrible stun mechanic without actually achieving what you really want.
If you want solid shot buffed (a position I support) then there’s a very simple way to get it done: buff the post-pen damage of solid shot. The community didn’t want to nerf APHE post-pen effect, fine, even if Gaijin wants to be seen as respecting that poll, the other option is available, and it’s a much more parsimonious way to go about it compared to introducing a whole new mechanic.
EDIT: if you want to buff HE as a tank-killer you also have another option available, simply include the kinetic component of the HE round, which the game does not model.
Although tbh large calibre HE already works well thanks to overpressure.
The Jagdtiger’s APHE will struggle to pen a T-10M from the front (I know they don’t meet in the regular matchmaker, but I have it in my 7.7 lineup) however if you use HE on its cupola, you will overpressure it to death in one hit. And that’s “only” a 128mm, smaller than most SPG HE calibres in the mid tiers these days.
Well, something more realistic and simpler could be done: the stun effect could only occur in the penetration zone, creating a sort of sphere from the impact point, varying in size depending on the projectile caliber. This would prevent the stun from occurring because you’re shot in the engine compartment.
What I want is for the most important thing in tank warfare, as in real life, to be penetrating the enemy first before they penetrate you. This is impossible in this game because absolutely everything related to penetration, armor, and damage is extremely poorly modeled, leading to comical situations like penetrating an enemy and only killing one crew member while you die, or even penetrating an enemy five times only for them to repair and kill you.
Not only that, I want APHE rounds to do their actual damage, and HEAT rounds, and HESH rounds, and APCR rounds, and APDS rounds, and APDS-FS rounds. What I want is to play a game where bullets do what they’re supposed to do, and where you’re the one who makes the difference in the match, and it’s not the bad bullet modeling that decides whether you kill someone or die miserably.
The real solution is easy to imagine but difficult to implement, as it would involve reviewing the damage of all bullet types, revising the penetration calculator for many bullet models, reviewing both armor and volumetric bullets, completely redesigning the maps and making them larger, etc. As you can understand, I’m more than sure that, firstly, the devs aren’t going to bother doing this work, and secondly, it’s reached a point where the players themselves just want the game to stay the same (possibly for fear of losing kill ratio). Therefore, the other option, quicker and simpler to make the game fairer, is to slightly benefit the player who penetrates first with some kind of stun, of course adjusted to avoid problems like those mentioned before, such as stunning by firing an engine, etc.
There is also a fundamental problem of game balance unfortunately. Very much unlike real life, acquiring targets in War Thunder is incredibly easy. We fight in small maps, we have an incentive to push aggressively even if it means being in the open because that’s how you win matches (conveniently we also are not afraid to die, unlike real tankers!) and every gun in the game is uncannily accurate. You can pixel aim for weak spots in a way that would simply be impossible, not just with WW2 optics, but more importantly with WW2 turret drives.
So if tanks worked like real life (one penetration ends the fight) matches would be over in two to five minutes.
If you want a core game loop centered around that, the first thing you need to do is cripple our accuracy. It is definitely something that could be playtested through the CDK, but I’m not exactly shocked that this isn’t Gaijin’s priority at the moment, since GRB in its current state is the most popular game mode in WT…
I want that too, but aside from the massive impact it would have on BRs (which is not a negative imho), there remains the issue that in WT’s current core ground game loop, you can’t destroy a tank. Not really. Every component can be repaired (with the exception of fire extinguishers I suppose). You win a fight by killing the enemy tank’s crew, which functions as the “hidden health bar” of the game.
Buffing solid shot, even to unrealistic levels, gives you a more competitive balance with APHE. If you want a deeper revision of all damage to get a more realistic experience where penetration is the only thing that really matters, then like I said you need to fundamentally redesign the way a ground battle occurs in the game. Stun lock certainly won’t get you there.
It is also not clear that it would be profitable, since GRB seems to be very well-loved in its current shooter format.
Stun lock is really not fair to anyone, inherently it’s just a “win more” mechanic. The parity you’re speaking of is best achieved by reducing the damage gap between APHE and everything else. Since the option to nerf APHE has been ruled out, it’s time to buff everything else.