Ground Vehicles **PROPOSED** RB battle rating changes

I’m just saying what I think would be best for the game and its balance. If most players don’t want change and are complacent, that’s not my fault, but I think the devs should at least test other mechanics that have a certain level of realism so the game innovates in some way and breaks the monotony. This monotony has led to matches where you constantly see “lemming trains” where one team loses eight tanks in two minutes, more than half of which are out-of-death (ODD) while the rest go back to “lemming trains” only to die again, while a lone player is defending an entire flank without any help, until they die like a dog surrounded from all sides. When this happens repeatedly, I think the devs should make changes to break this absurd monotony.
Perhaps what most players want is to use cheats without any consequences, but even if almost all players want that, I don’t think it would be good to listen to the majority.

I love how you still think your opinion is superior to everyone else’s, you could only hide it for a single sentence.

Any form of stun just makes the game unfun as it removes even more skill from the game, there are other ways to change up the game, the perfect example is buffing the damage of other round types.

Which is more an issue of map design than it is anything else. Abandoned factory is the perfect example of this, A is the dominant side of the map, so why should I bother fighting for C when I want to win the game?

Make C more important or rework the A site to make it less dominant and you’ll see better distributions over time.

It’s not about superiority; it’s that I’m not happy with the direction the game is taking, while many players are content with how it is. It’s a fact that I don’t like how the developers are leaving the game, and it’s also a fact that more and more players want the game to stay as it is, for whatever reasons they may have. In no way is my opinion superior to anyone else’s, since I’m a player and so are they.

In my opinion, removing the skill means that a player can shoot first, and for some absurd reason, the shot might not do the damage it should. Then, in less than four seconds, the enemy you shot at turns around and kills you. The player who used their skill to position themselves on the map, aim where they should, and shoot first was outmatched by randomness, which benefited another player. There’s also the issue of players’ skill in absorbing damage and bullets.

At the same time you have people who completely whiff their shot, but because of this new stun mechanic they pretty much get a free second chance to get the kill anyway, that is called hand holding.

Which has more to do with volumetric and Gaijin’s modeling, all of which can be fixed without adding mechanics that can make the game even worse.

Excuse me? I’ve been saying all along that it’s a stun if they penetrate the armor, and I even clarified that because another person said it could happen if they penetrate the engine compartment. In any case, to make it less problematic, the most balanced solution would be for a stun sphere to be generated upon penetration of the fighting chamber (like the APHE rounds), which would vary in size depending on the caliber of the bullet that penetrates, while with large-caliber HE rounds it would be a semicircle from the point of impact, depending on the amount of explosive and the thickness of the armor. Like everything, it would need some tweaking.

Do you seriously think that will ever be resolved? Especially since it’s something that didn’t exist before and now it’s become extremely common, and every year that passes it gets even more common.

Whiffing doesn’t automatically mean fully missing or bouncing.

Let’s say there is a Firefly that sees see a panther side on, The firefly whiffs their shot and misses most important parts, but some shrapnel still yellows/oranges the gunner/loader in the leg. Currently the panther can then turn around and still kill the firefly, which is deserved for whiffing so badly. However with a stun mechanic now the turret crew would be stunned, pretty much giving the firefly player a free second chance.

I think it’s more likely for that to be resolved than for Gaijin to add a stun mechanic (especially since iirc there was already a community vote against similar ideas in the past).

Doesn’t change that adding a stun wouldn’t help the game, just only make it more unfun to play. Besides the handholding aspects it would also just turn every game into a corner camping nightmare.

Wow, you present it as if that happens all the time. On the other hand, what you say would be unfair is happening in a worse way, because if you use the same example, but replacing the Firefly with an M4A3-76w, the bullet will not wound the shooter, it will kill the entire crew, but that is not unfair and it is fine.

But if that’s how the game is now, thanks to the CQC maps, which apparently is what the players want, what happens is that all the tanks stay in corners waiting, and that stalemate is only broken when someone flanks where there is no one (since everyone always goes to a corner of the map), and starts killing everyone from the side.

Which is why you just buff the damage of other ammo types, like someone else already proposed.

Easy fix and no need to add a whole new BS game mechanic.

Even in open maps it will turn into a corner camping nightmare, because the stun mechanic will cause all the random casual players just to sit behind the same corner the whole game as to not get punished.

So a similar type of situation as currently but 10x worse.

I highly doubt that most players want all bullets to be the same.

But if that already happens on absolutely every map, the one standing in a corner is the one who gets the kills, and the one running around the map is the one who dies. It only changes if the one running around the map is a fast tank, reaches ledges that allow them to get to the other side of the map, and no enemy bothered to cover that area.

Not the same, there should still be a tradeoff. Seriously high pen rounds like APCR and HEAT-FS at the low-mid tiers would still do less damage than solid shot and APHE, but the gap would be considerably smaller than it is now.

So the stun mechanic will only further promote passive play/camping while punishing agressive play/pushing, which is bad for ground overall.

It would be simpler to give them the real damage of all bullets, and then rebalance properly.

This is already happening, with the difference that it wouldn’t depend so much on whether you have APHE or another type of bullet. Another thing is that they can also improve the maps (something necessary).

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Yes, so no need to punish playing agressively 10x harder than currently.

Oh yeah, this should happen in even the current gameplay loop already.

Many things could be fixed with changes to the damage model, penetration tests, a review of the volumetrics, and better-made maps, but we’ll never see that, since they’ve had ten years to do it and didn’t, and now people aren’t going to want to change.

For my part, I’ll just play without spending any money, with the vain hope that another company will release a similar game but focused, even just a little, on realism, so I can quickly abandon Warhammer Games, although I think tank games are a dead end if you want to make a new one.

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One of those posters that hides behind an alt account?

I play the Churchill quite a lot and get killed by KVs? When the KV player doesn’t put an absolutely pathetic display on against my Churchill III I tend to just lose the engagement.

I don’t want a game focused entirely on realism, there needs to be compromises made for gameplay balancing decisions, but yes I’m hoping against hope that someday an actual competitor to War Thunder emerges.

You know, the issue might be actually that You play churchil badly rather than KV being good.

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I’ma be real it’s not really that, most heavies like the Churchill are at a disadvantage due to speed. Ngl I use to have a hard time in the KV before learning about the roof weakspot and now it’s not really that big of a threat. (Bigger threats are the teammates playing like lobotomites lmao)

It’s understandable that not everything can be completely realistic, but at least what can be realistic to improve the game should be implemented. For example, giving all bullets realistic damage and penetration would allow for the rebalancing of certain tanks, thus separating many WWII tanks from post-war tanks that use HEAT and APCR-APDS rounds. Larger, better-designed maps, with capture bases in better locations, would solve the problem of “lemming trains.” Instead of two respawn bases, there should be six spread across the map to significantly reduce spawn camping. Another important thing would be to review bullets and volumetric armor, making them more accurate, so that when a bullet ricochets off volumetric armor, it deflects realistically, impacting the armor in front of it, instead of magically disappearing. I also think the servers should be updated, because many shots that penetrate but don’t do damage are due to server issues. Gaijin should make some kind of investment in this area.

In short, many unsolved problems, and no serious competition for Warhammer Games except for the already outdated and overly arcade-like World of Tanks. There’s also a recent game, but it’s PvE and unfinished, but I might give it a try someday.

Black prince is the slowest thing at br and I love it endlessly