Ground Vehicles **PROPOSED** RB battle rating changes

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).

1 Like

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.

1 Like

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.

1 Like

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

“no bro trust me the tank that can’t be frontpenned by most of the US Tech tree up to that point is bad, nah man my APHEBC isn’t absurd you just aren’t angled enough. KV-1 players aren’t [redacted so I don’t get filtered] the tank is just bad”
you sound ridiculous. KV-1s are objectively good tanks, they’re also early tech tree tanks. Do you see how this might affect the stats? Tigers suffer from the same problem of bad players padding the stats with bad results, and nobody calls tigers bad. Why is that?

2 Likes

I’m never giving a singular cent to gaijin, but if I did, it would probably be the black prince. My favorite low tier tank combined with my favorite low tier gun? Sign me up!

You still have yet to prove these magical penetrating spots you claim.

We are talking mostly about KVs being:

Not that churchil is better/worse than them. The guy is trying to make it about it but the point from the beginning was only about KVs and how they perform (especially KV-220 that has 85mm gun with 135mm pen at 6.0 ((he wants it to be higher)) and around 100mm of armor ((90mm around the gun)))

What are you even talking about here?

Please tell me what KV can’t be frontpenned by us vehicles at its respective B.R. range?

KVs are only good against bad players, nothing else. M24 is far better than any KV at its respective B.R. range, not to mention M4A2.

Of course they do, like people thinking that Tiger I is worse than KV-220.

1 Like

Well yeah I was talking in regards to playing the KV-1 against the Churchill.

As for the KV-220 it’s still one of my favorite vehicles to use at 6.0

1 Like