Infantry in War Thunder: Third Testing Phase!

Hey everyone! We’re preparing for the third phase of the CBT for War Thunder Infantry. Today, we’ll tell you about a new location, new mechanics for large-scale battles, changes based on your feedback, and dozens of gameplay refinements. If you haven’t participated in any testing yet, now’s the perfect time to apply!

Welcome to Kivu

For the third testing stage, we’ve prepared a new, large-scale location called Kivu, set in Central Africa. This is the largest map that has featured in an Infantry CBT to date, being roughly four times the size of the previous locations. We’ve put significant effort into server optimizations, so we plan to once again launch a 64-vs-64 player format (128 players per session) to ensure everything is running smoothly.

We’ve also created new gear and character appearances for both factions, specifically tailored to this new setting.

We’ve also included a special arsenal of small arms and hardware for this stage of testing on Kivu (excluding specialized weaponry such as pistols, shotguns, drones, RPGs, and MANPADS).

U.S. Weapons Arsenal

Small Arms:

  • M4A1
  • M16A4
  • TAC-50
  • SCAR-L
  • M249 Para
  • MAC-11 PDW
  • XM5
  • M110 SDMR

Vehicles:

  • M1A2 SEP V2
  • LAV-AD
  • AH-64A

Soviet Weapons Arsenal

Small Arms:

  • AK-12
  • AK-74M
  • KSVK
  • Kord 6P67
  • RPK-74M
  • PP-19
  • AK-15
  • SVDM

Vehicles:

  • T-90M
  • 2S6
  • Mi-28N

Arcade-Style Battles Returns

Arcade Battles are once again available in this testing phase. We’ve put a lot of work into the marker display logic to eliminate situations where players fire at an enemy based solely on the marker rather than actual visual contact. The marker is a visual aid to help pinpoint the location of an enemy you can already see, not a tool for detecting targets that are otherwise invisible.

Now, markers do not appear through bushes and at long distances. If you aim at a sniper in a window, a marker will appear above them, but if you just run and look around, there will be no marker. In general, there are noticeably fewer markers on the map.

In Arcade Battles, the impact of equipment weight on movement speed also works differently: heavily geared-up soldiers move faster than in Realistic Battles, giving it a faster overall pace.

Rules of Major Warfare

Kivu will feature a dedicated mission mode with five capture points, resembling Domination but with its own unique rules. We’re testing several new mechanics in this mode specifically for large-scale battles:

  • Respawning at captured points — if a point is already under your team’s control, you can spawn right there instead of just at the starting base. We are testing this feature specifically on the new map, and if it performs well, we will roll it out to other large locations in the future.
  • Separate UAV control range setting for large-scale battles.
  • Transport that helps you reach key locations faster.

On Foot and on Wheels

For battles on Kivu, we’ve added a passenger vehicle capable of carrying up to five soldiers at once. Now, a squad can move across the map together by boarding the vehicle and even switching from a passenger seat to the driver’s seat on the fly if the driver is taken out of action.

Customization To Suit Your Needs

One of the most frequent requests from participants in previous testing phases was the ability to configure graphics settings specifically for Infantry without altering War Thunder’s general settings. We’ve implemented this: a dedicated tab for infantry modes has been added to the “Graphics” section of the session settings, positioned alongside the general settings, which remain in place and continue to apply to the game’s other modes.

Improvements To Familiar Locations

We’ve also made adjustments to Granitograd and Al-Massa, which have received a number of improvements. We fixed the positioning and destructibility of many environmental objects and fine-tuned how well various materials can be shot through.

New Weapon Skins

New camouflage patterns have been introduced for select firearms: the AK-12, RPK-74M, SVDM, M249, M4A1, and M16A4. The paint scheme is selected automatically based on the combat location.

Even More Improvements

As usual, in addition to major changes, we’ve made many smaller changes as well, but in total they significantly affect the feel of the game:

  • Class loadouts have been revised: to make classes more unique, additional weaponry such as RPGs, MANPADS, and drones are no longer available to every soldier. Before a match, you should carefully consider which loadout suits the battlefield situation and choose your class strategically.
  • Total Dominance: capture all points simultaneously, and the enemy’s points will drain even faster, bringing your team closer to victory.
  • Grenade throwing has been reworked: throws are now more accurate, and bugs causing grenades to fly off-target have been fixed. The throwing animation and timing have been updated, the grenade’s release point is now aligned with the crosshair, and the weight of the weapon you’re holding now more accurately influences the trajectory of the grenade when thrown. Additionally, the grenade no longer visibly pops into the hand; the transition is now seamless from the player’s perspective.
  • An alternative weapon grip setting has been added: modern weapons feature different grip styles — straight and angled — with the latter improving visibility through the sight. By default, weapons are held straight, but players can now enable the angled grip in the settings.
  • Added a concussion effect from nearby grenade explosions.
  • As an experiment, we added the ability to respawn twice with the same soldier.
  • Weapon-switching animations have been adjusted, and a bug where the weapon clipped into objects when deployed on a bipod has been fixed.

A detailed list of changes will be published on the forum for Closed Beta participants.

That’s all for now! We’re excited to see you in the third CBT for War Thunder Infantry, make sure to apply now for the chance to participate!

If you already got access to CBT, you can discuss it in Special Infantry CBT Section on our forum:

https://forum.warthunder.com/c/infantry-mode-cbt-section/141

11 Likes

This time also for Consoles?

3 Likes

Jeep Thunder

3 Likes

Nice

Typo

1 Like

Cuisine royale solos

:(

Time to get rejected 4th time :(

1 Like

You gotta be kidding me…

Time to ignore Infantry round 3… :(

4 Likes

fr

we got the D point in infantry!

1 Like

When will i get accepted🙏

Just imagine the amount of bug fixes that could have been fixed with the investment into making WT just another FPS…

2 Likes

Lmao figures…

I mean, infantry is cool…

1 Like

Lets goooo

Peak

Now, jeep stuff when?

4 Likes

Do i need to register again for CBT if i did it in first testing phase and never got selected ?
(I am sorry if this has been answered in the blog as i did not read it)

Yeah, I think you have to

1 Like

Wait . . What!?!?! . . . did I read that right?? . . . is that some form of
“Progressive Spawning”!?!?!? . . . oh praise sweet baby Geebus!!

Now if only we could get some progressive spawning(or overhaul the
entire spawning system everywhere!!) added to Air, Ground and Naval
battles!!

More and better spawn points, Variety of the maps, add these progress
spawning options as the game goes on and remove the enemy markers
for their spawn points(just show friednly spawns) and you change your
game overnight to something much more “playable” without destroying
the match’s dynamics!!

(At least try it on 2 - 3 maps on the Dev server to see how it is recieved?)

I like the AB option being offered, now if we could just get some testing
for WW II combat, without helis, drones and the other modern weaponry,
that would be classic . . . and EPIC . … . imho anyway . . .lol