No HP bar is the one of the causes why people choosing war thunder. But i heard about mechanics of metal fatigue, it was discarded by gaijin but who knows? Maybe sometime they will add it as soft balance mechanics for heavies.
Which is why it’s only 7.3 not 7.7
Well, it’s basically hullbreak, re-invented.
Not sure, if it’s the fix for the IS-3 we’re looking for though.
It would more be a fix to the FV 4005 not completely wrecking a tank in one shot sometimes.
When light vehicles died from browning hits at any place?
Yes. Good times. This whole vehicles survive getting penetrated business is honestly quite dumb.
The only time it makes sense is to balance large caliber guns.
Like when you have 20s reload with 152mm it would be pointless over a 75mm with 6s when the 75mm knock out tanks just like it.
Otherwise a vehicle that kills any other with a penetrating shot is way more enjoyable than vehicles surviving getting shot over and over.
One time, I shot a Panther D with the 2S3M, knocked him out from 50m while he destroyed my engine and set me on fire. After that I was getting shot for a whole minute by some other vehicles until I was finally taken out.
Being able to survive that kind of punishment is just dumb. And it’s not like you didn’t have to destroy a vital internal component for hullbreak to work.
They could have just called it overkill mechanic, since it didn’t really have anything to do with hullbreak, unless it was with HE rounds.
I noticed that AP rounds are much better at damaging a cannon breech, since the fragments from APHE deal no or very little damage to it, while the spalling from AP deals a lot mroe damage.
If tanks would be knocked out from destroyed breeches, it would significantly buff AP and APCR.
Embrace the one-shot kill meta <3
This is the problem, at least with IS-3, I don’t play lower tiers enough to have extensive knowledge of the Churchill though.
IS-3’s armor is either really good, on the edge of being OP or really bad, to the point of being useless since most stuff you face will just go through you without an issue. Vehicles like that were (I suppose) made to negate conventional AP shells and I guess they succeeded in that feat, looking at how hard it is to frontally pen higher tier heavies like IS-3 and above with just conventional AP shells.
Since there isn’t any “middle ground” this is tricky to balance, because quite literally you are hero or a zero, depending what vehicle will you face.
I agree.
Having fire rate of 2.6 shots/min isn’t something many will enjoy, especially since the round fired is quite mediocre for it’s BR.
For comparison, earlier vehicles that have several crippling factors (like early German TDs) like long reload, no turret and no mobility will always have exceptional round that will basically demolish everything it hits. Also, they will have some “gimmick” attached to them in most cases as well, so plenty of those vehicles will, for example, have hilariously good gun depression that enables them to shoot over pretty steep terrain.
It is frustrating to hit something pretty light with your large caliber cannon and damage only a single component.
This happened quite a bit on 152mm HE/HEAT shells on US’ M60A2 and M551.
I doubt something like AMX-10RC would survive a side-on shot from it with getting only it’s turret ring damaged in the process.
Russian players instantly complaining when their heavy gets moved to 7.3, t32 has been suffering at 7.3 for a while so cope
The T32 doesn’t suffer at 7.3…
Gotta disagree. The IS-3 is a monster and my favorite tank in the game and really ought to be moved up considering the recent BR changes. Same, though, with many currently 6.7 heavy vehicles that dodged the BR changes, including the Tiger II H, Jagdtiger, Obj 268, and T34.
Your average K/D of 1.0 or less per vehicle makes me doubt you have much clue how to use them o_O
My usual K/D with a good vehicle is 2.0. If it’s less, the vehicle is either not that great or I just suck using it. My IS-3 K/D is around 2.0 so it was perfectly fine at 7.0.
KD doesn’t mean shit
I play more for the team than for kills ;)
I actually push objectives instead of camping sniping spots like some people might suggest.
Not very glamorous and doesn’t get me the most kills, but brawling it out is far more fun and helps the team more than just another sniping coward.
And how does that make the IS-3 better than any other tanks you play?
Also you should try to help your team by killing more enemies.

It actually does, at least for me
You should’ve seen his questionable takes in another thread, he seems prone to writing nonsense.
I’m amazed how people still can’t (or don’t want to) understand kills are what turns the mill in this game. That being said, if you are unable to make kills you will go nowhere, since everything starts with a kill.
I’m fine with these moving up by 0.3 if several of the 8.0s also move up. Yes, a M4A3E2 shouldn’t face a Tiger II Sla, and in turn the Tiger II Sla should not face a VIDAR (again…). That would literally undo the decompression of late WW2 BRs that took place a while back, which was precisely by 0.3.
Which, I suppose, leads us right back to the usual argument that Motorola was so eloquently explaining a few posts earlier, which is that we don’t have enough BRs for all these tanks and we need decompression by lifting the BR ceiling. Otherwise, it’s only localised decompression, as compression spots get moved up and down all the time.
I don’t know why they are still doing BR changes (at least for ground) every couple of months or so. The best they can do in the current system is to move “frustration spots” up or down, just to offer some relief to the previous “hotspot(s)” and to screw another BR range that might’ve been decently balanced before.
Every tier is bound to get their fair share of unbalance and compression, no one is safe.
My guess is that the two processes are kept separate. They have some kind of content plan that includes the release of Rank VIII eventually, and the max BR ceiling is probably tied to this and other considerations. While the algorithm that sorts out the BR changes for them does so within the parameters and scope of the existing BR margins (0 to 11.7).
In a situation like this, a constant up and down yo yo effect for vehicles that cannot be effectively balanced at the current level of compression is exactly what you’d expect to see. Tank does good, algorithm moves it up. Tank does bad, it moves back down.
This is where Gaijin intervenes with soft balancing mechanisms to try and make the yoyo more stable. Sure this vehicle goes up, but we’ll give it faster reload, so it doesn’t do too bad this time and it doesn’t need to go down again in three months, something like that.
I sure hope this is true, it’s the only logical explanation that isn’t “they have no clue what they’re doing”.
I’m against balancing of vehicles using stats like reload speed. You know something’s wrong in the BR system when you have to reach for such a decision.
I would like them to add new top vehicles at something like 12.7 and 13.0 for example, leaving 12.3 empty for our current 11.7s. This would empty up two BR brackets for stuff below top tier to move into, which is surely a huge step in the right direction.
I mean, this would also be pretty bad. It’s exactly the classic type of compartmentalised “left hand not talking to the right hand” thing I’ve seen in plenty of IT professional situations.
Me too. Well, I suppose in some cases it is inevitable. The Sturmtiger is the obvious example but other vehicles also need special rule bending. Tanks without turret baskets should keep the turret still and pointed forward to reload, which would be a massive penalty in game. Others needed to depress the gun in order to load, etc.
I consider the handwaving of this stuff to be akin to repairing barrels from inside the tank, or using max turret rotation speed even when we’re going full beans. It’s a degree of arcadeification that helps gameplay, and since WT isn’t meant to be a simulator, gameplay always comes first, in my opinion.
But for the average tank, the situation is different. As an absolute last resort I’m also fine with slightly adjusting RoF up or down provided that it stays more or less anchored to IRL performances. Especially in tanks with no autoloader, you would expect different crews to load at non uniform rates anyway.
However, using RoF and access to ammo types as a widespread soft balancing tool is an implicit admission that the BR system isn’t working, as you said. The concept of it is fine. The implementation is not.
I think the chain of ad hoc decisions that leads you here is quite apparent. Adding content all the time allows MMOs to stay alive and keep people engaged. Adding more and more vehicles begins to overburden the original structure of game modes, mission types and maps, introducing more and more balance issues. The ballooning number of vehicles also risks diluting the player queue, and thus queue times.
Given this set of parameters, it’s “obvious” that your “best” move is to keep adding more and more stuff, while keeping the BR ceiling as low as possible, while using other non-BR means to mildly ameliorate the balance problems that the game expansion is causing.
I think WT should have never moved past Korean War era. Like Baum was saying in another thread, there’s basically an endless list of reasons why. I have to concede that I don’t know if this would have been good for business, but in terms of product quality, yes.
Now we are in a situation where legacy systems, unwanted side effects, and emergent properties of the game expansion have created this odd machine that broadly works as intended, is quite successful, but has issues that are hard to tackle without a shutdown. I don’t think it will ever be realistically solved.
I mean, look at us. Here we are, talking about raising the BR ceiling and total decompression, but a few weeks from now I’ll be rolling into battle with an M109 slapped in the same lineup as my Tiger E, three Panthers, and Ostwind II, against an enemy team that fields M-51s and Pragas alongside KV-220s and IS-1s… While also having M109s.
This isn’t to support historical matchmaking or anything, I don’t want that. Just to say that the side effects of that rapid expansion are irremovably embedded into the game now.