I did not forget about them! They do not run on a full auto loader system and have a relatively small ready rack. It creates some in game balance but without leaning heavily into 1 method or the other. Russian tanks will see this issue the most as they have a physical module to repair that is half of the tanks internal space.
If we were focusing on IRL events then a barrel replacement would not exist even if its ‘notional’. In game certain repairs impossible to do mid combat but they exist. This is a game and games tend to have some sort of unrealistic tendencies.
Well, irl you dont need even to damage autoloader.
Just make some bonk to hull.
Btw, in WT 20 shells is more than enough, for standart battle, for long maybe not enough, but you always can reload on point.
And who will take more than 16 shells into bomb-tanks?
i load out 18 with 1 loaded in. I agree theres no point in WT to carry any more but you cant reload on objectives until the repair is complete regardless. you would only be replinishing missing shells instead. Objective repairs do have more use now but objectives are not designed in such a way to be a place to hold within the designated area. Its a capture point and somewhat a replinish site but by no means an area to fortify
Yes, which explains its deviation from “realistic” you note above. Don’t overthink it. Just attempt to enjoy the game. That is hard enough.
Youre absolutely right. Im mainly seeking some balancing or justification for such a hard nerf. WT is a fast paced game and little to none is designed for the more slower gameplays. We have trenches and dozer blades but they are rarely used or effective aside from being a simple road hazard. This has become a fundamental gameplay change for some nations. WT already struggles to keep a top tier player base. This is simply adding fuel to the fire on those nations
The easiest way sould make dead autoloaders reload at the rate with a dead battery. I would think this is fair enough with a breach still operable.
If you have to be more accurate to ammo rack, then it is harder to ammo rack. I’d say implementing a manual override with a 20 second reload rate would probably be a fine trade-off for the extra survivability.
You can repair an autoloader an infinite amount of times, unlike a human loader. Autoloaders also aren’t affected by crew skills, which is a major benefit.
They’re fine as they are, after the module improvements.
The little gnome in the OTOMATIC is working overtime
AcTuAlLy… Autoloaders are effected by repair skills. ;P
And no, a major drawback is that if they malfunction, you should be screwed because a jam in 120/125mm gun should be a bitch.
But… video game.
That’s a fair point actually, I hadn’t considered that they’re affected by repair skills (which are an absolute pain to level).
Manual load override would be slower than repairing the autoloader and it loading a round in the chamber.
The reason manual override exists IRL is cause 1 minute is quicker than repairing the mechanism.
That is completely false. But thanks for playing.
Repair: 12 - 20 seconds.
Reload: 7 seconds.
Total: 19 - 27 seconds.
Manual loading of the round: 45 minimum seconds.
This is a best case scenario and doesnt represent what the average player would be dealing with
How much do you think troubleshooting and figuring out how to repair an autoloading mechanism will take?
Spoiler: Its longer than 45 seconds, which I am sure is very optimistic for even a T-72.
Smooth bore cannons should be able to shoot even damaged!!111
No, best case is 12 second repair.
20 seconds is just slower than what you get with a max non-expert repair skill.
The key thing is autoloader being modeled wrong and as one part, the key parts that should be revelant are the motor and memory device situated right in the center of the autoloader, as well as pushing/lifting ram that is either behind the breach or down behind the motor&memory device.
If the motor&memory device was one module, while ram was another one, then motor&memory device could be replaced by simply cranking the crank that is there for emergencies, pushing ram cant be replaced so easily, thats where long manual reload time come out of.
If devs actually cared they would model autoloaders like GHPC, except you could also still manually rotate the carousel.
The reload time depending on round type will be not present as long as game neglects any thinking about where and which type of ammo is stored.