The new Ammo Box mechanic is nice for Realistic and Simulation, but a serious nerf for Arcade. MLRS vehicles like the LOSAT, 38cm Sturmmörser, Type 75 MLRS, BM-13N, 15cm Pz.W.42 and especially the BM-8-24 where already somewhere between uncompetitive and unusable.
Gaijin needs to revert that change and instead buff these vehicles by halfing the reload/refill time and add a proper penetration and drop indicatore, like all the other vehicles have.
I paid golden eagles for the type 75 to grind Japan in arcade ground assault. Now it is a completely useless piece of junk with insanely long reload times for EACH rocket (30 rockets) at the circle, and exposed to enemies. The ammo box is useless too, it gets depleted and not replenishable after a few rockets reloaded.
Will Gaijin refund me my eagles?
How does it have anything to do with MLRS and this topic? I’m a bit lost here - did it have a mechanic making it give you back ammo when you run out of it? Like I could get only 1 round so I don’t have anything on ammo racks and keep getting the restock for free?
No, the way the sale is safeguarded with terms, you’re not really buying anything and there’s definitely some info that the performance may change.
Also it’s not useless if you keep moving which you need to do anyway because otherwise if you stand still, you get sniped. If you keep moving, you can reload through repair powerups.
No, but first the ammobox is useless on it. Second, as i said, missel vehicles need proper buffs in Arcade, drop and penetration indicators. The amount of times i missed or not penetrated with the Sturmtiger Missel is insane.
Meanwhile vehicles like the M-51 just easily oneshot you. As everything else has these indicators and the M-51 has a HEAT round who goes easily throught the thickest part of the Sturmtiger.
And lets not even start with other questionable designchoices. Like, the breech being an easy APHE oneshot, if the round in the barrel doesn´t explode from enemy machingun fire, first.
I would also like to have the ballistic drop marker to be able to easily aim as well in arcade even if this meant the BR would go up. I think the problem is that devs are lazy and don’t want to precisely calculate complex trajectory for rocket propelled projectiles in ground vehicles just for the arcade players. In aircraft the rockets have somewhat continuous burst from the start while for example sturmtiger’s rocket is a twin-stage rocket engine which affects the trajectory and makes that not as simple. And you have to recalculate the ballistic drop marker every frame, so complicating this is not ideal, but I would say for arcade they could just simplify those projectiles to match actual ballistic trajectory or they could do some tests at various angles and distances to match closest ballistic trajectory for each scenario and just make a lookup table with blend between closest trajectories.
Side note here is that sturmtiger’s rocket should hit harder, like an actual bomb of the equivalent weight in TNT and it doesn’t, and it’s just because there would be backlash that it would reload too fast because people don’t understand that 20 minute “reload” in historical paper was about loading the ammo from the outside into the vehicle, while actual reload of 40 seconds is probably realistic for the top racks and ready rack assuming it took under 20 seconds to level out the gun for loading and again 20 seconds to raise it. If you’d want to make it more realistic, the lower racks would take a lot longer because raising the shells up would be a ton of cranking the internal cranes.
But these vehicles have more stupid problems that should be solved already - if you scroll up your sight distance control, you’re shooting at the sky with hull MG because that’s how it’s made for the whole game for the sake of not checking the aim in RB with MGs, which affects all multi-turret/gun tanks where guns are separate/not fixed together. RBT-5 is terrible because of torpedo aiming being fixed together with a ridiculous angle against the main gun and BM-31 Andryusha has broken sight distance control despite having virtually the same sight setup as BM-13 Katyusha, so you have to aim at the bottom edge of your crosshair.
As for not penetrating - it’s the problem that the game is optimizing the odds against your tasks - when you’re supposed to kill light vehicles, you’ll often hit M41’s mantle with sturmtiger rocket and kill a heavy through it’s mantle that is standing few meters behind while that M41 won’t instantly die. When you’re supposed to kill heavies, barrel or any protrusion in front of the turret will make the rocket explode without causing overpressure, so you’ll destroy the barrel and tracks which will be repaired faster than you reload the next shell.