For a free to play game, that’s all I need.
Why would adding an animation that wouldn’t change anything beside making it look better and realistic be bad? It’s just like the fire and smoke textures and animations increased in realism
Sure if they didn’t change the rewards. But if they did it’d be fine (about economy)
it does break balance but also not. It’s more the player but anyway the Leopard 2A7V would be more expensive but you’d also get more kills and stuff that makes up for the more expensive vehicle (rewards/economy/balance)
When I talked about the barrel animation, I meant that every time you fired the physical barrel would have to align to the tank axis after every shot, so if you were aiming anywhere but 0.0° barrel depression/elevation, the barrel would have to align to be straight with the turret then re-align with where you are aiming, whilst it would likely be very fast it still adds time to “re-acquire” where you are aiming and reduces player control whilst the animation is playing.
Nothing to do with reloading, just about aiming.
If I’m wrong about that please tell me why that would be otherwise.
Just a personal opinion but I would much rather they fix how penetration/damage works for most if not all of the ammo types currently in the game (muh hesh/he shells) as most of them aren’t modeled “accurately” either, more than a very specific animation for a single tank family. But that’d be my personal priority as it would be actively fixing more in the game than something that I’d say is more vanity than game changing.
Better ammuniton should be more expensive bc it’s more likely to do more damage/pen DM53 can’t pen the Russian toptier MBTs but DM73 can ‘‘but it’s more expensive’’ indeed but you spend less ammo on a target(if you don’t oneshot it with the current ammo) so more kills = more rewards
Yeah before the nerf, they removed 40-50% of the front mounted hull armor (penetration map on hull before and after nerf)
Before the air superiority update: The Leopard 2A6 can’t pen the entire front hull of the T-80BVM while the T-80BVM can pen everywhere on the Leoaprd 2A6’s hull
It might be a waste of time but isn’t ‘‘improving’’ the sound every week too? there’s still sound bugs every time after an update (incorrect volume)
They could just fix the incorrect volumes and let it there for some time, to add these and other kind of things and then sound bc sound is alright
Sure it adds time but IRL it would or does too
For example: if it’d add 0,5s and you had lvl 10 loader your loader would be taking 5,5s to reload and the rest is re-aligning/re-acquire or whatever. The 6s ‘‘reload’’ is the time it takes to shoot and shoot again, not only reloading (as it is/looks now in war thunder) It’s just pure animation that doesn’t change anything, just visual like the fire or smoke update and sound updates. Improving not advantaging or disadvantaging anything
That’s not how development works. Gaijin has it’s own in house sound design team that comes up with the new sound effects for newly added vehicles, and changes sounds for old ones. To keep them on retainer, you need to have them constantly working on something, so obviously if there’s no new sounds coming in an update, you have them tinker with old ones. Sure, sometimes the changes aren’t great, and there are still bugs with the sounds, but it’s overall better than it used to be (Generally).
You also cannot pull those sound designers off that task and throw them at trying to retrofit soft body physics into a decades old engine that was never intended for it. That’s a task for dedicated engine level programmers, if it is even possible in the first place.
This is a binary system. The ERA is either destroyed (Thus, using up it’s protection) or not. This is simple to model.
If we’re talking about proper armor degredation, we’re talking about modeling every single impact on every plate of armor that happens in game, as well as modeling the effect every possible round in every possible caliber could have on that armor, then modeling that degraded armor protection applied to very specific parts of any armor plate. Does an impact weaken an entire hull plate, or just a radius around it? What about cast armor? Or variable thickness armor? What about different armor materials? Does aluminum weaken at the same rate as RHA? You then need to render that damage dynamically on every tank in the game.
Dunno, seems like a lot of load for servers that can barely keep track of what tanks I’m supposed to be able to see versus what tanks I can’t see.
And what is the point of this system? Realism, sure, but gameplay wise, what does it add to the game? As I said, larger caliber autoloaders (Bagel, 2S38, 9040s, French 7.7, Type 90/10s) are going to love this change, because who need to aim for weakspots when you can just brute force your way through any plate you want. Meanwhile, tanks who rely on their armor are just going to suffer, because who cares if an IS-4M can tank shots if they can only tank a few before a round makes it’s way in. Just sit in front of it while it’s reloading and dump rounds into the front plate until one breaks through.
Frankly, it just dumbs gameplay down. You no longer need to learn wear to shoot armor tanks to defeat them, or rely on better positioning to outflank them, or bring tanks with good penetration to counter them. And for tanks that rely on armor, you lose the one tool you have to win fights.
I encourage you to try playing a vehicle that does need to reaim after reloading (Raketejagdpanzer (HOT) is the best example, but many ATGM vehicles have this “feature”), then come back to us on that. Yes, that half second when the reload is complete but the gun (or missile) is misaligned will absolutely catch you out, especially when you’re firing from behind cover while using gun depression.
Yes, but that’s those vehicles. Idk much about those so wont be talking about them. I have the Khrizantema-S and flakrakrad and just like MBTs, it can lock targets. So that means it locks right back where the gun was before the reload after the reload is finished. It does NOT make any difference in aiming, losing sight of target or reload speed. it’s just a cool animation that isn’t complicated but it looks way more realistic after shooting which makes the game more interesting(just like pressure vapor, it wouldn’t change mechanics but just visuals that make the game look better). If it were to be added we wouldn’t notice any difference in mechanics