I just started rank 6 lmao im waiting for the line switches so i can get to muh J10 faster
Wym that’s solid af.
Like the Su-27SM, close to within 20km and just fire off the stuff.
Plus u get 90% just downtiers which is why the premiums are so criminal right now as well
I know but I want PL-12 at 13.3 too lol
Oh Smin of the chat, are there any news today as in devblog?
Isnt the J11A also just a much better 27SM
Much worse.
Worse radar, rwr, engine missile count, also slightly heavier.
It is a 13.0 flanker with MAWS and ARH. No other changes.
No
There is potential for far more than 5 per battle. Considerations must be given to every resource that can impact both person hardware and sever performance to strike the correct balance of gameplay impact.
1 billion projectiles
Thats only for Naval, when 2 Alaska’s open there AA fire at a poor prob
Weaker engines and RWR but a 90% downtier rate
Playstyle is similar though, close in to NEZ and wreak havoc
“Sir, theres an He-51 above us”
“Remove the entire grid square”
“Roger, Sir”
Meanwhile Bismarck:
Sir there is a plane, should we open fire?
Nah, we have barely any AA, so we wait til hes directly above us…
After all those AA adjustments to make them realistic, we still have dumb AI coastals oneshotting aircraft with standard 76mms or 45mms.
Not talking about recruit mk.1s precisely aiming an M2 Browning 2 kms away from a destroyer
Smin, can you hint of its good to wait for German stuff around the Cold War ERA this patch or if it would be wasted time (cope)
As somebody with some experience in game programming: Why should graphical fidelity impact server performance? The server is a headless software without any rendering parts and just gamelogic. You could change WT to minecraft style graphics but the server code would stay the exact same → it’s just logic and no representation.
Only impact of differing shell meshes and textures would be a miniscule amount of more VRAM used on the clients (20-50 MB depending on compression and resolution, could be even less and even more so if the graphics settings are reduced) as collision models, which are relevant for calculation, would either stay the same or don’t matter. So just minimal more space, no more computing power.
Britain suffers is old now, now India that’s another story :P
Its not simply the graphical fidelity nor the sever impact. There are many aspects too it. The purely graphical side is more of a cilent hardware side consideration, which is equally as key. However there are also sever side considerations that must be factored in and taken into account when matters like the volume of shells per battle and the relevant calculations required for that is factored in.
However as we have already answered, there are no current plans to have unqiue shell models for every individual shell type in game. All of the information from the devs has already been provided at this point. So there isn’t anything further to dicuss here.
Tbf with instancing you would need one draw call per shell type. But even then that’s more of a CPU bottleneck. I really don’t get the server performance thing. Dropped shells don’t even have armor so they can be 100% client side.
I fail to see why this can’t be a setting.
Even then you could do draw-call batching but that would only matter if many people with different shells fire during the same frame, otherwise you would have a drawcall per frame anyway. There is just no reason for it to have any impact. The volume of shells per match would always only be the maximum player count per match (if every player has a vehicle with a unique shell) as every shell fired from one tank is just a reference to its unique parent shell type mesh and texture (if you duplicate this stuff you should revisit programming school and would have a very low hanging fruit for optimization).