The 2 cm KwK 30/38 L/65 on AA vehicles such as Sd.Kfz.222 (and Chinese), Sd.Kfz.234/1 and Sd.Kfz.140/1 from 6 → 3 sec reload like the 2 cm Flak 38 L/65, These Vehicles are dual Purpose AA vehicles, have a Dedicated loader next to the gun (unlike Pz II Ausf.C and F where he is in the hull and Needs to reach up) and only have 10 round Magazins unlike the 20 round Magazins on the Flaks. Effectively giving it 1/4s effectiveness (compared to the Flakpanzer 38(t))
Yak-3U nerfed… on sim only
also A6M5 to 6.0
Stop overtiering the Zeroes, this is getting ridiculous.
Ask US pilots to stop fighting them
Vehicle: F8U-2
Gamemode: Air Simulator Battles
BR Change: 10.0 —> 10.3
Reason: Just like it was overperforming in the other Air modes, in Air Sim its radar becomes an even greater advantage.
Turan III - Ammunition change
So far the Turan III was denied its apcr and smoke shells on the grounds of balance, even tho the tank that it most closely resembles and was “inspired by” The Panzer IV had these same very shells forever now, at a lower br.
Now both the Panzer IV H and the Turan III sit at the same battlerating of 4.0, therefore i ask again that the Turan III shall finally receive its historically correct ammunitions!
Yes, the Turan III has better mobility due to its better transmission, but it is also less survivable, as the crew overlaps more compared to the Panzer IV H, which does result in AP shells dealing more damage with the higher chance of frequent critical results. This, together with less frontal armor, which does matter in case of AP even at 400 meters, makes the Turan III not a better tank than the Panzer IV concept, but more of a sidegrade, where it gains more mobility but also loses survivability.
As you can see in-game the Panzer IV crew is better spaced out, which does matter a lot when facing AP. In this aspect, the Turan III is considerably weaker than the Panzer IV H
The Turan III had both of these shells I’m talking about; both were reported and accepted years ago
Missing German APCR shell of the Turan III 1
Missing German smoke shell of the Turan III 1
All in all, the Turan III is NOT a tank that is better than the Panzer IV H that sits at 4.0 with the very apcr and smoke the Turan III was denied. So i struggle to see any reason to further deny the Turan III of its apcr and smoke based on the reasoning of balance. It simply suffers from being used by more experienced players and not by new players of the German tech tree.
Its mobility does not offset the reduced survivability as much as to make it better than its German counterpart and to be a reason for its ammunition choices to be artificially limited.
PS.: The Zrínyi I has the same gun as the Turan III; therefore, if the Turan III finally receives its APCR and smoke the Zrínyi I should also receive them.
Missing German smoke shell of the Zrínyi I
Missing German APCR shell of the Zrínyi I tank
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Thank you. Good change.
Pz.Sfl.Ic GRB Reload Speed: 5,9 Sec → 3,7 sec, like the other vehicles with the same armarment. It still the 5 cm gun, with the reload Speed of a 75mm gun. It already went up from 2.0 to 2.3 to 2.7 but the reload is still slow.
just so happened to skip on the Yak-3U on RB too, while spitfire Lf Mk.IX are eatin a second nerf
Always turnfight zeros
Vehicle: OTOMATIC
Mode: GRB
Change: 11.3 → 11.0 or keep 11.0 and increased APFSDS limit
Reason:
At 11.3 and above, the OTOMATIC has almost no ability to engage aircraft before they launch long-range guided weapons. Most of the time, it can only intercept incoming ordnance to gain any score. Lowering it to 11.0 would give it a more reasonable environment. Alternatively, its APFSDS limit could be increased to improve its ability to defend itself against ground vehicles.
Sd.Kfz.234/2 Rank II → Rank III. It already moved up to BR 3.7 and germany doesnt have any other rank III Light tanks until much later. There even is now a Premium variant.
Indiscriminate reload speed buffs for WW2 vehicles are a bad call.
The charm of WW2 tank combat comes from deliberate, slow engagements.
War Thunder is an armored vehicle simulator, not a generic FPS.
CA Lorraine [GRB] : 6.0 → 5.3
Since the mobility nerf, this vehicle isn’t anymore capable of facing 7.0 vehicles without being absolutely demolished
Ground RB
AEC AA
3.7 → 3.0 it is a terrible SPAA, and should not be this high
Just… No please, the TKX is already over BRed
95% of USAF pilots quit turnfighting right before they beat the Zero
same for the regular MiG-27 (the one w/o the targeting optics)
WHO THE HELL PUT THE KINGTIGERS TO 6.3?
Come on, show yourself.
Vehicle: CRV Block II
Gamemode: Ground Realistic
BR Change: 10.7 —> 10.3
Reason: The only reason for this CRV to be higher than 10.0 is because of the Spikes, the gun is okay, but not great, its the size of a small barn, the mobility is okay but no great, especially the huge turning radius, the survivability kinda sucks, the APS doesnt work most of the time, etc etc.
The only thing really going for it and the only reason to use it over the 10.3 Ajax is the Spikes, but you only get 4 of them, which, with how inconistantly they still do damage, or even track a target. Might mean a few kills, it might mean none at all.
I just cant see any reason for it to 10.7 in its current unfinished, buggy state.
Ground RB
Crusader AA Mk. II
4.0 → 3.3
It is not a good SPAA how it made it to 4.0 is beyond me



