Please buff turret basket HP or remove them

It’s worse on the Abrams sadly. The mis-modelling of the sump pump means any penetration of the engine compartment also knocks out the turret drive.

It’s pretty infuriating.

5 Likes

Sadly Gaijin know that many don’t love that introduction, they even made a whole post to show us how they don’t care about what we think.
As always actions speak louder than words

5 Likes

and yet people still defend them

2 Likes

even if they buffed the HP on the basket ( which i dont think is necessary ) wouldn’t change anything as it would just damage the turret ring and your in the same spot.

1 Like

they just need to make it so dmg(black out basket) would make traverse 20% slower instead of make it go zero traverse
and it should eat spall like autoloader module instead of creating more

1 Like

In what universe does it create spall? @An_Pigeon is actually debunking this.

1 Like

when i get home i give ok?

@DargorDraconis
Turret baskets exclusively exist as modeled things now because of player feedback.
Gaijin would’ve introduced them probably a decade later otherwise.

The health pool of baskets and autoloaders should be more resistant to fragments of course.

Only the Leopard basket change dmg module
Abrams stay the same as in dev server

Good joke
Too bad they also had a ton ot feedback against the turret basket and still gaijin ignored all of them

@DargorDraconis
No one was ignored, and I get you hate autoloaders and baskets being modeled, but that’s what the majority of players wanted.
People chose extra realism over an insignificant change to survivability.

Who is this ‘ok’ character? And what are you giving them?

why i even bother
They had a huge pushback on that dumb implementation and they ignore it
No matter how you spin it

1 Like

Player feedback on the idea was literally negative…
SO you are lying

9 Likes

download

1 Like

To be honest the turret basket in it’s current implementation reminds me of the old hull break mechanic: approximating an effect incorrectly. Turret baskets should absolutely be modelled in game but as structural steel not a module.

The turret basket unlike most components in the vehicles is mostly inert steel, it should actually be modelled like the internal structural steel that is featured within many tank models and simply spall and throw shrapnel when hit.

I agree with the sentiment of the turret basket implementation, tanks like the Abrams and Leopard benefit from being mostly empty space resulting in penetrating shots that are harmless to those tanks but lethal to others. The issue is that in my opinion tanks, like the TAM and XM-1 needed a turret basket to catch shells way more than the leo or abrams.

I’m embarrassed to say but war thunder has made me forget completely about the redundancy of systems built into tanks which gives some of them legendary reliability and toughness in the eyes of their operators.

The horizontal and vertical drives should be modelled as linked systems similar to the relationship between the radiator and engine: damage to the sub system(radiator) causes damage to the main system (engine) In this case the main system is the manual vertical and horizontal drives. Gaijin already understands that a battery with no charge doesn’t lock a turret traverse so why would damage to electrical systems stop a turret traverse. I’ve only operated a handful of tanks but the turret lock has a always been a manual mechanical system not an electrical one.

The only damage-able components should be hydraulics, electrical components and turret ring with the ‘basket’ being structural steel that spalls like any other plate in the game:

  • The only module that should result in a complete turret lockup should be the turret ring and horizontal hand crank. Loss of hydraulic or electrical systems won’t stop you traversing the turret it’ll just limit the speed to hand crank.
  • hydraulic lines like the power steering in your car will struggle with a lack of pressure but keep working until the pump burns out. So hydraulics should function like the radiator with damage with a damage over time effect reducing the turret traverse to hand cranked speed.
  • electrical systems should be broken down into auxilliary and primary, the whole point of auxilliary power is redundancy and flexibility so the module should reflect that also, mind you if both systems are damaged an electric motor can’t run without power.
11 Likes

Always has been
I learned that he always make some outrageous claim so i just kinda let him cook cuz its funny to see

Yea because spall absorbing modules totally are insignificant…

The goal was to make light vehicles less survivable, they are now more survivable, see Pzhb 200 or 2S29M or whatever that thing is called… The modules make it literally impossiblke to hit ammo frontally because they absorb all spall and most shells at their BR. Even the 500mm epn APDS of the Conq does not always get through, but that might just because that particular APDS sucks even harder than normal APDS
It was supposed to not affect repairtimes too much, repair times have doubled on many vehicles having these modules

1 Like

At least HATO turret baskets aren’t a giant powder keg.

@_Baum
Dude, there are topics of thousands of people begging for this over the years.
Keep falsely accusing everyone you come across, all you do is prove the WT playerbase correct.

BTW baskets and autoloaders alike could have some fragment resistance in-game.
Of course you’d rather contradict your original post just to oppose that after others support it.

Even Bombastic’s recent post opposes buffing the baskets and autoloader health now. Which is hilarious, and I hope was a mistyping of his thoughts.
I hope he flips back to agreeing with the number of people here.

These topics were on the old forum, there are videos from CCs wanting them, there are reddit topics about it.