Responding To Dev Server Feedback Regarding Turret Baskets

What a terrible implementation! Played my 2A7 yesterday for the first time in forever and gaijin really nerfed it to the ground! Any hit disables the thing.

Crazy that Russian tanks have a far less chance of becoming disabled 😂 the devs can’t look at anyone with a strait face and say this is anywhere close to accurate…

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What’s funnier is the Russian MBTs are missing the 2E42M1 turret control system ENTIRELY still, as well as any other Fire Control systems.

If you’re interested, it’s about a third of the way down Tankograd: T-80
image
As you can see, it’s a decently sized module there on the left.

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Just kinda curious, what’s that greyish thing on the right?

Like the one dead center of the deck plate? If I had to assume, as I can’t really find ALL that much in English, I think it’s the electrical slip ring package to get power into the turret.

I did find this image but at a bit of a loss myself

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I mean the one on the right side of the hull in about in the same position as the turret control, is that ammo storage or sth?

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The spot with the 4 tubes to the left of the green box?

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Yeah, ammo wet storage rack in the fuel tank:
Wet ammo

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Ahh, gotcha. Like the others said, it’s Russian wet ammo storage. You can also see it to the rear of the bustle in the second photo I posted to the bottom left (rear end) of the tank.

How does this make sense? If gaijin was for the sake of gameplay they’d implement the failsafe hand crank.
As of right now, it rewards players for bad shot placement because a large portion of the tank is filled by the turret basket, and light spall can even manage to take it out.
Meanwhile Russian and Chinese mbt’s are given a chance at redemption by allowing them to continue to traverse the turret because the horizontal ring usually does not take damage other than what would normally be a kill shot anyway.
If gameplay had anything to do with it, it would either be all or nothing.
And you quote that people would be frustrated if they implemented a fail safe, but that’s pretty redundant considering people are already frustrated that there isn’t one. At least if there was a way to traverse the turret after losing the turret basket, it would be fair and balanced. As of right now it simply is not.

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Yeah, this is quite a problem. It appears gaijin won’t spend time to work on anything that would make Russian tanks even a little bit less meta.

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What’s to say a direct shot to the actual ring the turret traverses on shouldn’t also disable the ability to use the handcrank. Because before that’s were all shots would be placed.

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I believe the T-72M1s have this modeled to some extent versus the more modern Russian tanks.

Same instance with Gunner Heat PC actually where these systems aren’t fully modeled in, just the autoloader and ammunition. At least in the case with that community nobody has the humngous meltdowns the WarThunder community has.

But the systems you showed here is what I was trying to look for but was having a hard time finidng, thanks!

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Yup, the T-64A, T-72A and the T-72M1 (which is the export version of the T-72 Ural) have the motor amplifier modeled. However, in the later models that use the 2E42-2 stabilizer, they don’t have the amplifier (1), the hydraulic accumulators (which sit right in front of the amplifier) nor the electrical distribution box (10) modeled.
image

Tankograd: T-72: Part 1 has a good read on the different versions if you’re interested on a dive on the topic

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What’s to say it should? You can make these baseless arguments all you like, but the Abram’s has a hand crank that’s not modeled in the game, this gives enemy players a huge advantage and rewards them for poor shot placement. Your arguments is unjustified and silly.
The nato tanks with turret baskets not being able to turn the turret while russian and chinese tanks can is NOT balanced, simple as that. Your argument to the contrary is dismissed. Deal with it.

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When BMPT will get the turret basket ?

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