It will significantly decrease “dead plane just killed me!” complains. This whole system was designed for that. In like 99% of situations players can’t complain anymore that someone with grey nameplate just killed them.
When you take a look at the previous screenshot I posted:
Spoiler
In the old system, I would be considered a “destroyed” plane already, and my nameplate would be grey. But I could still fly and shoot, so I would still be able to kill some players. In the new system I have red nameplate whole the time, so every enemy see I’m dangerous.
Like I said many times before, that’s a mentality “problem”. I always considered grey planes as “still dangerous”, but that’s me. Most players didn’t and this whole new severe damage system is designed for such players. This is exactly why the devs refuse to distinguish severely damaged planes now. I would prefer if they did, but we would be back to “dead plane just killed me!” scenario. Because most players would see different nameplate color (or additional symbol) and ignore that target, because “he is severely damaged, so not dangerous anymore!”.
Well, it should affect statistics of both players. I haven’t tested this myself, but according to one of the articles:
The overall reward when two players play a part in the destruction of an enemy is higher with the severe damage mechanic: 80% to the player that caused the severe damage, and 40% to the player who got the finishing off. As a result, both players will receive a kill in the statistics window for defeating the enemy, which is taken into account when unlocking camouflages and completing tasks.
If I understand this correctly, it will affect stats of both players. Basically the K:D of vehicles won’t be accurate anymore, because one death can result in 2 kills in statistics. This K:D is later used by Gaijin to balance vehicles, so it will also affect balancing in the long term. I suspect planes with better guns can move up in BR because of this change (such planes will have more “fake” finishing kills in their stats).
Yeah, that’s the problem. As long as shared kills are involved in battles, you will globally see less score than before. But the lack of critical hits is even more significant from the score perspective. I hope they will bring back old critical hits, but we don’t even know if that’s a bug or not, or at least I’m still not sure.
I understand the logic behind some other players saying that’s just the new system design, to not increase RP/SL gains globally. But the devs could reduce game mode rewards multipliers to even out RP/SL rewards. They don’t really have to reduce the score to achieve that.
There will be many more problems like this one. For example, we will soon have a challenge to get 2 kills in 15 seconds. In the old system that was easy. In the new system you will often receive 2 severe damages instead and there is no way to tell when these guys will actually die. In theory they could treat severe damage as a kill for awards (I saw this suggestion in the previous topic), but what to do with finishing then? And what if one player first severe damage and then finish his own target? There are a lot of problems with this new system and you can’t fix them easily.
For me personally, this new system fixed one “problem”, but added many other problems. And knowing Gaijin, it’s impossible now to revert this system and go back to the old one. So we will have to live with what we have now.
It also definitely doesn’t help that most players still think this new system is great, because they don’t even understand how it works. I see many comments on different Discord servers from players saying this new system is great, but “bugged”, and they still sometimes get “their” kills stolen. Right…