My question is, has anyone else noticed that often times minimal damage now results in your plane often becoming a brick (or a spinning brick)? I feel like I’m toast if I let anyone look at me, so now a lot of tactics are useless because you can’t give any window for the enemy to shoot you, because if they land anything at all, you lose. Therefore the only strategy is to avoid risks at all cost and just try to land damage from far away, or engage with a massive altitude advantage. It’s boring af
What game mode? Arcade, realistic or sim
Somebody said the same earlier or on a different thread .I hope this is not true.
Damage has been changed also but we have not been told to what extent @Stona_WT or for what modes
Today the devs changed the “Severe damage” text from red to white:
Spoiler
I would prefer this text to be orange and the nameplates of severely damaged planes to also turn orange, but that’s me. Of course my opinion doesn’t matter for the devs.
With white text, it’s possible to miss this text or mistake it with a Critical hit (especially when you focus on the enemy so much, you don’t really pay attention to the text itself). With orange text, the situation would be very clear. And with how the severe damage mechanics works, in my opinion there is no sense to continue shooting severely damaged planes, so from my perspective this information is very important.
I also think they could solve the problem of different nameplates color in a very simple way. They could just add “Severely damaged enemy nameplates color” option here:
And by default set it to the same color as “Enemy nameplates color”. This way all new players and players who prefer to have the same nameplate colors would have it. But players, who prefer different color of severely damages planes, could change their color in settings. Everyone could set their preferred color, so we can’t say it would be confusing to some players.
Like I said, I would definitely prefer to see orange nameplates on severely damaged planes. This kind of customizable color setting should be the best solution, because everyone could have what they want.
BTW: Yeah, I know the devs don’t read this topic. Just sharing my thoughts on this matter.
Yeah I played last night, and we have this madness now it seems. The Devs made it illegal to try and survive till the end of a game in badly damaged plane like we needed that in the game after 12 years. Nice work guys.
I mostly play SIM and this mechanic has wrecked it. I made a P40 explode with the 7.7mm’s of a Zero, I tore a P38 in half with the 7.92’s of a 109, I’ve had both wings ripped off to the root by a Spitfire. Yes, it’s possible but only by experienced players and I know when a big name arrives in the match and I know when I’m getting shot by them- it’s a sustained accurate burst, but even then there was a chance to make it back to base with a hole in your left wing. That’s what games are about, we’re the 1%, the heroes, the ones with epic stories to tell.
I don’t really care about kill stealing, if a friendly chases a severely damaged plane to the deck or back to the airfield, then it’s their fault that they’re on the deck getting chased by enemy, they’re bait now.
SIM hardly ever gets included in events/Battle pass stuff, so why implement fixes that have only affected AB/RB? This fix will only encourage more zombing.
You only have to watch some guncam footage to see that this new damage model is just wrong.
the mechanic is bugged in GRB
https://community.gaijin.net/issues/p/warthunder/i/C8fIjm6PEkbF
snail pls fix
Post here screen shot of full battle report from your battle reports
War Thunder Flat Spin Simulator.
Hopefully this gets reversed, playing bombers is kind of stupid now and pointless, along with the balsa wood wings on everything else. I was fine with it before to get the odd kill stolen, was legit thinking of getting premium a couple days before this launched glad I didn’t. Ill wait until this gets reversed.
Out of curiosity - did I miss a change to the Severe Damage mechanic or something? Cause I’ve noticed that I’m getting credit for severely damaged planes at the end of a match (this last time it was 15 cause a guy didn’t eject from a plane spinning in with no wings and tail), but when the post game rewards come up in the hanger - any planes counted from being severely damaged at match end aren’t counting (in this last case only 14). And they don’t appear to count at all since they aren’t in the rewards screens for camo’s and what not.
I generally like the system, much as it needs some tweaks (like said wingless and tailless plane not just being a kill), cause I was getting fed up with walking away from matches with 10, 15, 20 assists because some prick would rather try and snipe the pilot of the planes I’m shooting all game or launch a missile past me rather than actually shoot the 3 guys behind me that’d be easy kills for him, and generally when I see it - it’s a plane that won’t make it back to base anyway so I move on to another target. And I don’t mind my one winged plane that I can still fly and probably land being counted as ‘killed’ at the end of the match cause realistically with how tore up it is it’d be written off as destroyed and basically scavenged for parts. But I’d like for it to actually count both ways, and if it’s been changed to A: be consistent (both the bar at the bottom oof the battles end and the results pages show the same number) or B: if it’s been changed - have it be clear it’s changed in a patch note or something, if it’s not C: some bizarre thing you guys need to explain as to why I’m seeing two numbers but it is still working right.
I already found a bug. If a teammate breaks a wing on a plane and you finish him off, the kill is given to you, when the fatal damage was the broken wing.
This is a bug and it should be fixed some day. You can upvote these bug reports, if you want:
https://community.gaijin.net/issues/p/warthunder/i/F08ynEQICref
https://community.gaijin.net/issues/p/warthunder/i/SjSllsUE36Jm
https://community.gaijin.net/issues/p/warthunder/i/sFyybch1LloH
So you generally like the new system, but you would prefer it to work like the old system. The new system has only two kill conditions, sniping the pilot and tearing off the enemy tail. Everything else is not a kill condition anymore, the new system was designed this way on purpose. That’s the main difference between old and new system, less kill conditions.
This is not a bug, this is the new system design. You can check my post that explains how the service record kills are counted now:
https://forum.warthunder.com/t/severe-damage-did-nothing-to-fix-kill-stealing/84776/33
I personally think the previous system made more sense, I agree with you that the person who caused severe damage did the most job. But the devs decided it’s better to fully credit the person who finished the enemy. It’s not a big deal to me, but like I said, I preferred the old system. The new system creates more opportunities to “steal” kills than the previous system.
Yes, I made a mistake explaining it, I know it’s not a bug, it’s a change in the mechanics of the takedowns, and as you say it’s better as it was before. At first I thought it would be useful so that when you make a serious critical, like breaking the engine, severed wing or severed tail will instantly count you as a kill, being the fairest way to count kills, but instead what they have done is make it as extremely unfair as possible, allowing people to get kills by tying up practically dead enemies In short, steal kill is being encouraged.
Has it chsnged again, i though who ever did the severe got more than someone finishing?
Where is this post link please?
That’s exactly what they did. The interesting thing is, the devs actually wrote this in one of the articles.
They wrote that the old system was designed in a way to fully credit a player who caused a severe damage. But because previous system relied heavily on the prediction of aircraft destruction (they called this “guesses”), sometimes still dangerous planes were counted as already dead. So they decided to redesign the destruction mechanics and replace it by severe damage. This is exactly what they wrote in the article here:
Sometimes when I see players posts about this new severe damage mechanics, I really want to scream: “just read the * article before posting!”, because almost everything is there. The devs often use strange words and build sentences in a strange way, but they explained in articles how this new severe damage mechanics will generally work.
I wish the devs also added detailed summary with all the changes between old and new system listed there, maybe in another article, but they very rarely do this type of thing. And in this case they just didn’t.
Right below that quote, you can click on the title (the blue link) to be redirected to the post or click the arrow on the right side to expand it, check the screenshot:
Spoiler
All i can say is its so wrong. You could be playing really hard in a dog fight, weaken a enemy and put him out of the fight for anybody else to take your hard work away, so wrong in many ways. Gaijin needs to rethink this. Putting a enemy plane out of the fight should be classed as a kill even if you do not kill the pilot.
Another problem caused by this new system are collisions.
I was severely damaged by the enemy. In the previous system that would be a destruction already, but this new system kept me alive (even though I’m pretty much already dead, because I can’t control this plane anymore):
Spoiler
To finish me, someone has to kill my pilot or tear off my tail. These conditions are not easy to meet, especially I used a bomber with 2 pilots (they both must die).
You can see on the minimap there were many enemies around my position, and they all started shooting at me, because I still had red nameplate (in the old system my nameplate would be grey). And because players are generally impatient, they try to shoot for as long as they can. The problem is that you can easily misjudge your speed and distance to your target, which can end up like this:
Spoiler
In the old system this wasn’t a problem, because the person who made severe damage (called a destruction before) already got a kill credit and 100% rewards. In this new system the person who made severe damage only received 80% and no kill credit, because if I understand this correctly, collisions deny all kill credits. You can see in the right-bottom corner of the screenshot, my death was counted as a collision.
In the old system this situation didn’t matter for the person who caused severe damage, in the new system it is a problem. I understand it’s a rare situation, but this doesn’t change the fact, the person who severely damaged me lost kill credit and part of the rewards, and that person did nothing wrong.
In my opinion, in this situation the person who severely damaged me should receive a full kill credit and remaining 20% of rewards. It’s really unfair to punish this player just because his teammate collided with me.
fully agree!! assuming you have a BP task counting kills this is very disappointing when a kill is “deleted” by a collision. Ok, on the other hand the new system grants more kills than before…