Responding to the Severe Damage feedback & release time

You do realize that this change was meant to solve something that was mostly considered a problem in RB (realistic), kill stealling, this is almost irrelevant in AB(arcade) simply due to the fact that you have unlimited ammo and can always keep firing at your targets until they are properly dead.

So what should have happened would be more like “keep your RB problems in RB and stop ruining AB with things no AB player asked”.

This change is going to hugely nerf overall(combined) rewards, it’s just disguised as a “fix”.

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Its definitely a reward nerf, i just took both wings of a bomber and hes on fire going down, and i get severe damage reward, luckily he does die but untill that point anyone could of got the finisher and i put all the effort in and get repair and ammo bill. Im getting sick of gaijin and there stupid ideas that are not realistic. Ill have video soon of this event.

Kill stealing is not allways about ammo, it might take 2 or more passes to kill enemy. There is an Italian plane that is the king of assists C. 202EC

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Kills add their own bonuses to the SL and RP calculations on top of the score-based one, so I suspect they’ve balanced this on SL/RP and there’s going to be no net reduction there.

Where this will impact, and already has through the removal of most crits, is average score and time to complete score-based events. People before they play their first game today might want to make a note of their average 30-day score in their air mode of choice. You should see it drop gradually even though your average relative position number isn’t changing.

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This has been almost a constant in the last few years, especially since we started getting score based events. In ground, for example, the reward for capturing a point was massively reduced as a whole, only the first one to reach it will get the maximum 300 points but even then I saw myself getting less than that while being the first one there, when before everyone would get the 300 points. Similar things happened in Air when rewards got reduced when you killed a lower BR plane but they are not increased when you kill a higher BR plane. They only change things one way, to nerf rewards.

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It’s Gaijin that changes how guns work and keeps nerfing and buffing them. When that plane got released I can tell you that it’s guns were great.

What I meant by (combined) is that total rewards will be reduced for the team, not applying it to a single player, I think that there is where this nerf will really make a big impact.

What we should also be comparing is the total score of both teams from before this change to the new system.

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video

https://youtu.be/hQFL1KGSfK4?feature=shared

My aim is a little off as i increased convergence but it just shows how broken this new implementation is and does not fix anything. Keeping the damaged plane red is an invitation to kill steal

Yeah what I’m saying is if kills go up, and SL/RP is the same net, score goes down.

Greatly simplified, the War Thunder reward mechanic is:

RP/SL gain = (score-based reward) + (kill award) + (other awards)

Where “other awards” is things like takeoff/landing bonuses that you see on screen. “Kill reward” is a base bonus for each kill plus the recent added bonuses for multikills.

So if the number of kills in a game increases, as has happened here in air, and you want to keep RP/SL the same, average player score HAS to drop to keep up. That’s why the score rewards for severe and crit damage and finishing off are what they are now.

It’s only painful because now everyone’s going to be playing significantly longer than before (10-20% more time required, depending on your play style) in order to complete those score-based events.

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And they do this in the middle of an Air event, instead of just waiting for it to finish and only change it between events. And it’s not even the first time that they do something like this. Pure lack of consideration for the players.

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I think this is part of why they stealth-introduced the crit reduction changes early, before the event. They said at the time you’d see no award reduction from this, but that only makes sense if you assume they meant SL/RP rewards (which is probably true overall). Instead of a big 20% reduction in score suddenly today, that way it’s more like a couple 10% reductions in a row, that a grinding player might not even notice.

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Btw keeping damaged planes red is an invitation to kill steal. Who ever finishes should just get an assist

I am sorry but your new system solves or fixes nothing at all! Ever since you started the test in the event tab, the damage in Air Battles has been so inconsistent, and still is after you implemented it to the game as a whole.
Previously hits that clip the wing tips, ailerons, rudders and/or horizontal tail surfaces and rip them off used to give a critical hit - now they do nothing of the sort, all we get is a hit message.
Setting fires to planes used to give critical hits - not they give you just a Hit and a message that you set the player on fire. People still see a burning plane and as usual go for it right away, taking all the credit for that kill, leaving the one that set it on fire with just an Assist, just like before. No +1, no fix , no nothing.
The system was supposed to fix all that but now it seems you can barely get the game to recognize a critical hit, and in order to get the new system to work, you have to snap off half a wing, get lucky and black out the wires that control pitch/yaw/roll or destroy an engine and pray to RNGesus that it detects it as a severe hit and not just a normal hit.
How is it that every time you try to correct a long standing issue with the game, like kill stealing in this case, you guys somehow make it worse or just give a new coat of paint?

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How about crit problem in air battles? You can kill 5 planes, 3 of them get fire but you get one crit…

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Who said that? A popular content creator? This system was never designed to solve kill stealing. Just read this topic from the beginning, everything should be pretty well explained here.

You can also read the old topic, where there were many more interesting comments about this new system:

Assists would give you more score though (60% of the kill value as opposed to 40).

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That is an issue, ie how much damage did each involved do

This is correct. Even going back to the original roadmap article, Gaijin has never said it was a solution to kill stealing. They always said it was a solution to the ‘how did that dead person manage to kill me’ problem. On kill stealing it was only ever supposed to be net neutral.

At the risk of getting into a lengthy back and forth, something I don’t really have the time for, the topic you pointed to clearly states this it is all being done in line with the first Roadmap. The same Roadmap created due to player protests, one of which was exactly about inconsistent kill crediting, which is just a fancy way of them saying kill stealing. Let’s not pretend there is some other reason for people to not be happy with the way kills and assists are awarded.

And on that note about “a popular content creator” saying it - yes, not a single creator, all of them said it.

From the roadmap article: “[we] would like to leave you the opportunity to attempt to control a “severely” damaged aircraft until it’s either completely destroyed or returns to the airfield to repair.” That’s the justification. Nothing about inconsistent rewards.

That’s the problem they were trying to solve here, without somehow making kill stealing somehow worse as a result.

Well, it’s very hard to compare rewards in 2 different battles of course, but I’m pretty sure there is a slight rewards reduction.

Let’s try to compare a battle from yesterday:

Spoiler

And a battle from today:

Spoiler

These battles are very similar to each other. They are obviously not the same, but I think they are close enough (as close as I can get).

Of course there is no sense to compare “Achievements”, so don’t take this into consideration (this is actually SL from Awards, and they will be very different in every battle you play. That’s why I was surprised when the devs reduced number of awards in battles some time ago, most players were like: “it’s fine, we don’t care about awards anyway!”, completely ignoring that awards equal SL).

The interesting part that the SL from Air Targets Destroyed in the old system is not equal to Air Targets Destroyed + Severe Damage in the new system (there was just 1 plane that my teammate finished). Because of this, I lost some SL (more than expected). Everything else in SL calculations looks the same in both systems.

But because my score was reduced in the new system, my activity decreased, which slightly affected the RP calculation. I also had 1 less assist, and my time played is 8 seconds shorter, so at least the RP doesn’t look like a huge difference between both systems.

BTW: If someone wants to make this kind of comparisons, it’s the easiest to use the same vehicle, because rewards you see here are multiplied by vehicle RP/SL multipliers. So there is absolutely no sense to compare results of different vehicles, without taking this into consideration.

PS. I’m just sharing this out of curiosity. I know it’s literally impossible to figure out every possible scenario. But there are things you can figure out by comparing results this way.

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