Revising the Rate of Fire of the T-64, T-80, Т-72, ZTZ96, ZTZ99 Series and VT4, VT4A1 Tanks

It’s the same old story with these devs: some tanks get a one-second reload time cut, while others are left with bugs that have been reported and accepted for over two years. This is the balance Gaijin likes, which is why the game is getting worse and worse, to the point where the game from nine years ago was better and had fewer absurd bugs than the current one.

2 Likes

Your time for action was when M1s and Arietes got their 5s reload buff.

1 Like

Actually, I’ll add an actually fixing the challenger 2s breech area as well.

The Russians get fully modelled trunnions etc which very conveniently makes their breeches much harder to hit. Again, double standard as zero evidence of that on other tanks.

Oh yeah, the utterly stupid decision to give the Ajax a fixed 6x sights as well. It’s a digital zoom, it’s not beyond the wit of man to give it a zoom range.

The bmpt - exquisitely modelled in every way to give it every possible advantage. The Ajax - eh, 6x zoom will do, who gives a crap.

9 Likes

Double standard or not, Gaijin doesn’t really seem interested in Challengers and it shows.
Reload speed made them unique, but all of a sudden most nations got buffed to the same level, basically negating one of their only pros.

8 Likes

Please, for the love of all things Snailish, revisit the Merkavas.

3 Likes

My time for action would be 2 years ago, which is when most of these are reported.
https://community.gaijin.net/issues/p/warthunder/i/Z0H3xuwhqEkH
https://community.gaijin.net/issues/p/warthunder/i/XN0AZmOkU0Ym
https://community.gaijin.net/issues/p/warthunder/i/VjCv0umKSMYj
https://community.gaijin.net/issues/p/warthunder/i/RDpEDW9EHG3n
https://community.gaijin.net/issues/p/warthunder/i/MA8ugNxKkXQm
https://community.gaijin.net/issues/p/warthunder/i/TUD9oVp7uOA0
https://community.gaijin.net/issues/p/warthunder/i/m22cZZxaNPXJ
https://community.gaijin.net/issues/p/warthunder/i/u2en3wtHitWA
https://community.gaijin.net/issues/p/warthunder/i/ojFgCJ6Jnos4
https://community.gaijin.net/issues/p/warthunder/i/G4fTz108tdYo
This is just a small sample of everything the devs are leaving piled up and rotting away. Aside from these, I couldn’t find the report about the missing armor on the M1 Abrams mantlet, which was discussed so much on the forum, with images included clearly showing which part of the armor the devs had completely omitted.

Honorable mention to the response to this report haha.
https://community.gaijin.net/issues/p/warthunder/i/pT7qbqt5RWA9

10 Likes

No, he just doesn’t want to be wrong and will argue you in circles. Best to ignore him.

1 Like

I’m all for historical accuracy, but the Stryker is a very mobile unit. And you also have to prove the reload is correct, just as myself and a few others did, and it still took years

wdym? leos also got preferential treatment once by getting breeches that spalled so much that you whole turret crew instantly died when being shot there? no one else got that (iirc…everyone else had to suffer through repairing them and then (if the loader died) had to deal with an annoying eternal reload while leo players could just respawn with a 6 second reload :-D)

another year, another year of wart humper shenanigans…im not even surprised anymore…the amount of times that the breeches of russian tanks ate perfect shots into the breech in the last couple of weeks especially from lighter darts like the japanese and french 4 kg penetrators are probably in the 30s to 40s now. With basically any possible shot to any weakspot you have to calculate first at which one its less likely to get gaijinned (suprise, at every single one chances are 30%, depending on how much ammo hes carrying) But thats not really a problem, because the t90m or t80 also has to carefully aim basically anywhere at your hull to take out driver, engine, turret ring, leaving you sitting there unable to do anything. (yesyes i know autoloader hit on a t90m is also horrible…well at least you can in a lot of cases kill the guy that took it out straight away or disable him/make it impossible for him to repeek you in cqc/ prevent others from pushing and finishing you off because you HAVE A ROUND IN THE BREECH THAT YOU CAN SHOOT AND AIM protecting yourself while youre repairing)

How is it “rewarding crippling shots” only when you hit a nato tank anywhere on the hull (well the ones with turret basket at least) but not when you shoot a t-series tank straight into its ammo carousel where all its ammo sits - but oh no theres a convenient 20 mm plate around it which somehow is the thickness of the cutoff from creating spall to not creating any so, unlucky you missed it by 10 cm - now he has 6 seconds to just shoot you anywhere…unlucky, should have aimed 2 pixels lower. Same with the breeches now and i also had bs like that happen even at penning shots to the driver port. Consistency much?

4 Likes

Its no problem to give some good Sources for a 6 sec Reload from the Stryker.

First we got :

  • Page 69
    3.7.1.10.4.2 Autoloader
    [9383]
    The CCP Autoloader [see Figure 3.7.1.10.4-1 (2)] shall provide the gunner control of the Ammunition
    Handling System (AHS) Autoloader when the AUTOLOADER ON/OFF switch (Ref.
    3.7.1.10.4.5 - CCP Power) is set to ON. CCP Autoloader controls shall provide the following
    Autoloader control functions:
  1. AUTOLOADER Selector Knob - 7-position rotary switch providing the following selections:
    a. RESTOCK: Provides the capability to restock the replenisher with ammunition and
    update replenisher inventory.
    b. EJECT: Provides the capability to eject an unfired round from the breech.
    c. RESTOW: Provides the capability to unload ammunition from the breech and transfer to
    the carousel. Coax firing shall be inhibited during the restow cycle.
    d. NORMAL: Provides the capability to automatically load ammunition into the breech
    prior to firing the main gun. Coax firing shall be inhibited during the automatic load cycle. It shall
    take 6 seconds to autoload a round from the carousel.

    e. INVENTORY: Non-functional.
    f. MANUAL: Provides the capability to manually rotate the carousel using the Clockwise
    Pushbutton (down arrow) and Counterclockwise Pushbutton (up arrow).
    g. REPLN: Provides the capability to transfer ammunition from the replenisher to the
    carousel. Ten seconds shall be required to transfer each round.
  2. LOAD Pushbutton - Non-functional - handled via the control handle load button.
  3. Clockwise Pushbutton (down arrow) - When Clockwise Pushbutton (down arrow) is pressed, the
    AUTOLOADER carousel shall rotate clockwise.
  4. Counterclockwise Pushbutton (up arrow) - When Counterclockwise Pushbutton (up arrow) is
    pressed, the AUTOLOADER carousel shall rotate counterclockwise.

This Source tells how long does it take to reload from replenisher, its 10 sek.

at Second:

image

and on Third:

image

But Western Sources is just “not enough Info”

And again
Gajiin takes what actually fits better

6 Likes

It took years because it requires a huge degree of intellectual dishonesty to just completely disregard everything and just accept the single piece of evidence that claims a 6 second reload as standard.
Also your bug report in specific was bad and the footage you yourself linked literally disproved your own claims, with the autoloader taking at least 8 seconds without even ejecting a shell.

4 Likes

Single piece? Brother. There’s a lot more than a single piece.

Neither did any piece of evidence contradict my bug report, in fact the video, which you clearly don’t understand reload cycles was quicker than 6.0 secs

In typical fashion, you make things up

Either 3bm46 or
Mango m 550mm
Vant 530 mm

1 Like

the levels of delusion are crazy, no there was not any other evidence backing you claim(tankograd literally refenreces the cyclogram and assumes that there must be other factors increasing the reload time that arent mechanical and ofc we all know a third party assumptions are valid enough to discount actual historical sources), and you need to learn how to time the reload cause starting to time halfway into the reload isnt exactly how you do it. let me guess you start counting after the carousel finished moving despite the fact it barely does a quarter rotation, thats very honest of you, not to mention your video is starting from empty which means there is no shell ejection which would further extend reload time.

yet again shows how willfully dishonest you have to be to claim that a 6 second reload is realistic. 6.5 was plenty good.

2 Likes

Seems to be their MO. Look at the Sovietski Soyuz, if you want to argue against anything involving it, provide sources, but it was never made so you won’t ever have any.

image

Dude is trying to argue with the official document lol.

1 Like

Bro is out of arguments

No, I just chose to not argue with someone who thinks a black hole isn’t a black hole, or the sun isn’t the sun, or air isn’t breathable.

Do you think the earth is flat?

1 Like

For thr T80U the round was pitiful considering at the same BR there are round which blow it out the water, even L27A1 is better than 3bm46, so the 6 second reloads fine as a buff.
Id rather it get a 6 secojd reload, half a second difference…
Than go down in BR.

As for the T80BVM its relaods effectively unchanged.
6.4 vs 6.5 seconds.

The T80UD now could move up easily to 10.7.
The T80B I’ve not taken out yet but reckon its fine as it’s armours been irrelevant for a long time now, but maybe it 6 seconds for it will push it to 11.0

As for the T64BV it could easily be 10.3 now as a side grade to the 72B .
Worse armour, comparable mobility, substantially better optics and reload.

9 Likes

Naval is different completely fot sources and such for vehicles.

However the sovetsky js pretty damn potent.