Severe Damage mechanic to apply to ground/naval vehicles

Can’t edit poll after 5 minutes of it being posted :(( my bad. I guess that would fall under yes with changes :)

I think for ground, it’d be sufficient to just better award assists and critical damage. It already offers decent score, but it does not award an RP multiplier so you get less RP with a ton of assists compared to a ton of kills.

Maybe ground could get a second way to get “Skill bonus” - either get the kills OR accumulate score of ~1500/2500/4000 or some other values.

3 Likes

Severe damage is absolutely needed in naval modes. For the ground modes, that’s a maybe, as it’s currently fine as it is.

3 Likes

I agree with OP 💯%. I was actually going to make this suggestion but went thru the suggestion list and seen this post. I was highly compelled to do this after my experience in the last air sim battle I was in. Here’s the story:

I dropped 3 500# armor piercing anti shipping bombs down the guts of two different destroyers. I dropped 6 bombs with 6 passes that took 3 trips to targets and 2 trips to base to rearm. I only done 84% damage to one and 86% damage to the other ship. I was troubled that 1500 #s of armament which exploded below the waterline(1.5 sec fuse) didn’t sink them. I rearmed and returned to target area to find a friendly ai ship had finished one and a teammate had finished off the %14 and 17 crew of the other destroyer and received credit for the naval kill.

I didn’t get an assist for either ship or credit for the TNT I put in the hulls of the boats. I did get hit points(albeit very few when compared to strafing with AP 20mm cannon rounds while setting up for bomb drop). I was very disappointed but even more importantly I was discouraged from playing my favorite way which is Naval aviation. I enjoy playing roles of offensive anti shipping as well as defensive carrier/fleet protection. SIM BATTLES at Dover could be a great way for me to enjoy the game if the gameplay could be worked out to be fair and reasonable.

Please implement severe damage for naval and look into the damage model of the modules on ai ships in Sim battles. I don’t understand how a ship could ever survive 3 armor piercing bombs exploding in three different areas ranging from its front to its aft section.

I also agree severe damage should work on ground vehicles as well and OP explained this well.

1 Like

Yes, please. I think the ongoing Battle Pass: Season XVII, "Guided Fury" - War Thunder Wiki challenge “Warrior of the Three Elements” only highlights the need for this change to be implemented into Bluewater.

1 Like

I think it is a good idea overall, but more for Naval mode.

For Tank battles I suggest these ideas:

1/ Create a new category of assist in game “Allied tank Rescuer!” Giving more XP.

For example, when one of your allies gets severyly damaged and you come and destroy the enemy tank that damaged your ally, you get this reward.

2/ Allow the share of XP when your rescuer helped to repair your severyly damaged tank.

Also I don’t think it should take 1.2X the normal time to repair severe damage. The game is already good as it is.

3/Show to all the allies the Severely Damaged tanks on the mini map with a special icon. Or show the damaged tanks that need assist with a special icon on the map.This way a friend can come to the rescue. Maybe allow this feature inly in Arcade Battles, not in Realistic battles and Simulator battles.

I hope that one of my idea will be implemented.

1 Like

After sinking 6 torpedoes into a scharnhorst just for a destroyer to shoot a final shell and get this kill I am once again asking for severe damage in naval

3 Likes

I support this for Naval but not Ground. Spending 5 minutes whitling down a ship from 100% to 4% only for an AI bot to steal the kill is extremely frustrating.

6 Likes

Severe damage for naval would be great, especially if it would detect a ship that’s been holed by torps and is sinking. I’ve had so many instances in which I’ve managed to sneak torpedoes from my boat into a big ship, only for someone to shoot it shortly before sinking. I wouldn’t even mind an assist, but thanks to the short time since the last damage instance, I didn’t even get that.

1 Like

If it were irreparable, and the ship was unable to gain buoyancy but could hold steady at, let’s say 39%, that would make sense. But if you torped it, and it was able to regain buoyancy, it wouldn’t make sense.

I don’t think the Severe damage mechanic to planes changed the gameplay at all. It just smoothed out the kill credit and made adjustments to the target indicator.

For ground, I don’t think it makes any sense because a tank is always a threat until it’s not, until it’s dead.

1 Like

Biggest difference for planes is it replaced the forced auto-ejecting, thus opening room for skillful plays to disengage and RTB with some ugly damage and avoid dying.

2 years ago, from what I can find, you couldn’t do stuff like:

  1. A6M5 gets put on fire, loses both ailerons and glides back to base using proverse roll
  2. J2M2 loses right wing and flies back to base balancing with proverse roll
  3. Spitfire with a dead engine gliding and crash-landing on aircraft carrier.
  4. Ki-43 with 3/4 of its tail surfaces gone wiggles a landing.

You’d just get forcibly ejected. I’m glad it no longer happens because I find it a lot of fun trying to fly dead planes with full-real controls.

1 Like

Well if that’s the case, I wasn’t referring to that. I meant with regard to how people fight each other.

If you change it to severe damage in naval or tanks, people will disengage more often than finish a target, especially if they’re farming a particular battlepass task.

In tanks, people might land multiple crew shots, and then move positions knowing they already scored a kill. In Naval, people might send a volley or several and change targets expecting to land multiple kills after their teammates finish them. This also changes Assist scoring for tasks.

Something like a “assist counts as kill” merchanic for ground, would be really cool.

2 Likes

Yeah and they can execute it cleanly in the UI by calling it an “Assist.”

It already takes 30 seconds for two tracks. Takes too long already.

Yeah it was just an idea, it would probably be a bad thing aha

I mean though except for the repairing increase, the point awards are good, because I one time had a match with like 8 assists, and at least three of the tanks, I killed almost all the crew and the barrel.

Yeah that’s why I want it implemented

Same bro

1 Like

For ground vehicles, severe damage should probably be a temporary modifier of sorts while an enemy is either putting out a fire or repairing their main armament.

As an addition, assists could be counted as half kills instead of as their own thing.