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.
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.
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
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.
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.
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.
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:
- A6M5 gets put on fire, loses both ailerons and glides back to base using proverse roll
- J2M2 loses right wing and flies back to base balancing with proverse roll
- Spitfire with a dead engine gliding and crash-landing on aircraft carrier.
- 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.
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.
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
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.
that’s exactly what I meant in this post :)
I can’t count how many times I got my kills stolen by bots in naval, so I guess that’s a +1 for me.
This is a horrible idea and based of a misunderstanding of how sever damage works, what it was supposed to be and what it turned into.
Some times in air a plane was destroyed, but could still RTB and repair, for example I had my tail blown completely off in a Harrier which “killed” me, but I was able to put the thing into hover mode and fly back to the airfield and repair, he got 100% of the RP/EXP of a kill and I got to keep playing.
Enter sever damage. Now in that scenario I would go into sever damage mode and he would get 80% of the reward for killing me, but when I return and repair he loses his “kill” and while he keeps the rewards for sever damage he loses the remaining 20% of the “kill”. Same thing if somebody else finished me off, he loses 20% of what would have been credited to him pre sever damage as 100% of a kill and it goes to the guy that finished me off.
Now how would this look in ground? Well, it would mean that rather than you getting a kill for killing all but 1 crew, that 1 crew could continue to repair and drive off to replace crew members, while anybody else has an opportunity to finish him off and take 20% of what would have been your 100% kill.
Now you are going to tell me “But it will be different in Ground/ Naval, it will be if you disable both their movement and fire control so they cant run or shoot back, then they will go into sever damage until they repair!”
Well I hate to break it to you but that’s what they said about air too. It was not originally supposed to be about "dead planes RTBing, it was supposed to be: “when you blow a wing off or cut their tail loose but don’t get the kill credit the target get sever damage to stop kill stealing”. Instead Sever damage applies to damage FAR beyond what would have been previously counted as a “kill” (I have been severely damaged with both wings gone, entire tail gone and all engines out and on fire form the engines an fuel tanks). Rather than losing 60% reward maybe 1 in 10 kills you now lose 20% almost EVERY “kill”.
It’s a garbage mechanic that drastically nerfs earnings and should be removed from air, not added to more modes.
The game economy is bad enough as is, stop giving gaijin excuses to nerf it more.
We dont need this in ground. it would just overcomplicate an already complicated system and is not needed. Now Naval on the other hand I may be alot more open to as an idea.