Don’t you hate when you get a new vehicle with AP and it does no damage? It’s ridiculous my AP shell should do more then make the gunner orange! Playing the Chaffee hit the side of a T-34 hit the driver directly it only made him orange. AP needs to be better. It’s really hard to get kills with it. APCBC is just fine but AP is awful.
We actually had a community vote on this and the majority thinks it shouldn’t.
No, it was the opposite. That was for APHE to be made more accurate (IE: Nerfed). Which people hated, because they don’t want to use a round that’s barely better than regular AP.
Yeah which would be an indirect buff for AP.
Mfw when people playing a “realistic” game don’t want realism in it.
Mfw when the developers of said “realistic” game put realism up for a vote.
Do you work in the Arrowhead balance department?
I don’t know what that is.
apologies.
Arrowhead are the developers of Helldivers II, their balance approach has been controversial.
Instead of buffing weapons that are underperforming they instead nerf weapons the players like. Most people agree this leads to a miserable experience for everyone, where every weapon feels equally weak instead of equally powerful, if that makes sense.
I see.
The problem we have here is a bit different because the weapon players like using is unrealistically powerful. Helldivers doesn’t have this problem since they are not claiming to be a “realistic” game.
Hmmm I see. Problem is, always having “realism” as the ultimate goal is problematic because the nature of how a video game works is itself very different from reality.
In reality most vehicle crews tend to bail out immediately after the vehicle is penetrated, even if the damage is not great. Logic being, if you are penetrated once it can happen again, right? They don’t act like automatons and fight to the last like in War Thunder.
In that sense, APHE rounds that one-shot-kill simulate the results of real tank combat better than if you had to penetrate the enemy several times.
PS: I think Gaijin should try to simulate real APHE spalling mechanics, but not at the cost of gameplay. I think it would need to be compensated for with other changes to crew behaviour or damage calculation.
As an Object279 user/enjoyer, stay away from any APHE nerfs, please and thank you.
What it we buffed AP so it actually does something because AP should generate spall when entering a tank it shouldnt pass direct by the crew this also needs to happen to APDS it needs to generate spall
Yeah, I’m all for buffs of other rounds. Especially solid shot, APCR, APDS, HESH, etc.
That’s the issue.
All shells should kill tanks like APHE.
It shouldn’t be just APHE that can kill a tank in one shot.
It’s incredible dumb how you can deal what should be lethal damage to a tank, disabling it but then it can just be repaired.
APHE overperforms because of unrealistic damage while other shells are held back due to “realistic performance” but this whole discrepancy only exists because, in the world of War Thunder, tanks can be repaired and then be operated by two surviving crewmen.
This mechanic where you hit an enemy vehicle and a shot cam tells you exactly what is damaged, is stupid anyway.
The whole game is based around “Oh I killed the gunner, If I now aim for the loader or the driver, the tank is destroyed” or “Oh I damaged the tanks breech so he can’t shoot me anymore”.
The game would be a lot more immersive, if it wasn’t so damn arcady.
Is that why you don’t play the game anymore?
I don’t play a whole lot anymore because it’s getting stale.
The only reason to play is to unlock vehicle I haven’t played yet but that is a pain, as it takes longer and longer, which also means you have to play longer with a vehicle that isn’t spaded.
I’m not interested in missile slinging in jets and I don’t see the point of playing MBTs on maps that are small even for WW2 tanks.
The gameplay Loop hasn’t changed at all and what was previously a WW2 setting type of game is now simply a vehicle combat game.
Honestly, yes, buffing other rounds is the solution. It would also come with all manner of cascading consequences in BRs that I think would be, on the whole, very positive for the game.
We had a community vote on balancing this issue by making APHE accurate and lets just say crappy youtubers made sure an army of 8 year olds stopped it for their content
solid shots underperform by a fair bit but it wouldnt be so bad in comparison if APHE wasnt a nuclear bomb
Yes, but honestly that is not surprising. If AP is frustrating to use, the proposal to make APHE equally frustrating will struggle to win any vote.
In WT, damage models may be realistic (APHE sphere of death aside) but the consequences of damage are not realistic.
No one wants to play in a situation where getting tracked once means being mission killed, of course, so a balance has to be found. Here’s how I see it:
Option 1. You nerf APHE but you introduce a “severe mechanic” damage for ground vehicles like we have for aircraft. If you get crippling damage you need to drive back to a cap or a spawn to repair, like an aircraft returning to base. This way, all rounds are realistic in not being one-hit kills while also being capable of putting an opponent out of action with a “simple” penetration.
Option 2. You buff all other rounds to be broadly there with APHE. This way, the extra damage done by all rounds is an unrealistic property that’s “compensating” for the fact that tanks in WT are more survivable than they should be.
Either one works fine for me. But nerfing APHE alone was always a difficult sell.
BTW, I am excluding gun barrels from this take because they are their own separate story and so much balance in GRB is implicitly built around that mechanic.
I just think they should make spalling accurate to shells, fix the nuclear APHE issue and add an “overwhelming damage” mechanic for HESH and HE shells so that they dont do nothing when wacking a turret it has the power to blow clean off