Stuff gaijin has to fix that I have nowhere to put

theres like a few op cas below 8.0 but overall below like 10.3 cas is relatively well balanced since they dont outrange AA

gameplay limitation, if you want this fixed, warthunder would lose like half its playerbase because the game would become very laggy

so everyone will instead spawn AA as a last ditch effort because they only had like 100sp, this does not fix this

its in the game because volumetric shells are a thing

when things move fast and have angles on the front of them they can always ricochet

diesel can in fact combust when at high temperatures (such as when hit with explosive rounds or with extreme force or speed

more is different than just the existence of an APS

yes they already do that every update

has the same motor as the aim9m atm i believe

no it shouldnt

xm247 should be 9.3 imo but pgz09 doesnt have radio fuse shells, it has ahead which only works when the enemy flies in a very straight line at which point it is entirely their fault

did you consider making bug reports for any of these, all you would need is a 1 or 2 good sources for each one and you could participate in improving this game :)

T72b3 arena-M (or t72b3m) is not the t72b3a, the b3a is a prototype where they just strapped the arena-M to the later v3 variant. In game they are identical (except for extra cactus ERA and aps)

Vt4a1 is subjectively worse than the ztz99a or at least comparable since it has worse armour, worse top speed, reverse, horsepower per ton and only gets APS in turn. I do not believe it should be 12.7, rather 12.3

The mbt2000 is highly mobile (but so is every other tank in br except for russia), it does fire 3bm60 but so do the 11.0 Chinese tanks. Like, compare the ztz99-II and the mbt2000, MBT 2000 is slightly more mobile (weighs two tons less I think and has 70km/h top speed instead of 65, but in turn it has worse thermals and basically no armour). If that comparison isn’t good enough, it’s at the same br as the type90 and much worse in every aspect.

About the 9.0 aa’s, unless you have a functional rwr (a lot of cas at the br doesn’t), there’s practically no way to know where they are or if they’re trying to kill you with no tracers, all you have is a tiny red marker where they are firing from and to kill them you have to get close to them but at that point you’re already dead cuz they don’t even need to hit you but rather close to you. The only real way to deal with them is to ambush them from behind a hill and hope for the best, but that isn’t even possible in every map. When playing cas you often just die with no warning.

I have no idea what you mean with the challie 3, are you referring to me being wrong or adding to my point? Yeah it doesn’t have a blowout panel and has a 6 sec reload with ace crew compared to 5 sec on challenger 2

Cas below ~8.0 is not very fair because aa’s take skill to use in a br where no one has any. You can take a CAS plane and demolish the enemy team because there’s nothing a lvl20-40 can do about it.

10.3 CAS is all over the place, 10.0 russian CAS is hell with the AA spam , American CAS with 6 agm65’s and 2 TV guided bombs is not fair (a7d especially). A much more balanced br is 11.3 CAS since aa’s radars good enough to intercept missiles and cas at the br gets a lot of munitions as well, meaning that both AA and cas have just as many chances to deal with each other.

About shell shatter: it doesn’t feel like a finished game mechanic, it works about once in an eternity and I’ve seen it happen with apds only.

About hullbreak mechanic: with high shell calibres, even a ricochet irl could make that armour surface disappear, and in game it’d be more realistic like that, also, it’d solve the problem of lights tanks with like 4mm of armour having shells faze through them with no damage.

Okay, with diesel it makes sense, but to add: let’s be honest, in game fuel explosions happen when they feel like happening and not in any consistent way.

About smaller techtrees: I don’t remember the last time they added a tank (not AA) to Italy, Japan, Israel, last thing was the sabra a couple of updates ago. And that’s one tank.

About the spaa’s: what’s not fair is that to counter them you at least have to know they exist in a br where cas mostly has nonfunctional rwrs. The only way to identify the mentioned AA’s is to see a small red marker of them firing from a few km away and that would be easy if they were confined to their spawn. Like, you can be doing CAS and looking around for them but suddenly your wings rip off whenever you start targeting someone. You can uptier them easily since even at 10.0 nothing really changes and you can shoot down agm65’s and stuff as well (at least with the xm247)

i suppose thats fair, but its really not that hard, people just need to not shoot from 3km+ away for a start

thats why i said below about 10.3

it can happen with large ap and he rounds if the side of your shell hits a sharp angle sometimes

its not really a problem, its an entirely reasonable thing, with enough force an ap round could go right though without really doing much depending on where it hits

just because you dont remember doesnt mean they havent

in the last 3 updates
italy has gotten the c13 tua, freccia ows, and m55 (and the samp/t but you arent counting that)
japan has gotten the thai tank subtree and premium type 61b
israel got the bardelas and merkava mk1

and this isnt counting planes which israel got 1 of, italy got 3 of, and japan got 5 of or boats which japan got 7 of and italy got 4 of

and if youre only counting actual armoured tanks then thats just kinda weird because not every nation has a very tank focused military with lots of options to add

as an italy player I havent felt ignored at all recently, maybe an argument could be made for the poor israel players, but i dont really think there are any israel 'main’s and its the least played nation so they get their proportionate amount

or just always assume they exist and dont fly in a straight line which you should do anyway because flying in a straight line makes it easier for conventional aa to kill you too

cool, so if you can kill an mbt with an m44 it should go to 10.0?

the xm247 has a pretty sketchy radar and the pgz09 has proxy only by the broadest definition, theyre fine at their current brs imo

i completely forgot about freccia ows, etc. my fault.

about the hullbreak: it is reasonable that a shells can go straight through a light tank and deal no damage but only if it is of a reasonable calibre. IRL if you fired a 152mm aphe at an R3, even if you didn’t hit the crew or anything vital, the impact of the shell would split the tank in half. IMO gaijin should make a mechanic where high calibre shells are compared to the armour thickness and if the armour is too thin for a certain calibre, it just destroys the armour plate. Like, it might sound overpowered, but you can easily tweak something like this, aka let’s say 120mm and above can insta-kill 4mm of armour, 150 - 6mm or something. This would only affect very lightly armoured tanks and derp launchers which have long reloads.

about aa’s: you can assume that they exist, but that still doesn’t solve the problem when you don’t know where they are. It’s not really possible to do cas with those aa’s around: you have to kill them first to do cas which by itself is hard when you have to pull really hard just to dodge the he-vt shells, whereas if that was a gepard you could just about dodge it. personally, it’s easier to evade stingers, i don’t see a reason why the xm247 isn’t 9.3/9.7. Pgz 09 - maybe it is somewhat fair at 9.0, but imo should be 9.3.

i reckon if shell fuses could be triggered by crew or other components thatd work too

you can wait for them to kill your teammates planes or if they arent in their spawn they might get killed by your team, this seems like more of a problem with tracerless aa than with the proxy and i think we should have more tracerless aa just because its interesting means planes have to deal with the same issues as tanks or not always being able to see whats shooting at you

it got put down recently, i feel it just lacks self defense ability against ground units so it can stuggle to get into a good spot to aa effectively from (so you dont have to sit in the open in spawn)

reasonable its the only one of the two ive played and sometimes the ahead just isnt very useful, i dont think it should be the same br as m247, though to be fair it can kill tanks far better (even compared to gepard, its ap-i round gets more pen than the gepard one)

fair enough, just that those aa’s don’t feel balanced against cas of the same br, take the su7 for example. If the aa’s isn’t brainless and doesn’t stand in one place, it’s borderline impossible to kill. even worse so for subsonic planes since those cannot even dodge the shells.

and relying on the team to deal with them is basically a cointoss and a wastes a lot of time

personally I feel that an anti air having an easier time to kill a plane than a plane trying to kill said anti air is fair because the plane has a lot higher potential to get kills than the AA, like if the plane isnt killed quickly depending on what it is, it could get a pretty free 3+ kills, but the AA can only kill other planes

so I feel the AA always being a little better than the aircraft at any BR is how it should work

theyre (in theory) a very defensive tool for stopping the quite drastic power that planes can have on your team

unfortunately the gepards are very effective at destroying tanks, but thats a whole other issue that needs its own solution

False

thing is, it’s not fair for aa’s to be better against planes than planes against aa’s because cas costs at least 500 sp, the potential for a few kills is deserved (not just a few free kills). However, currently at most br’s above 8.0, a person who’s done nothing during the whole match can spawn in aa and easily take out someone in cas who needed multiple kills just to spawn it in

i just did some more research and you’re right, mb.

thats just the inherit risk of using all that SP to spawn a plane,

CAS is limited in number because of its SP cost and AA is limited in number because of its boring and/or difficult (for a lot of people) gameplay

nothing in this game should ever be ‘deserved’ without at least someone being allowed to do something about it, but it is free if youre in it early enough and there are no good AA up

anyway this is why gaijin uses statistics based balancing, because without it all the balancing is extremely subjective, but with the many many players that warthunder gets the vehicle performances become pretty consistent assuming nothing else changes, and when things do change thats why we have BR changes

I didn’t say that CAS should be able to get a few free kills with no one having the ability to change that, what I meant is that CAS should have the potential to get a few kills based on skill and the match in general. Because let’s be honest, if CAS doesn’t have the potential for a few kills, why bother to spawn it? 500-1000 sp for the maximum of a kill or two is not a good bargain.

And it’s not inherently the risk of losing sp by spawning in CAS, it’s the reality in every match since even if you get CAS under two minutes, there’s still gonna be that one first-spawn aa who can easily shut you down.

Cas imo should be able to kill aa’s equally as easily as aa’s with CAS. Take 11.3 for examples, imo the most balanced br for AA/CAS. everything depends on who’s more skilled: whether CAS at killing aa’s or aa’s at killing cas.

Why the vt5 has no ir tracker

there is no official evidence that it has it. It might have it irl, could well be just classified

Top speed doesn’t matter.
Reverse probably doesn’t do much difference.
VT-4 has marginally more armor.
HP/T doesn’t tell you mobility.

You don’t need to know where SPAA is to stay outside their effective ranges.

top speed doesn’t matter when it’s marginal, the reason why the ztz99a and wz1001 is really good because they can a) accelerate really quickly and b) they have the best top speed at top tier. Meaning you can get to places where nobody expects you.

the vt4a1 does not have the ability to do the same, meaning it’s gameplay wise much closer to a t72b3;

i was gonna say the vt4a1 can be penned anywhere on the upperfront plate but i just checked it and it seems gaijin fixed it because it didn’t use to have this much armour, it previously could be penned through era with ~590mm of penetration.

and to correct you: hp/t for the most part dictates how fast a tank is, though there are exceptions with tanks which lose all of their speed even in slightest turns.

and the reverse does matter sometimes, because you have much more freedom to relocate without your absence being noticed.

about spaa: spaa’s with 35mm’s (gepards, etc.) and 40mm’s (xm247) have more than enough range to cover the whole map. You can still do cas against gepards because you can just about dodge them, but good luck doing that against xm247 with proxy.
staying outside of spaa’s effective range is only possible against ww2 aa’s and sidam 25, m163, zsu-23-4/zsu-37-2 (the zsu-37-2 has the range, just not a good radar or a lead indicator for longer ranges)

Not quite sure about the title “Stuff gaijin has to fix that I have nowhere to put

Those are typical bugs that could/should be reported via the bug reporting site. Just discussing it here in the forum will solve nothing…

ik that much but i just wanna keep track of all the stuff that’s not modelled correctly, this post is just a list for all of it