[Suggestion] Indirect Fire & Ballistic Mechanics for SPGs and SPAA: Expanding Tactical Combined-Arms Gameplay

[Suggestion] Indirect Fire & Ballistic Mechanics for SPGs and SPAA: Expanding Tactical Combined-Arms Gameplay

  1. Introduction
    Currently, self-propelled guns (SPGs/howitzers) and multi-role SPAA in War Thunder are restricted primarily to direct-fire roles. However, modern combined-arms combat relies heavily on indirect fire, tactical positioning, and area denial. Introducing an Indirect Fire Control (IFC) system alongside high-trajectory mechanics would revolutionize high-tier and mid-tier gameplay, providing balanced counter-measures against hull-down campers and static helicopter spawn camping (4–12\text{ km} ranges).

  2. Core Mechanics Proposed

  • Firing Mode Toggle (Direct vs. Arc Fire):
    • Players should be able to toggle between Direct Fire (flat trajectory for line-of-sight targets) and Arc / Indirect Fire (high-angle 60^\circ–80^\circ trajectory to bypass obstacles, hills, and urban cover).
  • UI & FCS Integration for Modern Vehicles:
    • Modern SPGs and SPAA equipped with Fire Control Systems (FCS) and advanced radars should feature a tactical minimap overlay, allowing players to input coordinates, view a predicted dispersion circle, and utilize automated ballistic calculations for indirect strikes.
  • Historical Ballistic Tables for Older Vehicles:
    • WW2 and Cold War-era non-FCS artillery/howitzers should feature in-game shell ballistic reference tables (detailing muzzle velocity, flight time, and elevation angles per distance). This rewards player skill and historical accuracy without requiring modern computers.
  • HE-VT Utility against Helicopter Spawns:
    • Allowing high-caliber HE-VT (variable time fuze) shells to be utilized via indirect fire ranges (4–5\text{ km} and 9–12\text{ km} heli-spawns) would serve as a natural, much-needed counter-measure against hovering helicopters (such as Ka-50/Ka-52) that currently abuse safe distances.
  1. Expected Impact on the Meta
  • New Top-Tier Hierarchy: Establishes a distinct role for SPGs (strategic support), IFVs (spotting/recon), MBTs (frontline push), and SPAA (multi-role air defense).
  • Reduced Frustration: Prevents stationary targets and helicopter campers from dominating matches with impunity.
  • Skill Expression: Rewards map knowledge, coordination with spotter/drone units, and ballistic understanding.
    Let’s bring true artillery tactics and deep tactical gameplay to War Thunder! Feel free to leave your feedback and support below.

Last thing warthunder needs is WoT artillery.

Increases frustration as it is another bs thing that can engage tanks without them having direct means of hitting back.

lmao.

besides last time this was requested people figured out most maps are too small for minimum range of most arty pieces when it comes to indirect fire and in remaining cases artillery wouldnt have means of hitting objectives

3 Likes

one of the many main reasons i quit WoT for WT is the passive gameplay of indirect fire arty. I hated dying to some loser thats sitting across the map because they can shoot through what is basically a scout drone.

I dont think SPH systems should ever have been added to begin with tbh.

the maps are also far too small to accommodate howitzers firing as they should. even artillery from the 1960s has a minimum range which is larger than most maps, modern ones are firing at 30+km, its not feasable