Can someone please explain to me why I never get a misfire during the beginning of Arcade ground battles and only, when I’m suddenly outnumbered 4 or 5 to 1, my tank will get 5 or more misfires in a row. Which obviously benefits the other team. At no time did I ever record a misfire up until that point. Only when its crunch time, both teams fighting desperately over the single control point. Heavy pitched battled and like clock work with Russian and Swedish tanks, misfire after misfire. I counted 9 in a row in my Strv m/42 EH. I was actually having a good battle. End of battle, 6 kills and find myself holding a narrow road. Basic kill box for anyone who comes through. Great choke point. BUT, misfire. Back down, reload, approach, misfire. Again and Again. I mean damn of course I died. Again, DOES NOT happen at the beginning or even middle of fight. Always during “clutch” battles towards the end. I have had some misfires in American and German tanks, usually 1 or 2 and of course always during a hard fought, grueling duel. Is it the loader skills to low? Did I miss something in the skills pages. I tried searching “misfires” but nothing. SUPER ANNOYING. Just need someone to explain why only during really hard “pressure” pitched battles.
Misfires only happen when your breach is damaged. It’s likely that you just rarely have it damaged enough to misfire, but not enough to be destroyed.
Hello!
Misfires, if they are indeed misfires, can and only will happen in event your vehicle is damaged.
In warthunder, vehicles do not have a collective hitpoint pool, instead vehicles have a set of modules and crewmembers.
A tank dies when crewmembers fall below a critical number. I don’t know what this is in ground arcade, and can only find conflicting reports whether you guys still have “Last man standing” or also had it removed. This critical number is 2 crew members (1 person on guns, 1 driving).
A crewmember getting injured (yellow, red, inbetween) reduces their effectiveness, while them dying (black)reduces more stations’ effectiveness.
Crew modules follow a similar logic - yellow, orange, red reduces effectiveness, black disables it entirely.
If you take a hit in your turret, your breech may end up damaged. At yellow, misfire chance is low. However at orange/red - once it prompts you to perform repairs - misfire chance increases significantly with the possibility of completely wrecking the module (disabled in AB AB). Blackened modules in RB become unusable, i think in arcade you can still try to use them.
Further reading:
https://old-wiki.warthunder.com/Ground_equipment_modules
note: I think this page may be outdated, as I find conflicting information on individual tank crew performance when yellow/orange/red.
Thanks for the info. I’ll pay more attention to my damaged modules in the future. Thank you. It was very frustrating and makes total sense. I’m usually in a heated battle, multiple module issues but still firing for my life just trying to survive until someone arrives. Appreciate it
Your welcome. Misfires can be quite annoying at times, especially as they tend to give a false sense of hope, but it is very funny when you finally kill a thing with a red breach.
Thank you very much for the info and the link. I’ll need to read through it. Totally makes sense now as I’m usually in a fight for my life against 2-3 or more tanks and have been whacked plenty of times. BUT my gun was still firing so figured all was well. So now I understand why it’s mostly happened in heated battles where I’ve taken multiple hits, etc.
Great info. Thank you very much 👍
Ah. This explains why I can shoot out a breech in AB yet the opposing tank will still fire. I have been caught out by a black breech on an opponent, only to try to get to a point where I can get a kill shot and have the oppo blow me up.
Talk about frustrating: You think you have time to move because the oppo has a black breech and then…Whammo!