It was EXACTLY the same even with regen steering lmao But even though I “turned it on” it’s possible it wasn’t working correctly/at all because tanks without neutral steering also didn’t work. Hull aiming was also unchanged by regen steering
Beats me. Im still hoping for MW-1 to be added. They say the game can’t handle it but I’d at least like to see a trial of it in the dev servers.
Love to see ppl carrying the fire Chomusuke1 would have been proud of this
Do you have a quote for that?
That would mean clusters in general are completely ruled out… = /
Tbf that’s honestly not too surprising given what else they’ve stated can’t be implemented due to engine limitations
Tochka is present in the mode. I do not find it believable that the munitions ever were cluster though. Have observed them and seen very little to demonstrate it. Though admittedly it was difficult to observe them due to how infrequently they acted in the mode, so I might have missed something.
I don’ really see that.
Take high-RPM canons, each fired shell having it’s own ballistics and effect on target.
An A-10 with its GAU-8 and two GAU-4 pods fires about 1350 rounds in a 5 second burst, each 30mm and 20mm shell calculated individually (I believe…), and the system can handle that. So why should cluster ammo not work as well?
Or a fully loaded Aardvark with 456 FFAR rockets.
Well, more that they were unlikely at the time when ever it was said, maybe server got improved :3
when update release??
Within the next 365 Days :3
oh so I wasn’t going crazy, I thought I saw some form of cluster munition exploding over tanks
I gotta agree with @ReturnToMon59249 the Abrams really struggles and needs several buffs still to be competitive with the T90M and Leopards. 👀
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It needs improved Hull armor to actually deflect APFSDS like in real life. They need to remove the turret ring because it never existed.
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The turret has nothing going for it as the Ariete has the WAR package but Abrams doesn’t have its Ukrainian ERA. This still makes it one shot from the face since it will penetrate all the way through to its ammo.

- The mobility could also use some work with engine power and turret rotation. The loaders in real life can load under 5 secs while the tank is move.
Overall, I agree it needs to be buffed and Gajin hasn’t done enough this past update. Personally the DU rounds are still missing their post Cancer causing shrapnel when hitting the crew from inside meaning every tank should be one shot.
Replacing crew should then cause them to suffer from cancer too because the tank was penetrated by a uranium round. 👀
Because we don’t have a Ukrainian Abrams in game.
Even if the engine can handle them, people’s PCs might struggle a lot with them
And let’s be honest, cluster munitions would be an absolute nightmare in ground battles
Pretty sure that whole reply is a joke
People should try to run helldivers 2 and see how it affects their computer with cluster munitions. However, if true, it would be funny to cluster bomb folks and see a ton of people in game disconnect.
Iirc It was along time ago when they were talking about adding the yak bomblets.
It’s probably out dated info so take it with a gram of salt. I can’t find anything about it now. Sorry.
Edit: when I tried to google the mw-1 a thread came up that I posted in a few years ago and when I tried to google the yak cluster bombs you actually came up in it lol. I guess we are both about cluster bombs
Helldivers 2 handles effects like that way better than WT.
I’ve seen peoples PCs struggle with flamethrowers, napalm bombs and rapidfire chaff spam in WT.
Regular bombs and rockets funnily enough usually aren’t problems though. I would expect WT to struggle with cluster munition spam however.
A full load of 51x 500lb bombs from a B-52 or a huge rocket volley from a F-111 or A-1H is one thing, but 247 bomblets per CBU-100 when a F/A-18 can carry 4 of them might be another.
Even more extreme, a Tornado could either be equipped with up 12 BL755, each containing 147 parachute bombs or a MW-1 that could deploy 4536 bomblets in a couple of seconds.
I mean you can take something like an A1H with 8x miniguns, and including its 4x 20mm cannons, it has a firerate of 825 rounds per second, and the server has to individually calculate every single one of those bullets, and it does not seem to hold it up a noticeable amount. And it can sustain that for about 15 seconds before the miniguns run out of ammo. Sure, people would be carrying custer munitions more often than they would take out a semi rare event plane with 8 miniguns, but I think the servers could probably handle it. Especially if they made CBUs require more SP or something
