The endgame War Thunder experience

i actually refuse to touch ground.

its legitemately the most awkward thing ive ever played in any game, and it seems the more you play it, the more miserable and bitter you are because it actively punishes you for playing well. Actual insanity that.

o7 to anyone who grinds ground fr

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holy fuck the state of naval is GRIM

Watching people fight over how something is named somewhere by someone on the internet or a game will never get old. “But the button says Ground Battles” ok. and? theres planes and stuff in it for 12 years now no matter what that button said. This is a reference to the premium or not vehicle discussion.

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My dude, you are so real for that statement.

Ground is a very convoluted game mode, and not so easy to intuit just by playing it. I’m in the process of trying to get better at the game in air and ground, and I can tell you ground is 10x harder to understand. In air it was very easy for me to know what I was doing wrong, be conscious of the mistake I made, and learn from it. Things like “why didn’t my missile hit?” can be figured out with a bit of replay watching and observing the missile reacting to what the player did. Dogfighting, again easy to watch what you do and learn from your mistakes (though learning dogfighting is incredibly annoying considering how much of the gameplay is just climbing and not getting better at dogfighting). Either way you cannot get better at anything if you are not conscious of your mistakes, because you can not correct them, only get frustrated.

Getting better at ground is not so much learning how and where to aim, but to put yourself in good positions and constantly adjust these based on the flow of the match, and in short its just risk management because you can never actually be in full control of any situation unlike you can sometimes in air with leverage things like energy advantages and nametags letting you keep tabs constantly on potential 3rd parties.

For instance I’ve found a pretty good strategy for north spawn carpathians that has been working well for me.

Spoiler

600px-MapLayout_Domination_Carpathians_ABRB

At this posistion I have a great sightline on the only entrance to the B cap that the other team has to cross my sights to get out of there, if things go south I have cover to back into, for instance my team gets crushed at B after a while. This spot is also contingent on my team winning, or at least holding the other team to their side of the C and the flank around it, so I have to constantly be looking at the situation going off where my team is placed on it to have an idea of what is going on there.

Spoiler

600px-MapLayout_Domination_Carpathians_ABRB (1)

If my team wins C, I can move to the first position on this image and slaughter people coming out of their spawn while inside a tunnel immune to every but a rear flank which is incredibly unlikely if we have control of the space around C. And if we have even more of a map advantage and we also have control of B and A and I don’t have to worry about enemies there I can move up to the second circle and engage players in the wooded area near their spawn as well. There is a lot more risk in that though if someone is sitting behind the hill in their spawn and sees me engaging someone in that forest they can easily pop up and take me out while im not looking there.

These are the types of things you need to know for every map, and importantly every spawn to get better. For instance again on carpathians I am not a fan of playing south spawn because I don’t really have a good gameplan for it, if I try doing the same sort of thing on south spawn its not nearly as good.

Spoiler

c3

I don’t have nearly as good a sightline here, and im open to more possible positions to be fired on. I can’t watch their exit from spawn to know how many enemies made it through, and if they go on that organge path I have no clue they are there till they show themselves, and if their first move is taking a shot on me its joever. The gameplan if it goes well doesn’t really open up a spot as nearly as OP as the one in the tunnel where im completely safe looking at a high traffic area out of their spawn, and its way more dangerous playing C on their side if you win it.

This is the type of stuff you have to learn to do well, its not something you average player is going to want to learn, or put the effort into, and you’ll be at a point where I am now where every match you have a laundry list of mistakes you made that are not easy to fix, so you end up kicking yourself in the teeth every match trying to find these strategies that work. But the problem is, if you aren’t thinking about GRB in this way, your punished heavily, you won’t be concious of the mistakes you make because in your mind you aren’t even thinking about the game in this way and more just in terms of tank vs tank and it becomes frustrating because you are not putting yourself in positions were you have an advantage.

And of course its not just finding a single good spot that works for you, if all you did was play a single spot you’ll have matches were the other team doesn’t end up going into your sightlines, or matches were your team loses space you need to be controlled for it to even work in the first place. So you have to have plans for every scenario that might happen, what to do if you need to get a more aggressive spot, what to do if you need to retreat and where to go to hold a new angle etc.

This also means failing A LOT, I’ve been trying to find a good way to play south spawn Seversk-13 A cap. I spent many games there trying to rush the church first spawn and playing behind it. Many times I would get sniped from the 2 oclock posistion on my way there and learned that you have to hug a certain route to avoid that, and even once I made it turns out its a completely terrible spot if your team isn’t there or loses space because there is simply no exit from there and you will die as soon as it turns into a 1vX situation. So that was about 10 or so games there just to learn that entire strategy sucked, and now I have to try new ones.

This type of play is necessary for any realistic shooter with low TTK, and even more so for vehicle combat. You have no way to skillfully or actively mitigate shots taken against you, only passively with armor, which is completely useless against players with knowledge of weakspots, especially at BR’s where everyone can easily pen everyone. This is why people say no armor is best armor, and why you’ll hear a lot of people saying mobility, and gun handling are king (rip russian T series tanks). Armor is only really useful on the turret of a vehicle so you don’t die when shot hulldown and only lose breach or maybe a single crew member. The only way to actively keep yourself safe is finding positions on the map where you have cover, ideally hulldown sniping posistions, not too many possible angles to take fire from, a way to escape a bad situation, and a plan of what to do in the opposite case of space being completely controlled by your team and that spot no longer looking at relevant areas where the enemy might be (how to be aggressive and not in the sense of holding down W).

I don’t know …my biggest problem with ground is the maps . All of them are trash. And i’m being polite.

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All of it is because they don’t ditch RB mode. Literally the CAS mode.
And that comes from someone that played CAS/CAp any game in RB Ground. Because it just isn’t worthy to play ground vehicles.
So i tried AB and SIM, SIM i don’t have good crews yet and i get confused with C/P vehicles both sides , but ok i’ll try another time. Very good mode.
And AB is fun , it has CAS but not to the annoying point and also gives you an option to instant counter.
Yes the models are a bit…AB , but it’s not that realistic have much to do with reality…so, that’s that.

Why would they ditch Ground RB? besides Air RB it’s the main gamemode and probably the snails main money maker. Its exactly the same for 12 years now and i guess the numbers of players qeueing for matches at every BR even the ones where cas is strongest probably tells the snail that it’s fine (besides top tier where they alreaedy admitted cas is too powerful and are planning to introduce better counters)

Now is it fine the way it is and doesnt need adjustment? Most certainly it does and it does need that at every change and br adjustment that is made to get the brs decompressed and every change to already existing vehicles (APHE rounds for the yak 9s and bigger bombs for existing planes.) It definitely has its problems with getting into cas too easy and theres lots of ways of doing that without any risk. Also yeah with the maps i think you are right, a lot of them are neither balanced nor good, so many of tham are close range cramped brawlfests and a lot of them make cas too easy and incentivize spawncamping or give the losing team very little chance to push out of the spawn again and regain ground (something with which you own cas can actually help a lot btw)

But to assume they will just ditch it because you dont like it…i mean good luck with that it just wont happen. Obviously the current high player numbers would probably support a testing of a tank only mode but just because you personally dont like ground rb as is to assume the whole thing will change…i mean try that with any game in existence. if you dont like chess just play something else? The games not gonna change entirely just for you. And no one is forcing you to play it if you don’t like it.

I would love if devs gave some modding tools for people to do complex custom missions and be able to play them in multiplayer pvp/pve or solo.

Yea, they ain´t gona do that, cause gaijin desperatly trys to maximise revenue, no matter what. And mods would take controle away from them.
Control they want to make sure everyone is grinding the game in optimal pace to minimize effort in there production queue and make sure playercounts and purchases are constant. So they can convince investors that Gaijin is a well placed investment.

I know its stupid, but gaijin, so far as i can see, is the Soviet Union of Videogame Developers. Heck, there leadership gives me “Russian Dictator/Oligarch” Vibes.

I bet gaijin has some kind of “Five Year Plan” like structure for there development. Would explain why they always panic when something they didn´t plan for, happens. End they never actually manage to fix it to a satisfying amount.