The infantry CBT: Vehicle survivability needs a real solution

The infantry CBT: Vehicle survivability needs a real solution

As we’ve seen in the second CBT, vehicles currently have terrible survivability — particularly against FPV and suicide drones. There is no credible defense against such munitions in a vehicle currently. Stay still, you die. Move, you still die. The Abrams and T-90A get to survive a bit longer thanks to their existing protection, while IFVs just explode on the first hit from these warheads.

I see balancing through increasing the spawn cost of FPVs or reducing their damage as suboptimal and historically inaccurate. Vehicles in real life aren’t defenseless against drones — militaries have spent the last several years developing exactly the countermeasures we’re missing in-game. So I propose a different solution: urban warfare kits and active protection.

ERA for more vehicles

While many in-game vehicles like the M1A2 SEP and the T-90M already have reactive armor, vehicles like the Bradley and BMP-3 still lack their well-documented ERA packages.

image

BMP-3 with Kaktus — purpose-built reactive armor designed specifically for light vehicles, with minimal backlash to the thin hull on detonation. In serial production since November 2022.

image
Bradley with BUSK/BRAT — reactive armor tiles integrated into the vehicle’s protection scheme, proven in combat.

These aren’t hypothetical upgrades. Adding them would give IFVs a fighting chance against single-charge shaped warheads like those on basic FPV drones, without making them invulnerable to dedicated anti-tank weapons.

Active protection — Electronic countermeasures

Active protection in-game almost exclusively exists as hard-kill or optical disruption. Not many of the ECM systems we see from the desert wars or from Ukraine are represented in-game. These are the systems that specifically counter radio-controlled threats like FPV drones.


Volnorez — a Russian vehicle-mounted drone jammer that attaches magnetically, covering 900–3000 MHz with omnidirectional 360° protection. Disrupts FPV drone control links at over 1 km range.

The Americans have equivalent systems. The CREW Duke jammer family was originally developed to counter radio-controlled IEDs in Iraq and Afghanistan.


CREW Duke jammer antenna on a Bradley — the cylindrical antenna creates a radio-frequency denial bubble around the vehicle.

What I hope this does in-game: FPV drones would experience degraded video feed and eventually lose their control link entirely based on proximity to the jamming vehicle. This creates a soft counter — not an instant kill on the drone, but a zone of degraded effectiveness that forces drone operators to think about their approach. Fiber optic guided FPVs would bypass this entirely, but I don’t think those would make for a good gameplay addition.

Active protection — Hard-kill systems

Many vehicles already in-game have serviceable APS options, or ones currently in development and deployment. While we have limited information on some, the infantry CBT gives us more incentive than ever to include them:

  • Arena-E for the BMP-3 — a hard-kill system that detects incoming projectiles by radar and launches interceptor munitions to neutralize them roughly 1.5 m from the vehicle. Reaction time of 0.03–0.05 seconds.
  • Iron Fist Light on the Bradley — the M2A4E1 variant has already been unveiled with this Israeli-made APS integrated. Provides 360° protection against ATGMs, RPGs, and even UAS threats. The U.S. Army is equipping over 1,200 Bradleys with this system.

These would create a meaningful layer of defense that rewards smart play from both sides — vehicle crews benefit from the protection, while infantry players need to use tactics like multi-angle attacks, APS-defeating weapons like the RPG-30’s precursor projectile, or coordinated strikes to overwhelm the system.

Some other thoughts

I think War Thunder might need to improve the customizability of vehicles. The BMP-3 alone has configurations with slat armor, with Kaktus ERA, with Arena-E APS, with Shtora soft-kill — and various combinations of these. Adding each as a separate vehicle would be very annoying and serves more harm than good. Instead, expanding the modifications system or changing the whole system altogether seems like a good idea — think of it like how aircraft pylon loadouts work, but for vehicle protection.

  • YES
  • NO
  • Something else (Comments!)
  • I hate you
0 voters
1 Like

Consider the addition of Canister / Flechette ammo to relevant guns.

For example the Mk. 19 Automatic Grenade Launcher could be swapped in for the Pintile / AA mount on US options.

This could be armed with the M1001 High Velocity Canister Cartridge

in order to provide a hard kill option that is good out to ~100 meters and could additionally be fitted with HE-HV & HV-HEDP(M430A1). to tackle infantry and Armor respectively

For those that can’t there are the Project Beehive Flechette rounds(options such as 105mm M546A1 APERS-T, APERS-T rounds also exist for 76, 90, 105RR (106mm), 152 Gun/Launcher & 155mm calibers), or M1028 Canister for the 120mm armed M1’s for the main gun.

1 Like

Hm, but that wouldnt provide credibal defense, the player has to pay attention to fighting on the ground and looking out for fpvs in the air, and its not going to help too much if they have to switch to a different belt to do anything, especially not every ifv/tank has this function as its not primarily used to shoot things down. I would still bet on increasing ERA coverage for passive protection and APS. As of right now, the vehicles in infantry simply has no breathing room.

Plus look how sexy those era blocks look, I’ve been waiting for a BMP-3 with era for a long long time.

I guess they could also improve the ability for the MANPADS to target them too.

True. Manpads have been documented to shoot down bigger loitering munitons and cruise missiles. A pratical concern though would be the fact that manpads primarily rely on impact fusing and has a not too awesome ir seeker that may or may not struggle to lock a fpv fast enough/out of minimal range.

This is specifically what some MANPADS variants were to do with the FIM-92K’s (The man-portable variant is the -92J) inclusion of a proximity fuse and further refined targeting.

Also with the POST Seeker they should be trackable out to ~6-8Km or so.

For the Russian team they could probably provide the SA-29 (Verba) similar capabilities by fiat.

Thats actually great idea. I have never heard of these upgrades and I thought manpads are still stuck to the past lol. Combined with increased spawning criterias (like, one per spawn refill at cap, 1:30 cooldown is ridiculous) I can see how this would migitate things.

MANPADs still has the issue of not being handy enough, similar to how ive basically never seen anyone shoot an fpv down with a shotty, the battlefield is too cramped for anyone to be looking into the air. If gaijin wants the infantry concept to work I think it would need to improve gunplay, and also increase map size dramatically, and probably take a slightly more squad adjacent spawning mechanic thats not this arcady. I don’t think warthunder infantry would be in a good spot competing with existing FPS games in their comfort zone, there is so much poetnial with a semi-realistic style of gameplay that makes wt special.

I’m getting off topic, but yeah, bigger map sizes would help dramatically.

Absolutely, but the first step is getting the game feel down and mechanics into at least a workable state.

Further they could add fixed Ai controlled C-RAM(e.g Phalanx or M167 VADS) sites that cover off spawn locations to avoid spawn camping similar to airfield defenses in air modes.

Oh man we’re just dreaming the best of warthunder. If we did have C-RAM it would be really cool. Shikas for russia, M167 for america, maybe some kinda of chinese equivalent etc etc. I thought they re added aa guns for helipads no? Are they still no damage?

And yeah ECM + aa guns for spawn, feels right. might need a bit more spacing though. still the map sizes issue.

I’m really enthusiastic even in its half-baked state, I just hope gaijin dont leave it here lol.

I personally haven’t flown a Helicopter in GRB in years. And I’m still building a lineup to make them useful. but IIRC I think they do, do damage just it’s much toned down from what it was at one point.

I really don’t think Enlisted’s multitude of issues stemmed from the core design.

My problem was that Aircraft being handed in air reloads was probably a misstep, and that there was little matchmaking or BR strata system to separate those running around with maxed squads armed to the teeth from a new player with little more than a bolt action, and prayers to their name.

Also the Grind was fairly overbearing, and little was done to account for specific vehicle meta from developing with the way some maps played, and that since it borrowed models from War Thunder directly post-Volumetric changes. I’m not really sure what a fresh M8 with 75mm HE was supposed to do about a King Tiger up the Hill on the Rush-type Normandy Beach assault other than die in short order or hope an aircraft was paying attention and bombed it. only for it to turn back up in ~2 minutes due to the player cycling vehicle & premium squads.

All of which WT’s mechanics are already set to deal with since existing meta-mechanics should prevent this, especially when limited to single spawns.

Yup. Read through your post. I havent player enlisted at all but I’ve seen a few videos ranting about the ridiculous matchmaking and the absolutely stupid grind. I’m optimistic too that adopting the warthunder br system would save the ppsh against bolt action problem. And oh boy its gonna be so immersive. Btw, doesnt this mean enlisted players did all that for nothing? Wt infantry is gonna suck up all the new players and a good portion of the existing players, Enlisted would be dead, and it is already dying probably right now. I wonder how Anton feels about this.

The key take away was that it wasn’t bad in and of itself but waylaid critical developments by being in effect sequential RNG fests. basically imagine that leveling up Crew skills system required you to (earn or buy) SL boxes. And that TTK could vary significantly depending on the skill levels.

Also you couldn’t buy most things directly(with the SL equivalent) for a while, so spending real money was still a gamble unless you payed out the nose, and that event rewards were busted.

only to a degree, there is still going to be the issue of turning a corner in a random building with an SVD / M110 & running into an opponent with an M870 or AP-mines.

Also being able to directly mortar an open air spawnpoint with infinite ammo was busted, but I had great fun tying to blow up puma’s by finding a way up the incline on the D-Day map that was more a goat trail, or getting really good with the PIAT and the M10.

Well everything reaches EOS some day, I wouldn’t be surprised if something happens when it occurs should WT infantry does ok, since they do definitely overlap to a degree.

Probably annoyed & disheartened that it failed to some degree, but happy that it was spun off as its own thing so it could be incubated without impacting the WT revenue stream directly. And so the corpse can be harvested and lessons learnt for a second chance.

Personally I really quite liked the intermatch gameplay (as long as I didn’t run into tanks out of bounds or pilots that were too good)