I love how the AI can one-shot you while going full speed - even while using WW2 tanks that have no stabilizers…
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Merlin, you’re barking up the wrong tree. Your issue is with PvP, this thread is about PvE Ground Assault.
Things that would belong here are along the lines of what happened to me today: in four out of the first five waves I was hit by rockets (blown up twice), and during one of these waves harked by plane cannons already on the way back from respawn to position. Ten players in the group, why do I get all this attention?
Mind, I’m not really asking why this happened, it’s a rhetorical question. Nobody knows for certain how the bot planes choose targets, or those who do know due to an affiliation of sorts with Gaijin won’t say it. I have played a four-digit amount of Ground Assault matches and can’t do anything but guess.
Oh i know the feeling, sometimes i swear there is a gaijin employee taking control of an aircraft to harass me specifically, while there are clusters of teammates in the open just being ignored… ill even notice that both aircraft will target me at certain points, like what the heck lol… is it because im not in a 2s38 with 18+ deaths or aa vehicle with 0 air kills lol… idk
Thus far, ground has been ok-ish from most early brackets, but when you reach between 5.0 to 8.0… my god the win rate is unbearable, which can be attributed to a multitude of factors we have discussd in the past that still remain an issue today…however 8.3+ has been a bit more tolerable provided there is a dedicated aa person as well as a few heli to help slow the rate of encroachment by the ai tanks, ironically.
Would really like to see fixes and improvements… but nothing yet still… keep hoping but nothing seems to change. Usually i just do several matches a night (ensuring 360 for Squadron) and just move to something else…
Last Sunday or Monday I played 14 matches and won 8. That doesn’t come often. Yesterday I queued 11 times, dropped out of four because I refuse to play Sinai since the rework, and much to my surprise the last was a win after I left even though the group (in my eyes) showed no actual interest in winning, blithely ignoring the planes. I will on principle leave any group after being blown up twice by ignored planes. Even if turns out to be a win, it’s not worth the aggravation of being shot to bits right after respawning.
Today I’ve queued (so far) 7 times, dropped out twice of each Sinai and Maginot - let’s face it, respawning in a bomb crater is about as unnecessary as extra pairs of ears on the buttocks - and had two wins, one with the Tiger E in Mozdok and one with the Panzer IV H in Kursk. I guess that’s as good as I can expect on a weekend.
Generally the bot AI isn’t that smart, they’re just very good shots under the most adverse (and ridiculous) circumstances. But the bots do get extra support by the stupidity of some players who are unable to look at the map, or can’t understand what it tells them. I mean, seriously, Japan map, the western spawn in the ditch and the northern one at B3 or B4 are populated, and they just stand in the open field trying to shoot the western bots while they get blasted by the northern ones? Or an IS-2 rushing a batch of M41A1s? This makes me think of people losing every round in Tic-Tac-Toe.
I think besides the completely unfair spawn-die loop you can get stuck into due to insufficient spawn immunity, another huge problem this mode has in terms of balance is ticket bleed per player death.
I’ve been in games where we lost without a single AI tank touching our cap, simply because 2-3 players died a lot. I even had a game last week where we lost because one player died over 20 times in relatively rapid succession. And there is nothing you can do to stop it from happening.
Not only this encourages toxic behaviour towards players of lesser skill level, but this leaves the door wide open for trolling. A player could easily pick a cheap low-level tank in his lineup and purposefully die over and over again to lose the game for everyone.
This needs to be fixed.
I totally agree. War Thunder is getting to the point where I don’t even want to play it anymore. What used to be a grind is now double the grind. The tank assault arcade is as you said jacked up. On top of that the AI enemies seem to always gang up on the one who’s killing the most tanks. Plus the AI seems to kill you every time with one hit. It’s just a setup and a money racket.
I also have a problem where my tanks are decimated in a second yet the enemy tanks are unkillable, I handicapped an enemy tank by destroying its cannon and I couldn’t find ANY weak spots on the front that lead to a kill, they either have to be on the side or you have to use a tank destroyer to do any significant damage.
Be a bit more specific. Which tank were you driving, which ammo type, and what was the target? Not every tank can penetrate all of the bots from the front.
Tiger H vs. IS-2, no way. Tiger E vs. IS-2, only when shooting 40s against the lower front plate - but the 40s don’t have any explosive filler. So my usual solution with a Tiger 1 against IS-2s in Kursk is using 39s to shoot the tracks and hope the bot slews sideways before stopping, because I don’t count on hitting the narrow gap between turret and hull. That’s difficult enough with a standing target.
Panther vs. IS-2, any of the four versions can kill IS-2s just fine with 39s from up to about 800 metres through the lower front plate.
My thing is facing Super Pershings at 5.3-6.3. Nothing at 5.3-6.3 can easily pen the front of it from a distance. So you have to wait till they’re up close on the cap before you even have a chance to kill them. Super Pershing’s are already a pain to deal with at its battle rating now we’re down tiered and fighting them. How did gaijin think that would go?
this game mode is too long and IA is just an overpowered aimbot that rushes into capture point, if you expose yourself more than 2 seconds to the enemy you’re done for as they gonna focus fire your tank
the maps in this mode are also poorly designed bcoz it’s just plains with a center thats hard to defend since the enemy can almost always see you from somewhere and there’s little cover specially in the reloading zone, its like you have to take the risk of getting absolutely massacred if you ever want to reload for a minute during the 10s spare time before the next wave
Improvement for maps:
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city map: there’s just one major capture point in the middle of a city, this would allow you to set up ambushes, protect strategic alleys and have better cover also would make the fighting more interesting and dynamic.
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trenches: there’s three capture points each having their own trench and you must survive certain amount of time while waves increase either in quantity or in quality, if the enemy captures the third point the mission fails.
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plains: the main position is a hole in the ground which you have to ascend in order to see the enemy which have encircled your position, the surroundings however are filled with trees which will either be detrimental for yourself or protect you from incoming rounds and these will deplete with continuous fire.
Improvements in IA:
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make the enemy shoot in a random zone of a circle around their target so that it either shoots every single shot or misses completely instead of the aimbot and save the original IA for the purpose of anti air vehicles
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make the enemy use different strategy for each wave for example, first waves rush without any care for their safety then after some time tanks set up a defensive position from which they strike while other small detachment advances
Improvements for wave of attack
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make waves made entirely out of planes and other waves of mechanized forces, AA in this mode is really boring bcoz there’s two planes in each wave so it only gives room for a single guy having anti air vehicle
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make mechanized forces attacking in combined units of anti aircraft, light tanks, spg and heavy tanks this would allow for vehicles that cant pen a single wave of same type of tank to seek for their target of preference or have the team focus certain vehicles first in order to archieve an objective for example destroying the fastest, the anti aircraft first, etc
improvements in general
- increasing the reward for sucessful mission: reward seems to be low time-wise in comparison to a regular game in terms of RP specially if you lost the encounter which then will be wasted time in vain, the single booster also seems not good enough it would be amazing if the treasure chest was upgraded into a better one but given only if mission is successful so it compensates for the upgrade making it a reward instead of a consolation prize.
Super Pershing as in T26E1-1, as encountered on the Ardennes map? I think the L/71 88 from Jagdpanther and Nashorn has no problems, and I can confirm that it is bit tricky but not impossible to do the same with the L/56 in the Tiger 1 versions and the L/70 75 in the Panthers.
If the T26E1-1 is coming at you straight on, either shoot the hull MG port (which admittedly is a lot more difficult to hit than on the M26) or go for the dark part of this marked spot (image from the WT Wiki):
Not an easy shot, can’t be angled too much, but it’s a reliable kill if you hit. Also, at certain angles (about 20 to 30°) it’s possible to shoot through the front sprocket into the crew compartment, but that’s iffy.
If you’re not comfortable with either, hit the tracks and hope for it to come sideways enough for an ammo or turret side shot.
Just played a couple of battles on Ardennes (where I usually do ok) and we were curb-stomped both times - lost by 3rd wave each battle.
Feels like they have improved bot AI AGAIN as the bot CAS is waaaay more efficient (I was bombed every wave) and the bot tanks are getting into CAP position much earlier. We had no chance.
Heat rounds (like from the Type 61 JP medium tank) can also pen those heavies.
Another problem is they seem to move a LOT faster for the bots than they do when I use tanks like that. They are capping in no-time, and if you come out to kill them, the trailers nail you before you are in firing position.
Disagree, at least to me it doesn’t look like the AI has been beefed up. If the tickets are drained by wave 3, by my observation the usual causes are too many people in the group not knowing what’s important or just not doing it.
Ignoring of the bot planes (bad idea everywhere, but particularly so at Maginot and Ardennes in the 5.3-6.3 bracket and above, thanks to the half-ton goodies under their wings), rushing bot groups, not taking cover, bad shooting, not prioritising the tanks inside the base square…
Yesterday I left four Ardennes groups. Three right after the queue popped because I would like to have an actual chance of winning a universal backup in my first match of the day, and the last because I was blown up without having fired a shot, and destroyed by bot tanks 18 seconds after respawning. After that I got Kursk, and in this group people knew what to do. The planes were shot down early, the gunnery was ok, and I almost managed a new personal top score - missed it by 2, but that one always had a taint because I got it during the stacked spawn patch, and about 20 of the 142 kills were multis. Still, 141 kills and 4 assists is a good outcome, especially when the group wins.
I wasn’t the only one during the Ardennes curb-stomps that commented on the bot AI.
They are much more “aggressive”.
I do wonder sometimes about the extra-sharp final wave of IS-2s at Kursk which seems to be made of sniper gunners, but that has been an issue for quite some time.
I’m not saying it doesn’t happen. My one attempt of giving Sinai a try quickly deteriorated into hit counting when some idiot decided it was a good idea to drive through the wall I was using for cover. Once exposed, I got six hits in a matter of seconds, and 13 more until a tank from a pack behind me placed the kill shot through a gap between buildings.
There is one thing which will make the bots look positively rabid, but I’m certain you know that one: somebody shooting at a bot pack from behind your tank. The bots have no eyes, all they know are (probably) coordinates. They’re getting shot at from a position which is not directly behind cover, and will start a furious return fire - and you are just in the way. That’s why I’m always getting slightly annoyed if somebody squeezes into my cover at Kursk.
I’m used to a couple shots slamming into my cover every now and then, but when one or two entire packs start pummeling it right after spawn and keep going, I just need to look behind me to see what pissed them off so much.
The easiest way to win is at the same time the hardest: just disable the tanks leading the packs, then pick off those stopped behind them. The problem is the amount of coordination this requires, there will always be people going for the easy kill of the disabled lead tank.
Oh, and the worst I got from a plane recently? My Panther was hit by a single cannon round from one of the bloody SU-6 at Kursk, which caused “ammunition burned down”. One round.
The mode can be so frustrating…
Had “team-mate” on Kursk destroy ALL buildings because he wanted to be able to shoot in any direction from the white circle. The idiot took away the cover I used on the far right, so every bot that came over the ridge targeted me in the back and I could no longer use that reliable camping spot.
What is maddening about the bots is… they (entire grouping) will ignore 7 closer tanks (that are shooting at them) to target me on the FAR SIDE of the map just because my back is turned for 3 seconds.
And yeah - most of the time you can NOT count on your team. Have lost count of the number times players continue to use smoke in the mode, even after multiple players have asked them to stop becuase the smoke helps the bots more than us.
After 18 months of almost exclusively playing Ground Assault (enough for the six active crews to hit 146 and the player rank at 97) and a background of almost 32 years working in IT, I still can’t say how the bots (tracked and flying) are picking their targets, except for the “in line with another player tank”.
However, I do have an estimate about the percentage of players who have no idea what to do, don’t care about what to do, are bad at what needs to be done, or are unable to follow a single thought to both ends (“if I can see the bots, they can see me as well, and they’re much better shots”).
I’d say it’s about 65 to 70%. The only really reliable fact about players I’ve encountered was this: if it’s somebody in a VFW, they’re good. I’ve yet to see somebody in a VFW who doesn’t fit that rule.