The War Thunder Roadmap for Spring to Summer 2024

Oh,… i’m for having those guys to pay the max repair of the aircraft. But it’s unlikely to happen, and it would maybe work if i ask for 20% of it,…

I’ve done community events which are basically that with the WT realistic server events and it was amazing, game ran perfectly and it played out so well. Fostered a ton of teamwork between players and balancing the teams focus on different types of objectives between air superiority, cas, naval & ground forces was a really fun and interesting dynamic that added so much to the match. The higher player counts helped fill out the EC size map between all the different vehicle classes too without any performance issue whatsoever.

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I really like the idea of the troop-carrying aspect of IFVs being implemented in some niche way in-game

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I’m sorry Stona!

But shouldn’t you and your coworkers finnish the first roadmap, before you make a new one?

We still haven’t seen any skill bonuses in SIM EC, when will this be adressed?

Agreed, especially for higher tiers with supersonic aircraft and missiles

I’d say 8v8 normally and 12v12 for EC maps for 9.3+ would be great change

Whatever the size of the teams, they should be multiples of 4 because that’s the size of a squad

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I have no idea what you are talking about. You’re spawned in a random bomber with two interceptors going from the front and above, you have limited time, they are faster, gaining speed quicker and you are talking about strategizing and making them attack something else?

I’m talking about air mission which is spawn system for aircraft in GFAB, not arcade air battles which is a separate mode with aircraft only.

In another note, I noticed another good joke in the roadmap: They will fix setting up VT shell in some way. But they will do it in the summer? This is like 5 seconds of coding to connect the variable of sight distance control with the value that was already set with rangefinding, which is stupid. But they scheduled such an easy thing to fix for summer, which means they have some stupid idea on how to fix it or break it even more…

valid question tbh, sim rewards need some looking into especially now that the zomber epidemic has been curtailed for the most part since they added had the option to report such cheaters.

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Sounds good. Can’t wait for the fuel slider. Also hope that more aircrafts will get drop tanks.
One change to crew replenishment that i would love to see. Let it get more then one.
For vehicles with limited amount of ammunition. You could also make it so we can mount external ammo crates/boxes on vehicles.
Or even have those boxes stored in the vehicle IF they have space for them.
But should take some time to get ammo from those boxes.
Since they are external/hard to reach.

Pradesh and red desert are the only newer maps you mentioned that have a reasonable engagement distance and im pretty sure red desert was removed from the game outside of arcade and customs i literally havent seen it in over a year, volos hills limit engagement distance and is an old map anyway, fire arc is an old map now and was added before gaijin starting making toptier a COD sim, alamain was added in 2015 why did you even mention this its nearly as old as the game

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I need some convincing that additional effects on crew members is for the best. Do you mean that crews will get slower/be temporarily unable to function after sustaining an injury?

VT shells can have more features than off, timed and proximity. (all easy to implement).
The CV9040 for example has a “staggering” feature where they explode in 1m increments. and a feature of “top-down” explosions instead of sphereical.

some vehicles have a “AHEAD” feature where the shell explodes Infront of an aircraft, in that case the timed fuse needs to be calculated on the expected range when the shell arrives, not the current range the aircraft is at.

There are many features to implement and to have a UI interface to switch between them and to know which one you are currently on at a glance is also needed. its more than just a few lines of code. there is a lot around the actual coding that needs to be done as well.

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Call of Duty sized maps in WT would be smaller than Advance to the Rhine, adjusted for the size of tanks.
War Thunder’s maps are larger than Battlefield’s maps.

There’s no such thing as a minimum engagement range for tanks, it’s get gun on target, which would be the length of the gun itself I guess.
There’s only maximum engagement ranges.

Fair point, I was mainly thinking about timed fuze. But looking again - they just want to add an option to switch between the types, which yeah, will take a bit of time on the UI side.

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well yes, we’re hearing a lot, but for now, it’s just roadmap. it can be delayed, not fully implemented, wrongly implemented, creating new problems, etc.

Okay but - what is that actually gonna do? Air Arcade is my preferred game mode and spawn camping is a major issue regardless of which battle type it is - and I’m not talking late game push backs, I mean players working their way to it from the start and some clans seeming like it’s a rule that you have to be a spawn camper to be in them. And there usually 3-4k m up where even in modes where there’s a nearby airfield to the spawn and lower BR’s where the AA might actually knock something down cause it’s slower - the AA does jack. The only time there was some relief was when you tuned the AA way up so sure, bombers were less likely to be spawn killed, as were fighters, but you couldn’t get near an enemy airfield to bomb it, hell even the other guns were insane making modes with more ground strike a nightmare. So unless you make the AA at those spawns as efficient as a Terminator, it means nothing. The problem is starting to even expand in to Naval Arcade where I’ve actually started to encounter players spawn camping the air spawns there. And it’s that much worse at high tiers because of how you’ve grouped the BR’s with some of the newer missiles on new planes that really like to ignore countermeasures (which these people love to abuse) other than just any delay in them seeing you before your screen has actually registered your in game so you have just enough time to hear a radar missile warning if they actually use one of those and not a heatseeker before you explode and have to spawn again or leave. Other than the fact higher BR battles should maybe have SAM AA at the airfields, I don’t know if maybe AA strength needs to be tied to number of bases left (so someone trying to spawn camp at start has to deal with nightmarish AA, where as late game/bombers the bases are gone and it’s back to the current level), some exclusion zone around the spawn where kills don’t count so these clowns can’t sit there and stat pad there K/D while hoping the team carries them to a win, but y’all need to find a solution to it cause as bad as most of them are if you avoid the attempt and can actually force a fight - it is still immensely frustrating and at times drives me to do other things or play other games cause it gets old and annoying very quickly.

So my two cents on these two things -
Fighting compartment fire - I like the core concept, thought there was an audio line that indicated this was already a thing, but I feel like at that point you need to give us another extinguisher or better yet - the ability to have them reload at cap points and the like.

Healing ground crew - Again, like the idea, honestly I’d say make it that they can heal up at cap points or that while it may take a longer time than ammo reloading even be replaced if knocked out at capture points. Like, at minimum 3/4 - full time it takes to do the one replace you get as is in the field per crew member (and only suggest the 3/4 with the idea being it’s a base where you actually have supplies and personal and all). With healing depending on severity being 1/4 (minimum/yellow), 1/2 (moderate/orange), 3/4 (severe/red) whatever that amount of time for full replacement is. Offers another benefit to taking and holding a capture point, but given how long it still is per crew member, won’t make it so someone becomes an immortal by camping said cap cause you put a round that knocks out 3/5 crew members the first go, odds are unless your using a really big gun (and most that take as long as crew replace should be OHK HE anyway) you’ll be able to fire another shot, two, or more in to the compartment to knock the other two out.

I am really dissapointed with the postponing of the rp bonuses for the 3rd time. Come on gaijin, I am not asking that the progression should be easy even for a f2p user. But I am paying for premium time and vehicles and it still feels like im using a f2p progression.

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Very sceptical roadmap.

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you have to get like 10 kills to get decent rp in grb without a tali

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You’re actually delusional and pulling semantics out to try to prove your own point the maps are categorically getting smaller while tanks that operate at longer ranges keep getting added and lol newer warthunder maps (that are still in rotation) are actually on par with bf2042 maps some are actually slightly smaller if you take into account the actual playable area, though its a common thing for you to make these delusional points just like your claim that the KA-50 is the worst heli at its br a while back

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ground rewards are WAY less than air rb rewards, 3 kills in air rb is 10k rp minimum and 6 kills in grb are 10k if u took a few caps too

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