This game lack so many feature that makes it a proper game it might as well be online gambling app

From the lack of general information for players to something as crucial as tactics regarding certain type of vehicles is astounding. all this game is MTX notification here and there. the tank and plane are anything but distraction or reminder to BUY THE STUFF WE PRICE LIKE A WHOLE GAME.

Seriously how hard is it to introduce some kind of tutorial on how to do battles with certain vehicles or even something as simple as providing players Basic Combat Manouvers reading material? If coding tutorial became impossible because the code is spaghetti, then shove us several wall of text with some fancy picture on how to do hide, how to aim, how to fly, how to estimate range and calculate shell drop. It’s the least this game can do. when it forks 100 USD per 3 months from hundreds of thousands of people every update.

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We are also missing critical information on stat cards (which also lie to you all the time). Top speeds seem to be in TAS at whatever altitude gaijin says it’s at(and they often aren’t the true top speed), climb rates are fake and we don’t know how they’re done, max altitude isn’t too useful, and turn time is a completely useless statistic.

Where is missile burn time? Where are top speeds at different altitudes? Why can’t I see rip speed while in a match? What about stall speed, best climb speed or other flap extension limit speeds? What does SARH/ARH/SPI or ACM mean, and why should a player need to look at an external source in order to play the game to it’s fullest.

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Stat Card->Lies.
Armor analysis->lies. Makes claims you will directly have no issue killing this or that Russki Tank->In game->Nope keeps failing.
X-ray->doesn’t show any hidden armor cause it “doesn’t exist”. Despite proof being made. For years.

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They said they will “not let player buy their way to the top” ------> big lies.

So why did they start dumping bunch of top tier premium now?

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Add to that how attackers and bombers are still not viable and air rb is still just a very rudimentary fighter death match mode while air arcade is just chaotic nonsense while having the potential to be actually interesting.

Tank rb maps are still tiny, ancient maps are still being used with them being only minimally changed, while there are weapons being added with insane capabilities like the KH-38 and IRIS-t and more of that is soon to be shoved down this very outdated game mode with awful map design. Also most maps have no rhyme or reason to them, urban maps tend to be nonsensical mazes of buildings or simple MOBA style layout while open and mixed urban maps are way too open giving very little way to safely maneuver around to contest caps and just encourage camping and spawn rushing.

The game also lacks a proper match maker, and will for example in air rb put teams with 2 or two higher br planes against a team of mostly higher br planes, and for game modes with line ups will not take into account total vehicle amount putting a team of let’s say 30 respawns in total against a team with a 100, making it so that one team can easily win given same skill level simply because they can pawn more, or spawn more higher br vehicles.

Those are just a few of the major problems, and the biggest red flag is that they have been basically around for almost a decade now, with the devs not even acknowledging most of their existence. These basic issues would have killed another game already, but WT filling a niche of semi realistic military vehicle sim were people play for the fact that you can drive/fly around your favorite military vehicle rather than the idea that the game actually offers compelling and fun gameplay, this allowed the devs to put little to no effort into actually making the game intriguing and fun while putting most of their focus into adding more and more vehicles to bring in more people and more money.

(excuse me? why was this flagged?? i didnt break any rules, so detailed criticisms of the game are not allowed now?)

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I spent a lot of time watching videos of how to play before I even installed and started playing the game. I played some of the in game tutorials as well. I learned the basics, but it’s different fighting players.
Tutorials prepare you for arcade but going to realistic is like a true trial. I got experience by getting killed. I’m not very good, but have been trying to improve since. I still watch tutorials and tips to make the most of it.
For more detailed experienced videos, CCs and streamers can show you the ropes. How you decide to play is up to you. I would not say there is no lack of general information. I think many don’t notice or put the effort to explore what is already in game. Just my opinion.

For specific vehicles or aircraft I can pretty much guarantee some CC or streamer has a video for it, you just have to look for it. How to use it, is it worth it, ect.

They added some training to some modifications not too long ago. You have a “Test” option to practice using them. Is that the sort of thing you want?

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What? Tactics is all around map awareness and positioning. A universal trait among PVP video games.

There is not a single PVP game out there that teaches map awareness and positioning because it’s hilariously difficult to understand let alone teach.

@Ion_492
The climb rates are real and we do know how they’re done.
Full fuel at full sustained power.

The 2nd half of your post requires $$$$$$ to produce professionally, and is easier to find out first hand thanks to the test drive system.

@simsimkek
Attackers are extremely viable, and most if not all bombers are viable. I know because I fly them.
Tank RB maps are large, I know this because I play the game. Players on average prefer flanking route maps that don’t encourage camping such as Sweden.
Kh-38MT, AGM-65D, and Hammer aren’t good at top BR anymore.

Your post calls the entire PVP game genre “outdated”… obvious bait.
MOBA style is not in War Thunder, that’s obvious ragebait.
Calling flanking “camping” and flanking routes “mazes” is obvious bait.

Edit: I rarely see camping maps like Fields of Normandy; I don’t mind the camping maps, I do love the urban non-camping flanking maps though as well as they challenge the mind more.

The game modes are part of the PVP game genre, and I acknowledge the fact they cannot change because PVP itself is strict with those game modes.
Only PVE game modes can change how War Thunder is played, and yes those will be stagnant as well. Video games are inherently repetitive.

I am glad War Thunder doesn’t have infantry sized maps like World of Tanks. I am glad War Thunder does not have overly large maps either. I like the diversity of small for tanks [large for infantry] through big for tanks.

I am not going to make stuff up about War Thunder to make it look worse. There are dozens of things it can improve on without me having to make up fictions.

Gotta love being forced to use WTRTI to figure out basic things about my own plane.

While in the other WW2 flight sim I have this handy thing…

image

Same info is available before I spawn in. A mod enables that info to be visible within my cockpit on demand.

If we had the same available in WT, using MEC would be far far more accessible.

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I don’t see anything there that isn’t on the default HUD.
IAS and TAS, temperatures… those are just default HUD elements and all that’s really necessary for MEC use.

Those note cards are also in many aircraft in-game as well.

How does the HUD compare to the full information (the in-game notes are a quick review):

Indicated stall speed in flight configuration: 160…172 km/h
Indicated stall speed in takeoff/landing configuration: 140…151 km/h

Dive speed limit: 841 km/h
Maximum load factor: 13.0 G
Stall angle of attack in flight configuration: 18.3 °
Stall angle of attack in landing configuration: 16.3 °

Maximum true air speed at sea level, engine mode - Take-off: 539 km/h
Maximum true air speed at 2850 m, engine mode - Take-off: 600 km/h
Maximum true air speed at 4600 m, engine mode - Military: 596 km/h

Service ceiling: 9300 m
Climb rate at sea level: 16.7 m/s
Climb rate at 3000 m: 13.5 m/s
Climb rate at 6000 m: 7.2 m/s

Maximum performance turn at sea level: 21.5 s, at 270 km/h IAS.
Maximum performance turn at 3000 m: 30.3 s, at 270 km/h IAS.

Flight endurance at 3000 m: 1.6 h, at 350 km/h IAS.

Takeoff speed: 150…180 km/h
Glideslope speed: 180…210 km/h
Landing speed: 155…160 km/h
Landing angle: 17.0 °

Note 1: the data provided is for international standard atmosphere (ISA).
Note 2: flight performance ranges are given for possible aircraft mass ranges.
Note 3: maximum speeds, climb rates and turn times are given for standard aircraft mass.
Note 4: climb rates and turn times are given for Take-off power.

Engine:
Model: V-1710-63
Maximum power in War Emergency power mode at sea level: 1550 HP
Maximum power in Take-off mode at sea level: 1325 HP
Maximum power in Military mode at 12000 feet: 1150 HP
Maximum power in Nominal mode at 10800 feet: 1000 HP

Engine modes:
Nominal (unlimited time): 2600 RPM, 37.2 inch Hg
Military power (up to 15 minutes): 3000 RPM, 42 inch Hg
Take-off power (up to 5 minutes): 3000 RPM, 51 inch Hg
Maximum Possible power (up to 2 minutes): 3000 RPM, 60 inch Hg

Water rated temperature in engine output: 105…115 °C
Water maximum temperature in engine output: 125 °C
Oil rated temperature in engine intake: 60…80 °C
Oil maximum temperature in engine intake: 95 °C

Supercharger gear shift altitude: single gear

Empty weight: 2929 kg
Minimum weight (no ammo, 10% fuel): 3331 kg
Standart weight: 3508 kg
Maximum takeoff weight: 3868 kg
Fuel load: 326,9 kg / 454 l
Useful load: 939 kg

Forward-firing armament:
37 мм cannon “М4”, 30 rounds, 150 rounds per minute, nose-mounted
2 x 12,7мм machine gun “M2.50”, 200 rounds, 850 rounds per minute, synchronized
4 x 7,62мм machine gun “M2.30”, 300 or 1000 rounds, 1350 rounds per minute, wing-mounted

Bombs:
104 kg general purpose bomb “FAB-100M”
254 kg general purpose bomb “FAB-250sv”

Length: 9.2 m
Wingspan: 10.4 m
Wing surface: 19.82 m²

Combat debut: late 1942

Operation features:

  • There is War Emergency power mode. To engage it, move the throttle to max forward position and set the mxiture control to Full Rich (move it 90% forward to engage the Take-Off mode).
  • The engine has a single stage mechanical supercharger which does not require manual control.
  • The engine is equipped with an automatic fuel mixture control which maintains optimal mixture if mixture lever is set to Auto Rich (66%) position. To use automatic mixture leaning to reduce fuel consumption during flight it is necessary to set mixture lever to Auto Lean (33%) position. To stop the engine mixture lever should be set to the Cut Off (0%) position. Full Rich positon is used during take-off, in case of emergency or automatic mixture system malfunction.
  • Engine RPM has an automatic governor and it is maintained at the required RPM corresponding to the governor control lever position. The governor automatically controls the propeller pitch to maintain the required RPM. Also it is possible to turn off the governor and control propeller pitch manually.
  • Water and oil temperatures are controlled manually by adjusting the outlet engine radiator shutters.
  • The aircraft has trimmers for all flight-controls: pitch, roll and yaw.
  • The aircraft has electrically-actuated landing flaps and they can be extended to any angle up to 43°.
  • The nose gear orients by itself, doesn’t have brakes and can’t be controlled. Its maximum turn angle is 60° left or right.
  • The aircraft has independent left and right hydraulic wheel brake controls. To apply either brake push the upper part of the rudder pedal.
  • The aircraft is equipped with a parking brake system.
  • The aircraft has two fuel gauges which shows the level in each group of fuel tank.
  • Although there are two cockpit doors equipped with window lifters, usually only the right one is used. They can’t be opened during flight, but can be jettisoned to bail out.
  • The aircraft is equipped with mechanical releasing system for a single bomb.
  • The gunsight has a sliding sun-filter. There is also a back-up mechanical sight which can be used if main sight is damaged.

Basic data and recommended positions of the aircraft controls:

  1. Starting the engine:
  • recommended position of the mixture control lever: Auto Rich (auto mixture control)
  • recommended position of the radiator/cowl flap control handle: close
  • recommended position of the prop pitch control handle: 100%
  • recommended position of the throttle lever: 10%
  • before taxiing, the parking brake must be released
  1. Recommended mixture control lever positions for various flight modes: Auto Rich (auto mixture control)

3.1 Recommended positions of the radiator/cowl flap control handle for various flight modes:

  • takeoff: open 50%
  • climb: open 100%
  • cruise flight: open 40%
  • combat: open 100%

3.2 Recommended positions of the radiator/cowl flap control handle for various flight modes:

  • takeoff: open 50%
  • climb: open 100%
  • cruise flight: open 40%
  • combat: open 80%
  1. Approximate fuel consumption at 2000 m altitude:
  • Cruise engine mode: 15.2 l/min
  • Combat engine mode: 24.1 l/min

Warthunder uses the same real life sources to model their plane. It should be easy for Warthunder to give us the same specifications.

3 Likes

That still makes them entirely useless metrics because some planes climb way better, and others only climb that well in perfect conditions for a small period of time. Stall speeds and G limits are also completely absent despite being important parts about how to properly fly an aircraft. And why can’t top speeds all be done at a specific altitude, or multiple altitudes (sea level, 5km, and 10km).

Does it really cost that much to add some bits of the wiki to the actual game? Even something as simple as being able to click on a part in the X-ray and see more detailed information and descriptions would be amazing. Slightly more useful stat cards that show missile burn time, IRCCM type, and any other important info would be a massive QoL change too.

Many attackers are, but a lot aren’t. Prop bombers are mostly cannon fodder, and jet bombers are only good if they have an airspawn and most don’t.The Vautours or buccaneers are not viable in air RB, same with the A-7s, Su-24, Jaguars, and stuff like the Tornados/Su-22s are just worse than other things at their BR.

Some are, but most feel cramped and small because of Gaijins questionable map design. Sweden and Breslau are larger maps, but they feel very restrictive because they are entirely tighter urban streets.

Proper climb/glide speeds, and maximum engine/oil temps are missing.

This post was flagged by the community and is temporarily hidden.

Re stall stuff, funniest part is it’s technically already available:

image

It’s just not displayed in-game normally for whatever absurd reason.

(still no list of engine modes but at least you know if deploying flaps while riding an edge of stall will actually stall you or not)

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Why spend for that when the playerbase will do it for free or nearly free on this forum or on the interwebs?

This post was flagged by the community and is temporarily hidden.

That’s not how that works. Especially if the UI needs to change for more information, let alone the testing and verification for each aircraft.

G-limits are pretty much non-necessities at this point because we’re pilot limited far more than airframe limited due to wing-rip changes.

Also claiming the Buccaneers, and by extension Su-25s as they’re higher BRs, aren’t viable is obviously incorrect.
Buccaneers are among the best strike aircraft for their BR.
A-7, Su-17/22, Su-24, Jaguars, Tornados are all great in air RB. Su-17s are especially great.
Vautours are average, which is fine.

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Ngl the thing is MEC is like, way way easier then most people think, the game just explains it poorly.

Fuel mixture isnt actually modeled on over 95% of planes, so you can leave it alone for no loss of performance. The prop pitch controller is speed based on non german planes, so you can litetally set it to 100% and it will behave near optimally. Radiator / cooling controls are very simple, if engine is too hot increase it, and it can also be left alone

Basically the only part of MEC that actually requires thinking about is supercharger gear. Which yeah without WTRTI is nearly impossible to actually use well, as its hard to tell when exactly you need to change them.

The thing is the game doesnt even explain how basic most of it actually is to use, leaving it looking more complex then it actually is.

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Why do any quality of life changes when they can just print another premium F-18 that will get them millions?

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I will be real with you right now, I prefer Deathmatch over the current Counter strike without objective gameplay of “die once and never come back”. At least with deathmatch I can play several time over.