Turret Baskets Rebalance

Hi, I would like to share something that I have been thinking about turret baskets.

Turret Basket were made to balance the game giving an advantage to the player that shot first, but in my point of view makes the game less fun to play since if you get shot the game turns into a repair simulator or a torture waiting for the enemy to kill you.

I would like to purpose that if the turret basket is hit your horizontal drive speed would be lowered like when your battery is 0%, but if you get shot in the turret ring it would disable the horizontal drive completly like in other tanks. For this to work the turret ring and the turret basket would need to be 2 different modules both connected to the horizontal drive.

I think with this addition the player that would shot first would still get and advantage but at the same time would give a last chance to the player that got hit if the other player failed to kill them in the next shots

Share what you think and other ideas

9 Likes

put it into the suggestion catagory

I cant move it to the suggestion , I can create a new one and see if someone can delete this one

interesting “balance” all time the leopard is shot and u survived same time the r turret ring and engine has gone 0 chance to survive… this “balanc” realistic feature come one upade ago so where is for toher tanks, other nations this realistic modul for this update??? other nations get this or only abrams and leopards nedded this realistic " nerf" much ground vehicles have 0 modules…(engine,small turret ring, breach and gun).

u forgot the autoloaders that 4 nations have…

2 Likes

and what 4 nations have autoloader ? in reality tannk is penetrated and hitted the autoloader the autoloader no work no? only abrams and leopards have turret basket? much tanks have 0 modules and this not “fair” one tanks have modules others no.

“what 4 nations have autoloader” are you new to top-tier?
Russia, China, France, Japan

2 Likes

The same logic should obviously also apply to the hydraulic systems as turrets have emergency manual traverse mechanisms. I also think both turret baskets and autoloaders should have more HP and a faster repair time, 45 sec with a maxed repair skill + experted crew is ridiculous, especially when both are completely destroyed by a single piece of spall.

1 Like

To a lesser extent the bustle autoloading tanks, since they both have signifigantly worse turret armour, meaning disabling the autoloader comes after just nuking the crew/breech, as opposed to the carousel style, which is stupidly notorious at gobbling up shots and not detonating

ngl most of the times my ZTZ autoloader eats a shot is because people underestimate how low the ammunition lies in the hull. they often shoot to high

Ever since the changes yeah, it’s felt a lot less consistent to ammo-rack eastern MBTs, since the autoloader module tends to eat most of the spall that would’ve detonated ammo in the past

Yeah but it’s a stupid way to balance the game, in real life turret baskets don’t act as a mechanism to rotate the turret at all. It’s used to keep the crew there and ammo, if it gets damaged irl the turret can still move

I mean I got 2 suggestions denied so I dont think gaijin will change it

Hello everyone i would like to present to you a sort of rebalance to the actual state of the turret baskets and how are they represented.

First of all, why do I think the current state of turret baskets is not balanced?

Well anyone who has played tanks like the Leo/Strv or the Abrams in the current state of the game knows that any penetrating shot usually results in the turret basket being disabled, plus some mobility component like the engine, transmission, or tracks. This wouldn’t be a problem if it rewarded having good aim and knowing the tank’s components and their locations. But right now, it’s the opposite: shooting near the crew compartment completely destroys the chances of the tank that was hit to fight back, even after a poorly placed shot.

In other tanks, a bad shot might only kill one crew member/autoloader or disable mobility, but it still gives the attacked tank a chance to fight back due to the poor shot placement.

In the case of the Leo/Strv and the Abrams, it just neutralizes any chance to fight back but in the case of the t-90M and the t-80BVM a shot placed in a similar way it disables the autoloader and the engine but it still gives the tank that was shot a change to fight back

now do i want the t-80 and t-90 do be disable in the same way that the other tanks were to a bad shot placement

NO

because a shot like this should not disable any tank in the game it is frustrating to be completely crippled by a shot like this

what i want is a change to the way that turret baskets affects the tank ability to fight back in a way that it is fair to the tank that shot first and to the tank was shot

here comes my suggestion to make the turret basket more fair

first of all a dynamic damage model to the turret basket like it is in things like the engine/transmission but why would something like this make the turret basket more balanced well the way i think of doing this is something like this

if the turret basked is at a yellow damage state it would disable the horizontal stabilizer and the horizontal guidance speed will be reduced in a 20%

if the turret basked is at a orange damage state it would disable the horizontal stabilizer and the horizontal guidance speed will be reduced in a 40%

if the turret basked is at a red damage state it would disable the horizontal stabilizer and the horizontal guidance speed will be reduced in a 60%

if the turret basked is at a black damage state it would disable the horizontal stabilizer and the horizontal guidance speed will be reduced in a 80%
(or a similar speed to the one when you run out of battery in the tank)

*edit= the turret basket could have the health increased to avoid getting penalized by 30mm rounds as much as a full sabot round AND you should be able to repair the turret basket in all of the damaged stages.

(the vertical stabilizer and vertical guidance speed could also be affected in order to balance this change or if it is not possible to just disable the horizontal guidance)

This could represent the turret basket colliding with the internals of the tank as if it was deformed due to the damage done by the projectile to the turret basket, making the horizontal aiming drive struggle to rotate

the way i intend this change to be is that the one that shots first still gets a advantage for the fast reaction, but the one that gets shot still gets a chance to defend himself, but not to attack/push the enemy as it dosen’t have the horizontal stabilizer and the total horizontal guidance speed witch it prevents the chance of fighting back, in case of a side shot as the tank would not have the guidance speed or the stabilizer to be able to target the attacking tank it still rewards the tank that managed to get the side shot

but why this would be better than the current state of the turret basket

well for the side of the one that is shot now you have a change to survive and fight for your life while not getting frustrated like in the current state where you can’t do anything

and for the side that shots first you still have the advantage of fighting a tank without a horizontal stabilizer and a significant reduction of the horizontal targeting speed making the flanking still rewarding in this case

and you will still be able to completly stop the horizontal guidance by making the horizontal aiming drive black as it would be a separated component to the turret basket

Would you like to see this in-game?
  • Yes
  • Yes with less debuffs to the turret baskets
  • Yes with more debuffs to the turret baskets
  • No
0 voters

now if a change like this comes to the game maybe it would make the tanks affected too strong, so in order to keep balance it could be added a emergency mechanism reload to the tanks with autoloader, the same way it happens when the engine is off and without battery in a tank with a autoloader where the reload speed is incremented almost in a x2 in orden to defend themselves

Would you like to see this in-game in case the first suggestion gets implemented?
  • Yes
  • No
0 voters
8 Likes

nice ideia

if someone thinks its fair that only certain tanks should be able to return fire after surviving a hit, then they arent interested in a fair game

8 Likes

would also appreciate not having fake turret baskets on the challenger.

12 Likes

This idea would further nerf these tanks since a yellow/red turret basket currently does not give an penalty.

I think your issue with them is how little hp they have. Maybe change the suggestion to one about giving the module more hp?

7 Likes

in the case of russian autoloaders the rounds are mostly always invisible as its even visible in the picture with your suggestion that its just the autoloader thats modeled and not the rounds…in the case of the oplot the rounds are modeled…we need that fixed

2 Likes

yeah i think that would be a good idea to avoid getting disable by a random 30mm round.

Yeah, the hp on it is way too low.

3 Likes