Update 2.43.0.24

Good change. Now nerf multipathing please.

2 Likes

why it is allready at like 20 meters

1 Like

The first stage ammo should be ~5s, second stage should be ~6.67, third stage should be even higher.

Please continue to alter the sholefs firerate even further until it can fire a total of 9 rounds per minute… without its firerate it struggles a bit at its BR, not to mention it’s still 15 tons overweight and lacks its LRF.

(I would also like to mention the ability to manually reload the gun is still absent, albeit that’s due to this features not being present ingame despite it being a very real thing IRL and notable capability of this tank if the auto loader went down.)

4 Likes

Currently 60m, not 20 (even if it does feel like it sometimes lol).

Now we are talking.
Only the spall liners and better ammo as well as Saphe missing. :D

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no the 60 meters red sign of radar altitude are a player set paremeter it is not the multipath hight
i know some cc say otherwise but it is not 60m

another update? why not release all these bug fixes at once? even though the dev server with extremely short there were countless bugs filled.

MP is different for each missile, but generally it´s at around 40m.
Which is waaay too much compared to IRL levels. Players just should not have a magic 40m shield bubble, going in a straight line expecting to be immune from all missiles.

bro 20 of the 40 meter are most maps buildings or tree

2 Likes

60m is the height when multipathing begins the take effect, that’s in the games code. Ofc if you sit directly at 60m or between 50-60m it’s probably hardly going to do anything, but the effect is still very much there.

Before gaijin nerfs multipathing, they need to decompress by a significant amount, as well as give all planes stock chaff.

4 Likes

Ingame they’re currently all set to the exact same value. There aren’t any missiles with different multipathing values in the game currently. The set distance for all missiles is 60m for when it begins to take effect. Its different IRL ofc, but ingame it’s a balancing statistic Gaijin sets.

Gaijin, please fix the Chi-Ri autoloader, onigaiiiiiiii

It’s 55m

This doesn’t seem to have been fixed on console yet

2 Likes

Shimasuuuuuuu

Can we have a fix to PS5 anti aliasing?

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Honestly I just want SCU to have more missile hardpoints, doesn’t matter what it is, but more than 2x is needed

One of the few times which i say “you’re right”

Hell,i even tested it myself on a test drive:depleted the first order rack,put the chronometer of my phone right below my monitor and as soon as i clicked to fire i started the count,and i stopped it only the frame after it let me shot again

Results?7.53s,take into account the human error and you’re sitting at a 7.5s non-first order reload

1 Like

@Stona_WT can we expect any of the accepted bug reports for the CV9030 MK.IV to be added before everyone takes off for the Holidays or no?