War Thunder "Heavy Cavalry" - Changelog

Yesterday I did some tests with the HARM Missiles. Sadly, it did lock onto a friendly SPAA in GRB. I was thinking it had the opponent SPAA Tor and not ours. Happend to be a false assumption. It took out an IRIST-T of and a Tor of us. double friendly kill.

Maybe I missed that point but, shouldn’t the HARM have IFF too?

I find it best to come at the battlefield side on to the spawns to keep friendly and enemy Spaa to the left and right of the center.

Funnily there is an iff toggle in controls. But it only seems to show friendlies or everyone. There is no visual on screen indicator to show it’s even activated and I’m still trying to figure out if it actually does anything or I’m imagining it.

It would have been nice if with this new mechanic there had been a video or blog explaining how it all actually works and what does what on the ESM screen. Trying to figure it all out live mid battle is a pain.

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when are soundmods back already? at the very least, enable it in the work in progress client. but its been way over 3-4 months since we could properly use soundmods. a whole new update got released, and soundmods are STILL not here.

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So the poi system has been growing on me, though kinda sad that it’s currently hard limited to ten points. Also, it’d be cool to see how many weapons are linked to a point.

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good news for you, that is actually work in progress

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Its really nice for ASB EC for doing strikes on ground battles with a lot of guided weapons, GBUs/SDBs in particular

On a fast enough approach for maximising range (while low enough to not ask for too many missiles in your face) I found it hard to aim & fire more than 5-6 – the rest is dropped too late and misses.

Now you can set targets and launch salvo as soon as you are in optimal range.

(The thing is however the aiming bugs out sometimes where one or two points get overlapping strikes, leading to 1-2 full misses for some reason, but I guess it will take time to iron out)

gnss seems to have its issues so far, and some gliding mitl weapons (i’ve heard that stormbreaker and spice have it) seem to love glitching out

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Amount of “hits” and “ricoshets” after this change is amazing. 3/4 battles kh29t just bounces or fails to pen tank turret. And 200 kg of tnt just vanishes. Somehow s25ld and kh25ml with 20 and 100 kg tnt warheads are more reliable.

Mavericks: First time?
Spikes: I’m not impressed
Tow2B: welcome to the no damage family

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Hey, can someone explain to me why the countermeasure dispensing patterns changed for many aircraft (especially with bolt-on countermeasure dispenser)
instead of interspercing them, they all fire separately until running out, and then switch to the next dispenser (especially affects bol equipped aircraft, and it bol still being so nerfed)

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What magic does Germany use to fire m82 from l/40 cannon at the same speed as from l/50 cannon? Or it is Germany specific balance again?

War Thunder has the most qualified testers in the world.

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What? You don’t got that where you live?

Not giving existing M1A2s volumetrics was a very absurd decision in this update

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Also, do you have any plans to bring back B-52H and Tu-95M back as a squadron vehicle/gajin marketplace?

Is this gameplay? Are you sure? It’s like the German La-5FN or P-47 tanks for both teams.

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Air battles 💀
Air realistic battles 💀💀
Top tier air realistic battles 💀💀💀
Premium top tier air realistic battles 💀💀💀💀
All infinity stones of war thunder at once

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You’re missing the “GRB but it’s actually ARB with player controlled targets” stone