War Thunder Hottakes

Loads of other successful f2p games monetize their game through cosmetics-only, which obviously don’t change the gameplay at all.
But here’s Gaijin, ruining entire tiers just because of their profits.

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From my experience, their tanks are pretty easy to deal with, especially when using something with a very weak dart like HSTV-L.

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US mains are the worst in the game, not German.

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I am dead serious (no seriously I’m dead, I got killed by the imposter).

¯_(ツ)_/¯

planes bad, historical anything is horrible, teamkilling should be on, i shouldnt suffer cause i got an uptier (no cooldown for quitting a game essentially), and delete the soviet union

Considering the current clusterfuck in Jet AB and Jet RB, implementing supersonic jets and AAM was a completey biggest mistake ever in this game and the top tier should have remained the Sabre and MiG-17, Hunter.

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As one of Japanese, I have never heard “hottake” or its equivalent in Japan before.

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CAS in 99% of cases doesnt counter campers.

Also mode without planes would have 0 issues, since artilery can be used to counter campers.(little buff to damage)

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Hot and/or serious takes, eh? Sure, I’ll have a crack at it:

  • P-47 airspawn was actually a good thing, only the premiums being lower BR than American tech tree ones made no sense.
  • Naval (EC) has quite a few features which could be applied to other game modes to seriously improve the functionality of those modes.
  • As long as CAS is treated as a “powerup,” it is unbalanceable, therefore to truly “solve” it would require importing a version of Sim’s SP system over to RB. Also use Naval’s Default plane mechanic in Ground, so everyone has a plane guaranteed in their deck. Then let players solve their own “problems” they have with CAS now that all possible tools are available right from match start. Tired of CAS? Spawn a fighter early game and swat it down yourself.
  • The only way to truly improve SPAAG in RB is to undo all anti-tank belt composition/ammo load nerfs and give non-radar AAs a short-range lead indicator to help the average player actually aim. A one-time dedicated tutorial will go in one ear & out the other. Then the average player will now have reason to move their AA outside the tank spawn and actually be decently competent killing CAS, as the indicator showing up only at short range teaches them both where and when to shoot. Planes gain far more advantage from 3rd person camera than tanks do so the aiming assist is the only realistic way I can see to compensate for the disproportionate spotting benefit.
  • Maginot Line was great in its full size even in reserve tiers, all tank maps should be expanded with similar themes in mind.
  • If people get up into creative spaces on tank maps (like mountain goating on old Kuban), it means the map is too small.
  • Since 2/3 of Air RB objectives are non-PvP, PvP alone should be unable to win matches, otherwise what is the purpose of all the bombers & attackers (since really, a fighter with ordinance is 10x more useful in combined than a dedicated striker most of the time)
  • The QF 75, 3-inch 20cwt, and 6-pounders (both) should get M61 APHE, 12-pdr SAP, and M86 APHE.
  • APHE smaller than 120mm should be nerfed to the slightly better AP it really was in practice, and APCR/APDS should see their postpen buffed up to AP levels as really was the case with those.
  • Give the R3-T20 its stabilizer back and DM63 APDS, then punt it to 7.0.
  • Give the Sturmpanzer II its missing building demolition shell, Stielgranate 42, with 27kg of explosive filler. Also give it 15/8,8cm APHEDS, yes it seriously was a thing for the gun. Same for Brummbar, ofc.
  • Punt the long 75 Panzer IVs to 4.0 (F2), 4.3 (G), and 4.7 (H) as is the case with the Chi-To tanks.
  • Double the number of BRs, AND use all the missing digits (X.1, X.2, X.4, X.5, X.6, X.8, and X.9), AND use 0.7 spread for matchmaking.
  • Remove the 4-person limit on top-BR units in a match. Then if some tier is popular, the matchmaker is able to match say a whole team of King Tigers vs a whole team of T34s and Super Pershings, for example, without needing to black-hole upward everyone from 5.7-6.0 to fill matches for them.

I can think of many, many, many others beyond these. But I’ll stop for now.

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Adding the Panther II, Flakpanzer 341 and Tiger II 10.5 to War Thunder was the greatest decision Gaijin ever made, and they all should go and cry in a shower for what they did to us germans.

Is this really the only opinion you have on these forums? Damn.

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No, I hold various other opinions. For example apfsds (solid shot/kinetic ammo in general) being all scuffed and APHE with big pen and filler being the single best tank ammo. Or that Vehicle Gatekeeping is a cancer that needs to be cut out. Jets are overrated and missiles suck. Realism is overrated. Missile SPAA’s are completely busted OP and ruin all CAS gameplay, thus should be nerfed greatly. Etc.

Surely

Soviet tanks are not OP.
2017 tanks being equal to tanks from 1999 & 2002 means they’re not OP.
BVM fires a round that performs like Challenger 2’s, Leclerc’s, and Type 99A’s; All with bad turret armor, and yes Leclerc & Ariete share in the bad turret armor department, tho Ariete gets DM53 to make up for that.

youre right, theyre not op, theyre extremely op ‘‘bad turret armour’’ i love how a t-64 can shrug off 337mm apsfds cause Fuck you

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ngl complaining about T-64s might be the hottest take yet

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it’s twice as true in the air compared to on the ground

He was talking about BVM and yeah, he is right about BVM having comically weak turret.

For me it’s a lot of small things that add up, like overperforming carousel spall liner on T-80 BVM, Kamov damage model, and Russia apparently being the only nation to have ERA with kinetic protection.

“T-64 turret OP” is nonsense though