War Thunder Infantry: Testing Continues!

Hello everyone! War Thunder Infantry Closed Beta Testing is in full swing, and today we’d like to share some information relating to the second phase of testing. We’ll be covering the new features and improvements awaiting testers in the near future, and reveal some plans for the future of the closed beta. Let’s get started!

The goal is stability

During the second phase of testing back in March, we encountered some technical limitations that prevented us from maintaining the 64v64 mode for an extended period without the use of bots. To address this issue, we optimized the server code and network interactions. Our primary goal of the next phase of the closed beta test will be testing the effectiveness of these improvements under real-world game loads.

The network infrastructure is holding up well in the 20v20 small-sided mode with single-point control. This mode will be the first for the upcoming closed beta tests to ensure there are no regressions or errors related to the latest changes. After the small-sided mode is successfully confirmed to be operational, a switch to the 64v64 format is planned. During this phase, the server load will gradually increase, with a consistent increase in the number of participants, reaching a maximum of 128 players per session. This increase will continue as long as the servers demonstrate stable operation without critical failures.

Europe and the Middle East

The upcoming testing stage will feature two infantry battle locations, which are Granitograd and Al-Massa in Realistic. These locations have been updated and refined based on the results of previous testing sessions, with improvements affecting both gameplay and navigation.

Better shooting

Weapons are the foundation and most important aspect in infantry. We’ve made minor but significant improvements to the weapon control system for player comfort: by popular demand, we’ve reworked weapon inertia when turning and deflecting, and adjusted the accuracy of some weapons. For those who weren’t aware, as of the second testing phase, mouse sensitivity has been made separately available for infantry combat, allowing each player to tailor their controls to their individual preferences.

We’ve also done a pass on rocket-propelled grenades (RPGs) and man-portable air defense systems (MANPADS). They’ve had their visual effects, sound effects, animations improved and minor bugs fixed. These changes aim to create a more responsive and predictable gameplay experience when using these weapons.

Vehicles in combat

Some changes have also been made to the UAV. The flying wing drone now carries a mine rather than a shaped-charge projectile and is more focused on anti-infantry missions, expanding the tactical arsenal of players using unmanned systems.

While we’re on the subject of small vehicles, let’s also talk about the larger ones. We’re ready to test new pre-made combat vehicle lineups. The M1A2 SEP V2 and T-90M tanks are rolling out onto the streets, AH-64A Apache and Mi-28N attack helicopters are providing fire support from the air, and their flight is hampered by LAV-AD and 2S6 Tunguska anti-aircraft missile-gun systems, whose guns pose a mortal danger to infantry as well.

Do you hear that?

We’ve also worked to improve the combat soundscape. We’ve created a mechanism to control the playback of enemy and allied footstep sounds, ensuring they are audible to the player when within earshot. A similar mechanism controls the playback of ground vehicle and aircraft engine sounds.

An important change has also been made to drone controls. Players will now be able to hear what’s happening around their soldier while controlling a drone, not the drone itself. Enemies will have a harder time catching the drone operator off guard!

Smooth and beautiful looking

We’ve also made improvements to the soldier models. We’ve implemented a new animation controller that enhances the fluidity and realism of character movements when performing various actions in combat.

That’s it for now! We’re ready to launch a new closed beta test session for War Thunder infantry. Stay tuned to the news and in-game announcements and remember to apply for the CBT if you haven’t already. See you on the battlefield!

9 Likes

Hopefully after the WTCS Air Pro tournament? :P

So no Consoles in CBT 3?

It’s still phase 2 of CBT.
We still aim to allow consoles to next phase (CBT#3).

3 Likes

Ahhh, fair enough
Is there any ETA you can say?
Maybe like (in the next 3 months)

Nope sorry :( If everything goes stable with this phase, we should jump to next one. (hope - next test, but as you can see, it’s not always as easy).

2 Likes

do i need to apply for the CBT if i have already participated in one?

No

1 Like

Can you guys let me in this time? I really wanna play :(

Hello Stona , Did the emails already get sent? If that’s the case, I wasn’t selected once again…

Yes, they sent them out already. Rip

It’s really frustrating. This is already the third time I’ve not been accepted, and my disappointment is starting to get the better of me.

I think they should get rid of those annoying FPV drones.

still horribly balanced, and unless you camp yeah good luck achieving anything

been playing since warthunder was in beta… 10,000 hours dedicated to worshiping the snail, Gaijin 10:15 “Thou who loves the snail truly should receivth CBT, Giveth SyKo#1 CBT”

3 Likes

I don’t truly love the snail, i think that is why i was never allowed :(

Still waiting to recive the invite for this CBT after doing every previous one 😒😒

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Ngl im starting to think that the reaspn iv not gotten an invite is because i play on ULQ and am on a craptop

in what universe is this fair for the US side

I’ve signed up for two in a row and haven’t received an invite. What the heck?.. I need a break from aircraft. 🙂