Did they change large caliber guns or just auto cannons and machine guns? I thought they did a pretty damn good job with the large caliber guns, hope they didn’t change them.
" * Boomerang (all variants) — maximum speed has been increased to 430 mph (693 km/h)." These changes are not reflected in game as of 9/24/25
Is there any explanation as to why the B-66 wasnt given its tail gun radar and target lead systems?
When will the packs come to console?
Can i ask why this change have been made?
EDIT: Well, this is absolutely STUPID:
Cannot fire Main and Aux cannons at the same time in the USS Wilkinson, USS Mitscher or HMS Tiger. Bug report was submitted, if you guys could click on the button to help bring some more attention to it, thanks! Community Bug Reporting System
If anyone knows of any other botes that are affected, please let me know and I will add another comment to the report, thanks again!
balance))))))) as usual
there is no documents or videos showing blowout panels working and saving crew.
on arctic base can the heli spawns be considered to move? I sure love to spawn a heli only to get a vikhir in the face cause a KA-52/MI-28NM spawned 0.01s faster
Just realised this change.
HMS Tiger got a BR increase to 6.0 and then a MASSIVE nerf because of BS reasons?
What is the justification for this?
This has rendered 50+% of her firepower totally obsolete. Easily the weakest ligh cruiser in the game right now at atleast 5.7 & 6.0
This change needs to be reverted.
The AI gunners are NOT good enough to fire the “Aux” guns on these ships. In the match I had today, the AI gunners would not even shoot at an enemy ship 1km-2km right in front of me. So, you have basically made these ships worthless as the AI gunners do NOT make up for us being unable to control both the main and Aux cannons at the same time.
My Wilkinson is even max crewed and Ace trained and the AI gunners are still completely garbage, and almost always refuse to fire. And even when they DO fire, they almost always miss. Making their “effectiveness” between 0%-5%.
Please revert this change immediately. No one asked for this, and it makes this ships nearly worthless to use now.
Comments about the HMS Tiger:
My quibble with this update: it can be a little hard to predict from the Research menu when you’re building a line up what planes will be “Air to Air” and which will be “Striker”, when ideally for Ground RB and naval modes you want one of each in a lineup. You can see SP costs when you’re in game in the lobby, but not in the hangar, at least not easily.
My recommendation would be to add an additional mark of some kind to the vehicle cards and on the research menu for fighters that CAN carry CAS loads that could give them “Striker” designation for SP purposes. Any fighter that has secondary non-antiair ordnance options and/or a 40mm+ pen gun would get the additional mark. This would allow more rapid lineup optimization than you can presently do in hangar. Obviously there’s normally some way to take most fighters down to just an anti-air configuration, so you don’t need to mark the purely anti-air ones any differently than now, and it’s safe to assume strike and bomber aircraft have a CAS option, so those markings don’t need to change.
So in all cases the gun is the 76mm with the ~1s reload that can no longer be fired together with main.
Not agreeing or disagreeing with the change, but would be good to know what is the rule on aux guns that can be fired together with main guns. I’ve never seen it defined anywhere before this, I don’t think.
(The fastest firing secondaries (I think) after the ones that were nerfed are the 45mms on the Krasny Krym with a 2s reload, so is the rule <2s reload can’t be a paired secondary then?)
They should be available since few hours.
What region you have checked?
Seems to be, wierd choice overall though.
I think they’re pretty awesome.
I really like the new sounds too. I DO however understand and agree with many of the complaints about the “distance” the sounds are coming from, especially important in Ground Realistic Battles. I have been collecting various replies detailing the issues with “distance/direction” with the new sound effects:
may be not happened?
I am not sure myself, but I did see someone else post that MAYBE it didn’t actually go into effect yet? Or maybe there is a bug going on with it? Idk.