What is the mechanics you want to get added to WT?

Not something I’ve always wanted, but it was mentioned in the RU Dev Stream;

Open-top vehicles will now have crew that move. Likely just inertia/movement and not loading, but it’s cool to think about regardless.

make an entire new class for IFVs and give them the ability to drop infantry on points so they can hold them and make time. (like infantry AI did in the WW1 event)

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Honestly, idk if it counts as a mechanic but actual damage values in the game and not this broken mess we have now. Pair that with an actual matchmaking that lets everyone have fair games and it would imrpove immensely.

Ai infantry / at guns.

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This would convince me to play jets with HOTAS.

First off: No. Inputting trim while G-locked is a valid way of testing aircraft, and needs to remain.
Second, what do you mean by the first part? Do you just mean the 2nd sentence or something else?

HARD NO.
Making the controls clunky is going backwards in time. Hard no.

If you want a solution to your real problem, the solution is a delay when the aircraft is maneuvering, or inertia.

Leading for landing and cover me also give location reports. Informing players of them is easier than adding another dedicated location report.

Regenerative steering, playable WSO (maybe for a co-op mode too?), realistic gun sights for tanks like in GHPC, crew reloading animations

  • We should have the ability to save ammunition loadouts. Some vehicles have rounds that are only situationally useful depending on the matchup, so it would be nice to be able to quickly switch to a loadout with more or less of said round (ie: Ho-I’s APHE round is good for downtiers, but is only worth bringing a handful of in uptiers). For aircraft, it would allow for players to quickly select all the belts and ordnance they want to carry with just two clicks.

  • Modifications equipped should affect SP cost. For the standard modifications that are seen across most vehicles, each unequipped modification would slightly lower the SP cost. This wouldn’t fix the grind issue of stock tanks, but it would mean that playing a stock vehicle and doing poorly as a result isn’t going to inhibit the player’s ability to spawn other vehicles they are more adamant about playing. For players who already have their vehicle spaded or mostly researched, this provides some incentive to try playing their vehicle in a less effective configuration.

  • Modifications more unique to individual vehicles like applique armor, ERA, ostketten, pontoons, or armament setups should be selected in the spawn menu instead of in the garage. If they they provide a noticeable increase (and in some cases, decrease) in combat effectiveness compared to the standard configuration, the SP cost should be slightly affected, similarly to aircraft AP belts and bombs in ground matches, but to a much lesser extent. Modifications that come with fair trade-offs would not affect SP cost, such as when ostketten comes at the cost of side skirts.
    This would make these modifications less no-brainers, and make matches slightly more diverse. I just feel that stuff like add-on armor modifications aren’t that interesting currently since there was no real reason to not use it 90% of the time.


  • HE pressure damage need to be reworked so that damage can still be dealt through armor that exceeds the explosive penetration value. The residual damage would oc scale to how much thicker the plate is than the explosive pen, so a crewmen right behind a plate that is only just thick enough to withstand the blast should be turned red-orange, while a crewmen behind much thicker armor might only turn slightly yellow.
    This should make large caliber HE much more consistent, which means all the CW and modern artillery everyone complains about at the mid-ranks can be moved up in BR without becoming too ineffective.
    Low and medium caliber HE would become much more useful, since they could be used to chip away at heavy armor.

  • AI aircraft should be incorporated into ground battles in some manner to provide secondary objectives and CAS and SPAA. This could be in the form of logistic or reconnaissance aircraft that would provide some form of indirect benefit to the loosing side.
    They could work similar to air spawns in ground AB, where the aircraft only makes one run over the battle field to a safe exit zone. Fighters and SPAA that successfully protect their AI for the duration of its run would get a small reward. My intention with this is to give aircraft players something else to do besides harassing ground players.

  • SPAA should be able to “spot” enemy aircraft similarly to how light tanks can spot enemy ground units. This should allows SPAA to help their team against aircraft even when they can’t shoot them down, and would improve coordination between multiple SPAA on one team.
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3rd and 4th image are dozer blades my dude

Actually destructable objects/enviroments.

I just hate when a trash container, a random weird ass metal pole, or a wood house eats completely my sabot rounds.

i swear there used to be blood splatters or something in the windshield when u got hit back in the day

I will say, the Air Alert already does that. Not in the same way tanks are spotted, but it does give valuable information once it detects a Heli/Plane/Drone. Issue is the Spam of Air Alert can be annoying at times.

But even so, the spotting mechanic for tanks, in my opinion needs some changes. They are way too accurate, adding that for planes too will for sure make it easier…but makes learning to use Radars pointless. If Gaijin won’t change it though, I for sure agree they need to add it for planes scouting too…don’t like it, but it evens the playing field.

More control/customization of countermeasures, like being able to choose between high/low caliber in planes with options for both (like F-16s). Also being able to choose how many are shot depending on caliber, eg. being able to set up that large caliber flares drop one by one, while low caliber ones drop two at a time (on the same plane).

This already exists :)

This one was a mod

Also, trim should not be affected by SAS dampening, and this in turn should not be coupled to automatic levelling. Those are three completely different things…

One of the biggest things I’d want are modular mission targets:

We now have a lot of aircraft with precision weapons, but still only have WW2 style area targets where it doesn’t matter at all where you drop your bombs.

So, introduce modular mission targets that actually make sense to be attacked with specific weapons. Say several individual hardened structures that are best attacked with LGB’s, or a vehicle assembly area where indeed incendiaries make sense, things like that.

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At the moment the thing I want most in this world is stock chaff so I don’t get absolutely wrecked by S/ARH missiles during a 12.0+ stock grind.

ARB mode with No enemy markers or missile diamonds, LARGE 300km x 300km maps, ability to bring air linup, multiple destroyable defended airfields. Strategic targets that if not destroyed give the opposing team an advantage = SAM batteries, AWACS, mid air refuelers, bomber formations armed with cruise missiles that will fire on your strategic assets.

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What i would like to see in game is :
a) a more realistic simulation of physic, i am almost ready to bet my left ball that some aircraft FM don’t respect Newton’s laws of motion.
b) a more realistic implementation of LIRDCM, they should not be able to create a magic force field around the heli.
c) a more realistic simulation of IR emition, not the 5 band system we curently have.

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I’d say one of the most important additions for current toptier balancing would be the correctly modeled radar return of helis, in addition a rework of LDIRM and IIR seekers at toptier. Otherwise I’d love a precision strike mode whether it be PVP or PVE to just kinda chill and use laser guided GBUs for once in my life and not just have to spam FnF munitions

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