What Was Your “Aha!” Moment in War Thunder That Changed How You Play?

Was there a single battle, a piece of advice, or even just an “oops” moment that completely changed the way you play War Thunder?

For me, it was realizing that map knowledge is worth more than most vehicles’ stats. I spent months blaming my lineup or “OP” vehicles for every defeat. Then one day, after getting wrecked (again) on Karelia, I started actually watching what the veterans were doing—where they positioned, which flanks they ignored, and when they decided to bail on a cap and relocate. After that, my survivability and impact shot up overnight.

Curious what everyone else’s turning point was. Was it learning to angle your armor just right? Nailing those first air kills? Finally figuring out how spotting actually works?

Share your stories—bonus points if you can point to a single match that changed everything for you. Let’s see if we can help a few new players hit their own “aha!” moment a bit sooner.

i dont think i ever had a “eurika” moment other than how to fight at top tier air without using a radar to not trigger RWR pings until I’m firing an AMRAAM at their face so its too late to defend.

I came over to WT from WoT so I probably just had the fundamentals figured out just enough to not be quite as awful as most new players are

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Have some of them, but maybe one of the most remarkable moments for me was overpressuring a Leo2A4 with the ZTZ96A at 2.4km in the Red Desert map. That was before the ZTZ96A had its gunner zoom modified from fixed ~8.0x to ~6.0x-~11.0x

For ground probably branching out to other nations, because unless they work exclusively off imported shermans or T-34s, they each have their own quirks and playstyles.

For air, learning the basics of BVR.

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I’m curious, did you find any habits from WoT that didn’t translate well to War Thunder?
For example, I know a lot of tankers who kept trying to use WoT-style peeking and got punished hard by the damage model here. Or did you just adapt right away?

The concept of Turn circle extension as visualized in this video. This made me realize two-circle fights are basically trying to perform a rendezvous maneuver in KSP.

Before this, I’ve lost flat-circle turnfights against P-47s in sim pulling as hard as I could constantly, which led to the infamous “yo-yo” effect where we closed in and then flew apart repeatedly.

Since this video, I’ve became concious of whether I’m in lag, pure or lead pursuit and started actively managing which state I am in depending on aspect and closure.

Another big Aha moment for me was learning about how gravity and lift (thus turn performance) interacts through the tactical egg.

These two things finally had me start winning dogfights in SB.

After these, I’ve had an “Aha!” moment connecting relative axis inputs and analogue results. Basically, I turned my rudder axis “relative” so pressing Q/E deflects the rudder without it resetting after I let go. Later I learnt this is how IL-2 rudder digital inputs function. I’m proud of independently discovering this - rudder has been saving me a lot in sim.

My recent “Aha!” moment was thanks to playing IL-2 and copy-pasting the camera controls I ended up using there back to warthunder because I missed “Free-look” being an option there, thus giving me these camera controls instead:

image

What this does (everything is relative) is that I can look around while retaining full mousejoy control.

WASD turns my head on axis.

13 makes me lean left/right

RMB raises head, tab RMB lowers head.

tab W/S gives me the ability to lean around cockpit frames/wing to look at targets when preparing a dive.

X recenters on gunsight.

Pressing 3d/1a makes me lean back and look around my tail better than freelook would allow.

And adding to this:

0% relative step makes for smooth axis inputs, 1% gives a considerable “deadzone.”

Nice part about these inputs is that I can control my pilot’s head without lifting my hand from the keyboard except for doing concurrent 1a for “lean left and look behind”.

Also on line of controls:

YAW/ROLL/PITCH sensitivity under movement also affects mousejoystick. If your nose wobbles weirdly and hitting shots feels impossible, set them to 100% These are wrongly named, they’re “filters” that create a delay on your inputs and cause laggy outcomes. Use the axis binds themselves to set non-linearity for actual control response curves.

Final added Aha moment:

“Climb!” isn’t just about having the ability to BnZ other planes. It’s also the ability to accelerate and maintain speed in high performance turns. Being able to drag an enemy down into a descending spiral turns a bunch of “US planes can’t turn” into “My P-51D5 just beat a Bf109K4”

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Air BVR basics are another huge one. Suddenly it’s not just about who has the fastest trigger finger, but who knows when to break, notch, or bait a missile. Makes you appreciate just how much depth there is to the game. I wish DCS had the radar simulation from War Thunder because it is great.

Is there a nation you thought you’d hate but ended up really enjoying? Or a lineup you think gets slept on? Always interested in hidden gems.

I’ve had the same Aha moment many times but for different reasons. Most significant ‘Aha’ is positioning. It applies to both ground and air.

War Thunder when played properly is a very slow and methodical game. Kills are set up well in advance, and involve identifying the enemy and then waiting to spring the trap.

Some players complain about top tier ground being a ‘first person shooter’ due to the speed. It’s my opinion that they are confusing preparation for reflexes

“So that’s how I turn off the laser designator”

not really, War thunder for core experience plays like WoT but you remove the BS rng to aiming and disgustingly easy to abuse spotting mechanic.

Other than adapting for the nuclear bomb APHE is while solid shot is about as stong as smacking a tank with a wet fish most things translate very well, armour angling, hull down + map knowledge works a treat in both

however in WT you don’t have friendlies pushing you out from behind the rock to die so they can spot the snipers, teammates are not malicious in WT, just incompetent

I just wish for CAPTOR-M (or TWS+ in general) fix :'D

Depends on what you find interesting or fun to play.

My moment was realizing what nation really played to my strengths. I prefer improved accuracy, handling, and underdog performance from my vehicles, so I started playing Britain. It’s such a good “bully Russia” nation at mid-BR’s.

It also led to me developing rocket sights because I became frustrated with the poor usability of the RP-3’s and rockets in general. Now I never use a plane without making a sight for it first! I haven’t used bombs in over a year! (You can also have them, I put them on WT Live: WT Live // Sight by TheApotheCarrot )

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When I discovered a 1960s US tank gunnery manual. not posting cause idk if it’s classified and I’m not gonna risk it, and also when I realized that the IMP chapperal is extremely efficient at locking heli atgm’s and I can just troll them by shooting down their ATGM’s

When I had the typhoon mostly spaded, I couldn’t work out why it felt so bad. Until I realised that I needed to break old habits.

I’d spent the last 2 years in mud movers flying at 50ft but for the typhoon. 30k ft is ideal and breaking every bit of my usual gameplay and actually climbing in a jet took quite a bit of effort, but now it kicks butt. Just needs a decent radar

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i had a eureka moment when i realized that i have more way to control plane than just wasd and mouse

Yea same for me. I find that having my radar off (both in top tier aircraft and SPAA) works in my favour much more than against me. I don’t think most people know (especially those that buy their way to top tier) that keeping radar off and know when to turn it on helps a lot at top tier. Keeping it on all the time will just tell the enemy that I exist and where exactly where I am, so I just keep it off unless I’m looking for enemy or launching missiles.

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It was when i realised that i can just make 1vehicle lineups and not bother with BS happening, so i can just leave after the first death

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In Ground RB, that minimap is your best friend, and managing the main map (such as making good use of zooming in where you are and such) is extremely helpful.

In Air RB the compass/display is also quite helpful, especially for keeping track of target to can’t watch 24/7.

I really haven’t changed my way of playing much. It’s simply the game that has changed (for the worse) by removing firing positions on the maps, making the maps smaller and smaller but full of obstacles, destroying the damage and penetration model, etc. In short, the one that has changed the most is War Thunder, which went from War Thunder to Counter Strike but with mediocre damage.
Aircraft is the only thing that War Thunder has remained the same, with changes to the FM and changing the damage model of different weapons from time to time.

Very early when I started playing I was a Germany main. Grinding British tanks forced me to learn shot placement rather than aiming center mass and expecting APHE to do the job.

More recently, playing gun only fighters on sim. I found props to be a slog, but with early jets what I knew about DFM and tactics just clicked. Meteors, MiG-15s, Sabres, J29s, have been quite fun to fly. Spading the Sea Venom was the most fun I’ve had in the game in years.