I forgot about that topic :)
A fire in itself was never a critical hit - the only common thing with actual crits is that fires are mentioned in the battle log.
Ok, I wasn’t sure about it.
I forgot about that topic :)
A fire in itself was never a critical hit - the only common thing with actual crits is that fires are mentioned in the battle log.
Ok, I wasn’t sure about it.
I’ve watched important bits fall off the plane I’m shooting and…
“hit”
This is why I cringe when ever I see someone say “There outta be”, or when Gaijin says, “We added/fixed sum’fin.”
Because it inevitably breaks the game somewhere else.
I do agree.
The main issue is that less “crits” have severe impacts on overall economy, on everything related to mission score, on BP and daily & special tasks and even on such small things like certain wagers. As i linked the Air RB thread regarding crits above it might be worth to read it.
For most of the fellow players discussing this it is unclear is this was intended by gaijin as part of their rework of of the income structure, a result of the currently existing bugs of “severe damage” or just a typical gaijin issue; meaning unintended as things are overcomplicated (a change of A leads to an unexpected result at point D or E…).
The side effects of missing crits are not only income related - they are actually increasing the possibilities / opportunities for kill stealing; you will find details here:
https://forum.warthunder.com/t/severe-damage-did-nothing-to-fix-kill-stealing/84776
Regarding the combined effects of severe damage as a whole i recommend the second part of this post (the first part described a bug):
Or even much simpler here - extracted the main part:
In addition i’d like to add a kind of summary of the severe damage mechanic which i posted in another thread:
Highlights of the new mechanic and what some of you missed / ignored:
- In parallel to the test phase gaijin changed their mechanics to get critical hits - they became much rarer than before the 15th of February
- As a result tasks requiring crits became much harder to complete
- Same as with kill assists as they require usually a crit
- Current you score either an instant kill or you score a hit before you score a severe damage
- In order to get a “clean & instant kill” - so without the chance for others for a kill steal - you need to kill the pilot or shoot the tail off.
- You get 80% of the rewards of a clean kill for a severe damage. The fun fact is that the requirements for a severe damage are more or less identical to those for a clean kill (with 100% reward) in the old world.
- In other words it get more complicated and a clean kill in the past can now be stolen.
- Regarding kill steals: If you score a severe damage and somebody else finishes the plane, the mechanic counts your damage as a kill - but just in this match. In your overall plane statistics you won’t find this kill.
- That is the reason why you see so many clubbers diving on planes without wings as they can score a kill relevant for their stats.
- On the other hand we have (like in the OP) fully functional aircraft declared as severe damaged and written off after tickets or time ran out. This loss is counted in your stats and is imho a scam and just implemented to produce repair cost.
- Other players like @_Poul tested gajin’s claim that those kills based on severe damage (so not finishing or a “real” kill) will count for tasks or camos. Currently this is not working.
- On top of that the match score got lower, at least on average as you get less crits, less assists and less points for instant kills. So any score driven event gets slightly harder
The only thing what is positive is that the severe damage reward generates way more SL than a kill assist. But as outlined above this is imho not enough to compensate the negative effect - at the end of the day you lose score & SL/RP.
No, but your way of describing it omits that before the change, every instakill also had a critical hit component to the score (this is still the case for ground vehicles) that was removed as part of setting up the severe damage mechanics. This removes significant score as well as delaying task completion (because kills no longer have a “built in” crit).
Exactly. The mechanic itself is great but it really need adjusting. They need to count as crits.
I assumed that everybody is aware of this obvious fact as it discussed for weeks now - you find very detailed analysis.
The main problem is that almost all threads were spammed with opinions, not facts, so it is not easy to read them. A short view on an Air RB match afew days ago:
Wasn’t obvious to OP, clearly…
The simple answer to the question “where have they gone,” was the one I gave back on day 1. You don’t get a crit on an instakill in air any more, they took it away as part of instituting “severe damage.” See? Simple.
Was it intentional? Yes. Will they roll it back? No. Will they adjust task values because those tasks are harder now? Maybe someday. Next thread.
If you get a crit task, just change it for 1000SL
That is not a solution!!
Its a work around, untill something is changed. You got any better ideas, maybe write an essay on it 😜
The rework of severe damage has the same reason as the rework of scouting, nerfing the daily tasks.
That was never the case in AirRB.
Believe what you want to believe I guess, seeing as they’re gone now.
But this was the old rule, if accuracy matters. Update 24.06.2019 (1.89.1.73) - Updates - Game - War Thunder
It worked like that in Air Arcade for sure. I analyzed one of my previous battles in the old system, if you want to check it out:
I don’t really play Air Realistic, but I doubt critical hits worked differently there.
Instakills still carry the crit bonus in ground RB, as well, they just removed it from kills on air vehicles in that mode, same time as the AB modes… For now, anyway.
Where have the critical hits gone?
Vanished into update land in a game Gaijin cant stop tinkering with.
You know what really helps to deter killstealing, making every plane with severe damage enter a slow flatspin.
I do agree for rare exceptions like one-shot pilpt snipes - but the overwhelming majority (=99% ?) of instant kills had actually critical hit components - at least when flying props.
The exceptions i noticed were long range pilot snipes scored as gunner in my B-18B vs tailchasing SB2-Cs - thanks to their absence of bullet proof cockpit glas. Always 500 points for a pilot snipe.
This was possible until September - November 2022, then there was a stealth nerf of the 13.2 mm Akan (followed by Real Shatter), such kills (2.74 km in once case) vanished. And yes, then shells of the Akan 13.2 cannons were modeled to “stay” in the game for ~ 3.500 meters whilst most 20mm+shells “disappear” after ~ 2 km.
Edit: I scored today by spaying italian stealth 12.7mm (= AP bullet) a one-shot pilot snipe which gave me just 450 points - no additional hit/crit/whatever - so the score alone dropped to 450 points vs 500 in the old world - 10% reduction.
No, this would just lure more teammates to the easy target
It is unrealistic and therefore should not happen
LOL, how did you not realize this is sarcasm and EXACTLY what’s happening since the Severe Damage update. It’s like a flat spin simulator.