and Dwarf fortress are equivalent games when it comes to damage and health management?
One game where if you whack a dude in the knee or the head with a mace, it has the same impact and does not vary their performance…
And one game where there are layers of fat, muscle,bones, organs tendons and nerves and each can get damaged in different ways. Just because it’s not a binary of “destroyed” and “fully functioning”, it’s effectively equivalent of Oblivion’s very abstracted system?
Hmmmm, WT has HP, but the bars aren’t shown and isn’t there. Instead we see colors indicating how damaged our vehicle’s modules are. It just shows us the HP in a different way than using bars. The tank as a whole doesn’t have HP though, thus why sometimes our rounds pen and does no damage. It has to hit important key areas for disabling or destroying.
Its not my logic, its how it is coded. In WT every module has its health number and according to that number status, colors change. So yes it has health bar but as ULQ said its not visible nor its tied to whole vehicle as it is in WoT.
It still has a durability aka health pool I haven’t played dwarf fortress but in the case of war thunder instead of the vehicle having a general health pool each module has its own health in the form of durability and so does separate crew members it’s still health bars it’s just spread out between the parts
Can you kill a tank by repeatedly shooting its engine bay from the side (barring fires)
Then the HP bar argument has no relevance.
Same deal as in dwarf fortress you cannot kill someone by repeatedly biting their right foot big toe repeatedly. It might bleed out. It might get infected and THEN kill them. It might cause so much pain they throw up and collapse from it. However it will not directly kill them.
Anything that isn’t a binary “you touched this so it’s destroyed” will have a “hp bar” so arguing “Warthunder and dwarf fortress have HP bars” has no relevance. If anything, people modding sims tend to add hp bars to things (Deadly Re-entry and various parts failure mods to KSP for instance introduce part wear so it’s not just “it breaks because impact” but “it breaks because it was repeatedly heated/turned on.”)
It is true that SPAAs–like other vehicles–have operational limitations like effective ranges. However, this does not constitute a problem…it’s merely an aspect of the vehicles’ merits.
@JuicyKuuuuki & many others (myself included) undoubtedly disagree. Your statement went on to talk about the area lush with ATGMs and top tier (9.X+) and I will decline to talk about that (for now anyway).
What I will say is that SPAAs are relevant counters in the BRs I have played (1.0-8.X) in RB GFs and that most of the opposition (aircraft) they face have to enter the SPAAs’ effective range zones to engage the SPAA (or other nearby foes).
Your general point here–that SPAAs may be defeated by their opponents–is entirely defensible.
However, I don’t believe SPAAs (as a class) are particularly vulnerable, nor that other facts (such as SPAA costs and most bombs’ effective ranges) make the case of “a better chance” for air craft to succeed conclusively. At most, I would say that your claim there is “arguable.”
That comes with a lot of “ifs” also. Using an aircraft against the opposition does not guarantee success.
not really, thats my point if you made a mode without planes, the game is still very different then world of tanks, and remember this would have to appeal to the die hard WoT fans I just dont see it doing that
Sure, “you the air main” with your 112 death to 100 kills on an F5E, or a 88 death to 74 kills on a F15J are a menance to everyone. I see your .79 KD in AIR RB I start to shake.
Good thing that I edited BEFORE your post. Anyway, do you do that kind of massage for free? LOL. Now I got it. If people are with your opinion, you are like their wife. But if they are against, OMG GET HIM!
What a loser.
EDIT: out of curiosity, I checked why I think you want a gground only mode so bad. No dude. It will not help you. Its more skill related on your case. See ya!
I want changes to aircraft balance so that 4 planes do not show up 3-4 minutes into the match dropping heavy payloads onto the point you have barely even reached or dropping bombs onto you after you killed them.
I also want changes to aircraft balance so that using attackers and frontline bombers is better than fighter-bombers, as the current time-to-rearm makes it optimal to use fighters with only a single bomb as you only spend 70-90 seconds between drops.
I also want better SPAA because trying to shoot down jets at 7.7 in the Bosvark is not my definition of fun, and I doubt it will be fun even at 8.0
I wish to achieve this through I believe quite reasonable requests of:
Airfields should be put at a distance from the battlefield that’s appropriate for the average straightline speed at that BR bracket with intent of 2-3 minute total rearm time.
Make sure there’s a viable SPAA for every 1.0 BR jump, even if this requires having an “Early” and “proper” variant of the same vehicle to limit its anti-tank potential. For instance, falcon without APDS at 7.7. While loss of APDS makes leading high-speed aircraft harder due to 100m/s slower projectile, it having actual mg protection and reload/fire rates will make it a significant improvement over the bosvark all the same.
(this is a+1) Make it so that flying CAP does not punish your progress in ground battles, and vice versa make it possible to progress through air tree without playing ARB like it is for helicopters. As it is right now, if you’re forced to fly your bf109 to shoot down yak-9ts… you’re getting zero RP towards your desired vehicle unlocks.
honestly left a better taste in my mouth compared to doing braindead laser bombing. at least I’m using every single control surface my plane have. unlike you and your “V-5-spacebar” cult.