Why Gun Sights in War Thunder GRB Should Be from the Gunner's Sight, Not the Cannon Barrel

—This is not a conversation about GSB—

Why Gun Sights in War Thunder Should Be from the Gunner’s Sight, Not the Cannon Barrel

1. Realism and Immersion

In real-world tanks, gunners operate the weapon through an optical gunsight, not by looking directly down the barrel. The gunner’s sight is typically mounted separately from the cannon and includes stabilized optics, rangefinders, and thermal vision in modern tanks.

  • Parallax and Offset Challenges: Since the gunner’s sight is offset from the gun barrel, aiming requires compensating for parallax, especially at close and uneven ranges. This adds realism by forcing players to consider how sights are physically aligned.
  • Target Identification Like Real Crews: Tank crews use their sights to spot, identify, and engage targets. Implementing gunner’s sight mechanics would require more realistic positioning and target tracking, enhancing the immersion.

2. Increased Skill and Challenge

Point-and-click aiming—where the reticle directly aligns with the cannon’s bore—removes much of the tactical and mechanical complexity of real tank combat. This system simplifies engagements into shallow, repetitive encounters.

  • Skill-Based Targeting: Using the gunner’s sight would demand greater accuracy due to offset corrections, especially when firing at targets behind cover, on uneven terrain, or at long distances.
  • Manual Adjustments: Players would need to adjust their aim dynamically based on target movement, terrain elevation, and range. This adds depth, making combat more engaging and rewarding.

3. Enhanced Gameplay Experience

Shifting the aiming system from the cannon barrel to the gunner’s sight would make combat more immersive and less predictable.

  • More Engaging Battles: Players would have to learn how different tanks’ optics and sight placements work, adding variety to gameplay. This would reduce the current “click-to-kill” meta, where spotting and aiming are simplified to laser-like precision.
  • Rewarding Learning Curve: Mastering specific tanks’ sight alignments and learning to adjust for aiming offsets would create a more satisfying learning curve. Players would feel accomplished when they land difficult shots after skillful adjustments.

4. Real-World Tank Combat Mechanics

In modern armored warfare, gunners operate entirely through their optics, not by visually aligning their cannon. (Some tanks have Sights (cameras) in the cannon but not a lot)

5. Avoiding Boring, Low-Skill Gameplay

When War Thunder’s aiming mechanics rely on a simple “center-screen” cannon barrel view, combat becomes repetitive:

  • Point-and-Click Simplicity: Current mechanics reduce combat to “see target, click target,” which offers little tactical depth.
  • No Consideration of Tank Design: Differences in sight placement, turret shape, and optics systems become irrelevant. This flattens the game’s complexity and diminishes replayability.

By making the gunner’s sight the primary aiming method, War Thunder could increase tactical variety while rewarding players for learning tank-specific optics and shot placement.


Conclusion

Switching to a gunner’s sight-based aiming system in War Thunder would increase realism, deepen the tactical challenge, and raise the skill ceiling. It would transform combat from a point-and-click shooter into a nuanced, immersive tank warfare experience that rewards thoughtful engagement, precise targeting, and real-world-inspired tactics. This change could make battles more satisfying, engaging, and immersive for players seeking a more authentic armored combat experience.

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On one hand it is very annoying having your barrel instantly destroyed when you play anything with armour, but on the other hand it would require alot of BR changes. Heavy tanks could end up going higher than they should, and tanks that rely on hitting weakspots will go down.

Overall I’m split, I think it can be both good and bad, but I don’t know if I want it added.

Also was this written by/with the help of AI?

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Yes, I am busy as heck and don’t have the time to sit down and write it all out for myself, so to be able to get what I want said, it comes in hand hope that’s no big issue :)

That’s a lot of words for one very simple central point. That’s what generative AI gets you, word salad.

Regardless though, I have to strongly dissent. SIght parallax is a very counterintuitive system to learn, which runs counter to War Thunder’s biggest advantage and why it’s gotten the niche genre of military vehicle simulator into one of the bigger games on Steam, which is the low barrier to entry.

Simply put, vehicles are easy to drive and operate in ways that are completely ahistorical. You get a third person camera, even in Sim mode, so you have excellent situational awareness even in tanks that lacked it. You have automatic transmission on everything, and WASD controls instead of the dual levers of many tanks. You’re able to operate the tank as a single unit, instead of having to pass your commands to some other guy who will, after a short delay, implement them as he thinks you want.

These are all distinctly ahistorical, but even if you think you might like them, I think you’ll agree that they’d make the barrier to entry increasingly hostile. No-one’s going to bother to learn to play a game that’s so unintuitive, and doubly so when some proportion of they players they’re fighting are people who already know the systems and will dunk on them. Hell, sealclubbing is already a sizable issue for newer players, imagine them having to deal with that when they can’t even hit what they’re aiming at.

Even if they take the step to learn it, parallax is something that varies wildly between vehicles. For players like myself, who constantly swap between lines and lineups, this change would add a massive hurdle in remembering the approximate location of the gun in my sight for every tank in every lineup in every line I play.

Then you have the balance issues this would result in. Vehicles with small weakspots, like the Jumbo, would see a massive benefit as making those accurate shots becomes 10x harder when you’re having to guess as to where the shell is going to come from. So they’ll either stay put and be monsters, or they’ll get sent up to BRs where their armor doesn’t work at all, rendering them useless.

Meanwhile, tanks with excessive parallax (And especially those that rely on accurate shots to do consistent damage) are going to become massively worse. I have experience with the 20 pounder Centurions in Sim, and even with their old, absurd 6.7 BR, they struggled quite a bit due to the sight being so far offset from the gun. Doubly so considering they benefit heavily from playing hulldown, and you have no idea how far out you need to poke in order to get the shot while hiding as much of your vulnerable lower turret as possible. Guess wrong, and either you just dumped your shot into the dirt, or you’ve overexposed and given the enemy a free shot on your vulnerable hull/lower turret.

The only benefit of this system would be the nerf to bushes, however I suspect it would not be hard for most players to just make a small gap where their gunner’s sight is while still concealing the tank.

Ultimately, this would make the game more frustrating to play, rather than rewarding. There’s a reason Sim is the least played Ground gamemode by a mile, and I suspect this is a large part of it.

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This is already in the game as a setting:

And in Simulator battles it is forced and cannot be chosen as barrel.

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So what I got from that is,

  1. Having a point-and-click is better because it’s too hard to account for 2D drift, Are you saying the Player base is incapable of thinking in a 3D way? (people are able to work with it in sim???)
  2. Tanks built to be hard nuts to crack from the front should be just as easy to kill as tanks without armor.
  3. I agree with helicopters being a problem but that’s more Map/Dev problem than Players.
  4. the players nowadays have an Idea that any tank should be able to be one shot no matter what BR, we all saw this when WT asked if we wanted the APHE mech changed to a more realistic model and the players said no.
  5. BR are made with WT’s AI it wouldn’t take long for it to even it out again. or each Update the game would be on fire BR wies.

RB has lost its R meaning - Sim is a joke not even worth talking about.

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That would only make it easier for the others to attack you, that’s a pointless comment.
The conversation is about having the Sight moved for everyone in GRB, not ones own tank.
:)

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I think this is much more of an issue:

If I wanted to play ground sim right now using my 5.3 British line-up, I could not.

It’s not because there’s no lobbies, it’s not because there’s no players at this ungodly sunday hour.

It’s because I’m flat out not allowed to.

None of my 5.3 british tanks are allowed today.

Now, let’s look at air sim:

My japanese lineups:

Spoiler


My american:

Spoiler







Do you see the difference?

Even in the neglected, dead brackets (wish you were more popular, korean war gunfighters…) at 9 AM sunday I can go and fly all my planes. Will they all be effective? Nah, flying a full uptier for 2 days kind of sucks.

BUT I HAVE THE OPTION.

I don’t have that option.

I can’t drive my comet. I can’t drive my firefly. My avengers. My charioteers. My Cent Mk1s. Just flat out cannot.

I swap to my german lineups.

Oh look, my SPG lineup is not allowed either!

Spoiler

Cats are off-limits too

Spoiler

What about russia?

You can already guess it: Only 1.0-2.0 vehicles allowed for however long the sim rotation lasts for.

Again:

Air sim.

If I feel like it, I can fly my sabres in a 8.7-9.7 bracket. It will suck, but I CAN DO IT. I can’t do that for ground sim! My russian, german, British lineups are all off-limits. I can fly my a6m5 versus 5.7 planes.

I can fly my F4U-4 versus 6.3 planes.

I get the options!

We cannot reasonably claim that the slight increase difficulty aiming from an off-set gunner’s sight is the reason ground sim is struggling when THIS matchmaker exists and outright prevents playing.

Given that AAB and ARB have a significant jump in difficulty between lead indicators and aircraft performance, I don’t think differentiating GRB and GAB by using gunner’s sight would be nearly as much of a difficulty jump as ARB to air sim. It’s comparable to AAB to ARB if not less. You can still aim third person. You can still aim binocular holding down LMB. You just cannot snipe without as much thought. AIr sim is a massive jump from ARB and it’s popular, even off-event. At the prop brackets I can always find a lobby going. Korean war is dead though.

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Incapable? No. You could certainly adapt to it over time. But it adds a barrier to entry every time you pick up a new vehicle, or bring out an old one you haven’t played for a while. And not a fun or challenging one. Not even an easily understanable one, like stock modules. Instead, you get to play “Guess where your gun is!”, with the penalty for getting it wrong being a wasted shot and likely death.

This was baffling to read because I’m arguing against that point. Currently, tanks with strong armor and weakspots are generally balanced in such a way where other tanks at the tier cannot point and click them, they have to aim carefully to take them out.

By implementing your suggestion, you make accurate shots that much harder, making those tanks that much harder to kill. This would see a stat boost, likely resulting in them being uptiered to a tier where some or all of the tanks at their own BR can just point and click through their armor.

???. At no point did I mention helicopters.

That poll proved that a slim majority of players want enhanced lethality, not that players want to be able to punch through the strongest armor. This change would only make APHE stronger, by the way, since that’s far more forgiving of misplaced shots than solid shot/APDS/HEAT/etc.

I’m only kinda sure I know what you’re talking about, and if so, see point 2 again.

That’s fair to point out. I just have my own experience, and the experience of my friends when we’ve played GSB. We didn’t mind having to deal with playing whatever the current MM is, but found the parallax and lack of situational awareness bigger turnoffs. Plus idiots who can’t ID tanks who friendly fire us. I had a buddy get misidentified and teamkilled in a Batchat, and I’m still upset about it.

I’d wager that a good deal of the popularity of Air Sim (outside of the obvious zomber community) is that it offers a drastically different, and in most cases more popular gamemode than Air RB. So while the barrier to entry is high, more people are willing to puish through it since they’re getting something they cannot get in Air RB. In fact, a lot of people (myself included, admittedly) want Air RB EC, so we can have that better gamemode without the awkwardness of Sim controls.

Plus, there’s a thriving airplane simulator community even outside of War Thunder. Tank simulators are far more niche.

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Play sim 💁🏻‍♀️

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This is the first thing that came to my mind while reading the name of the topic.

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yeah, i’m agree with this one

I was hoping for something different, but must be the 3rd thread of someone asking for sim stuff forced on realistic

Would love to, but see my post (Why Gun Sights in War Thunder GRB Should Be from the Gunner's Sight, Not the Cannon Barrel - #8 by RunaDacino):

Literally not allowed to.

Oh it’s made with chatgpt

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Of course we have rotation thanks to Gaijin making it this way, the only issue here tbh.

How about no.

Why are you even proposing this for GRB if there’s already Simulator mode available ?

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Your post makes no sense since this is in options for you.

Ah, that explains the stupidity of the post better.

What’s even the point of using the forums to just post and read AI

Siri disagreeing with Alexa on Chat GPT’s take…

Wild

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