Wishlist for Bugs and missing features (WIP) + Proposed Solutions

these will take a while to add lol.
ive bookmarked them cuz exams tommorow, but ill add them for sure

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Thanks! I really tried being active in suggestion section in the new forum, but for some reason whatever I tried adding wasn’t ever accepted, including some of those old suggestions accepted on the old forums, so I guess my only hope is for others to do that.

My #16 is probably something that’ll never happen because that’s the core of the game, but hopefully rest of it is worth it.

Apart from listing issues, you didn’t write how do you want to tackle this - is it just you adding suggestion topics for those, or is it a list for some discussion between the union reps and gaijin reps?

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i dont wanna give anyone false hope as i am not a gaijin rep, but this and the germany wishlist are simply efforts to facilitate the public wishes more accurately and easily to the mods and hopefully and eventully to the devs.
speaking of which, ill tag a mod here so they keep following this

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also, for #16, i agree totally with the idea, i actually thought of it myself as well a while ago, but i think it would be too much effort? on the dev side. maybe. maybe not. but its a wonderful idea. and would go a long way towards balance

yeah i heard… good thing i cant have it rn lol, top tier china is a bit far rn

It might seem absurd but the su 27 has a horrible oscillation in the roll axis even if they make small changes in direction. I found that the f15, for example, does not have this defect.

a whole trove of leopard bugs found smh. i beg the snail to be faster lol

Some additional quality of life features that I think could be useful to note.

  • [feature] Allow bigger (covering whole vehicle) scale of decals for players allowing non-historical camo use.

  • [feature] Allow adding multiple instances of an object that is not a camouflage onto the vehicle like it is with jerry cans and how it is with decals. Let me add two spinning warning lights if I want to…

  • [feature] Add follow last launched projectile camera to the replay

  • [feature] Create an introduction to events where once a new player has entered a rank III, he is shown a relatively short video explaining how events work and where to look for them, after which he is given an event-like series of achievements/challenges for a random rank 1 event vehicle from previous events.

  • [feature] Create a way to use convertible RP without using GE or remove them at all. It’s just a trap that new players fall into and waste their free starting GE on to figure out later that they’re not going to get free GE anymore later. Even adding something that could be allowing use of convertible RP to the SL event crates could make some sense.

  • [feature] Bring back walking in the hangar that was available during 10th anniversary, and make it stay.

  • [feature] Add toggle “show all event vehicles” to the tech tree viewer where you will be able to see all vehicles without having too open them up through the wiki.

  • [bug] Use strings from base English version for all vehicles and vehicle types. Polish game version has misleading vehicle names and vehicle types making it so that from time to time players don’t know how to complete seasonal challenges.

  • [bug] in-game cursor going to the corner of the screen when game is minimized on a multi-screen system to prevent turret turning around or plane crashing into the ground.

  • [bug] sloped armor bouncing shells while green marker is shown in arcade. Either tweak in-game settings to show orange marker if there’s a chance of bouncing or fix the problem. Panther has a whole green middle of the front plate and despite that it’s bouncing most of the shots from 88 mm guns in-game. T34s are behaving similarly.

  • [bug] sturmtiger rocket not killing vehicles sometimes on direct-hit. There should be a 100% kill radius like with the bombs, probably something like 7m. From time to time it causes situations where you hit a light tank and shrapnel goes through it an kills a heavy tank with just damaging the object hit on the vehicle like sticking out MG, driver optics or gunner optics.

  • [bug/feature] camouflage is not rendered on tanks for players playing in the planes which makes it so that fully camouflaged small light tank is still easily spotted from a plane. This is something that is taking advantage from vehicles like M22 and weasel that could be hard to spot when not moving.

  • [bug] RBT-5 torpedoes aiming should be separate/unlinked from the gun. There’s something definitely wrong with the angles there, and you can’t easily shoot a rocket and get back to shooting the gun.

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Some stuff about LOSAT :

  • LOSAT should have one by one rocket reload on the point and not require emptying whole launcher

  • LOSAT should either have some indicator of when the target is too close for rocket to maneuver OR it shouldn’t have problems with missile turning toward the target because the missile is gaining speed from the start. In the test videos the missile seems to running dead straight towards the target while in game there’s a moment at the beginning where the missile is going straight before it can figure out where it should launch to, which makes it so that unless you’re shooting really horizontally, you’ll often overshoot or hit the ground.

  • Vehicles that require stopping to shoot rocket should have a functionality that allows to press the fire button and crew would stop and launcher should launch as soon as the vehicle is okay to shoot. There should be at least an indicator on the reticle that you cannot shoot yet because of the speed.

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It is indicated by turning your speed (left down corner by default) red. When it is red you cant shoot.

I know, but in stressful situation it could be better to have it close to aiming reticle. Bottom left of the screen on a big widescreen is not ideal.

Yea, but one indicator is there, why add another - snail, probably

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Noticed another issue about drones - they don’t circle around selected focal point. They only do this sometimes on some maps, but mostly either make stupidly small circles around some arbitrary pivot point or just fly straight. They should circle around selected camera focal point IMO.

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Some more ideas on the game modes/balancing/quality of life and more:

  • Implement the lineup BR calculation from air AB into all game modes so spading a single new unit with significantly higher BR from the rest will not be that penalising on this specific player.

  • remove mid-air ordnance reload from air AB and replace it with some system that requires you to get back to the spawn area or fly over the airfield.

Spoiler

Maybe effectively this would require bringing airfields closer. The problem right now is that you can indefinitely chase bombers and you can spawn camp with missiles by climbing to the sky with planes that can climb well, and I feel like this makes it so that new players have it hard to enter missile era and spade their planes in air AB because of that. Forcing planes to go back somewhere on their side of the map and go down to a specific altitude could counter climbers.

  • Consider allowing more than one plane to be used in Air RB.
Spoiler

this is just my personal opinion, but air RB with just a single aircraft feels like battle royale where you get quickly killed by someone skilled or with better aircraft, and you’re back to hangar to wait for matchmaking again. I feel like it would make more sense to have this aligned with other modes that you can take out multiple aircraft and be active throughout most of the match even if you get killed in the first and second aircraft. This works in other modes, so why wouldn’t this be made the same? I would like to poll players that mostly play air RB about such change, but also ask other players whether such a change would make them play air RB more likely.

  • Make airfield defense impenetrable for enemy fighters chasing someone that wants to land and repair/reload.
Spoiler

There was a good suggestion passed to devs some years back that it made specific ranges/circles with specific radius where the air defense would first be just flak visually indicating that you’re getting closer to the airfield defense, then when you get closer it starts hitting you, but without damage, so you just get that on-screen effect like when you’re grazed by bullets, then you start getting hit and then when you’re too close, you’re taken down. It could also have warning similar to the warning about visibility when you’re in enemy spawn area range in tank battles, but it could state the chance of being shot down.

  • Allow bigger squads than 4 to join matchmaking at a +0.3 BR increase penalty per each player over 4 of up to +1.3 BR with full 8 player squad.

  • Streamline all default controls into a single set of keys for all vehicles with HUD icons for all per-vehicle functions.

Spoiler

Count how many inputs the most complex vehicle uses to figure out the maximum amount of keys required, set a standard layout that has keys for functions near WSAD and vehicles having different additional functionalities like radar, smoke launcher, missile lock would be using one of the vehicle functionality keys that are defined for all vehicles. All those additional/per-vehicle-switching functionalities should be shown on the HUD like it’s for the tanks and vessels, so there’s no problem figuring out what button is set for missile lock or radar lock etc.

  • [big feature idea] Allow two players playing a single unit at a BR increase penalty. (I know it’s a stretch)
Spoiler

Bombers with pilot and defense gunner, tanks with main player playing the driver/gunner and the second player being the commander with all additional features like binoculars, scouting, drone, smoke and turret-top guns. Limited to vehicles that have multiple crew. Player owning the vehicle is the first one, they can’t swap places as you cannot drive and shoot vehicle that you don’t own.
To make it worth for gaijin, this could require premium account active in some way, or some higher crew tier purchased with gold after aced crews, or only available for vehicles with talismans.
This could be an opt-in thing like it is with night matches, so it could make it so that just players that want to play this way are put together in matches.

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What is your plan with those suggestions? Just to update the list in the opening post, or are you planning to keep adding them as suggestions in the suggestion section when you’re ready with the list?

Also, obviously, came up with/remembered other things:

  • There are wheeled vehicles that have front and rear wheel steering, but they have two separate drivers for front and rear facing each direction. Those should steer separately and not together at higher speeds, and should only be used together for tight turns at low speed.
Spoiler

Right now things like WWII puma have all wheel steering which makes it wobbly at high speed, and while it was hacked around with directional steering for wheeled vehicles, it doesn’t solve the problem if you want to drive in one direction while shooting not exactly in that direction.
This should work like that, when you’re steering from a stop, then you have all wheel steering, but the faster you get in either direction, the wheels that are on the opposite side from the movement stop being steered/get back to the alignment with the chassis, so at high speed only front (towards movement direction) steers, while still being able to have tight turns when repositioning yourself or slowing down to make tight turn and not overturn.
Finally if one of the drivers is killed, they don’t reposition forcefully themselves unless there is a longer pause, so if you want to run right away when one of the driver is killed, you can do it, but keep in mind only that part of the steering will work until both drivers are back.

  • Maybe if getting back to airfield lets you repair the plane, then why not implement the same behavior for the ground units? This could potentially force playing the objective instead of pushing the spawn.
Spoiler

So if the spawn area is always made in a way that you cannot shoot from the spawn onto the combat area, and effectively spawn camping is only possible somewhere in front of it, if you get back with your damaged vehicle to the spawn area, you could have the wait time after which your vehicle is repaired and restocked with ammunition.
Currently you can only reload your ammo (and crew for RB) on the caps, which means that for example a vehicle with limited ammo (some have even just 8 rounds) cannot defend itself in front of the spawn before it gets to capture a point, and there’s no way for it to do anything other than wait until the team captures the point.
Of course this cannot work like the on-cap reload where you reload quickly one round at a time, but it should work like airfield repair/reload, that you have to be idle for a timer for it to reload and repair the vehicle.

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i plan to ‘invite’ some mods and devs over once this is a bit bigger (and my exams end) and then (if there isnt a bug report made about it, make it, and if there isnt a suggestion about it, then make it as well).
hopefully, they will pay some heed and incorporate working with players to find and address bugs and QOL features

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Vilkas hull stored ammo disappears when the blowout panels are triggered.

https://community.gaijin.net/issues/p/warthunder/i/rCncw4LXkk1o

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This.
Screenshot_20240106-145048_Firefox

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The problem isn’t that you don’t exactly know the space - the problem is that if you watch the losat live fire tests, the missile is dead straight driving the direction where it’s aiming even if it’s not exactly in line with launch tube, and in game it has like few seconds where it’s trying to figure out where the front is before it’s guided and it’s the exact issue of the losat being hardly useful anywhere else apart from long range sniping positions. And it feels like the whole point of such system was to be in cover behind the hill and stick out the launch tube, and if you do exactly this, the missile will hit it or will overshoot because they made it not to be able to manoeuver fast enough.

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Oh definitely, I agree.

I’m just joking about how in WT, even slight terrain makes the LOSAT completely unusable. Like you said, this is due to the missile being entirely dumb for the initial part of it’s flight.

Worse yet, even if you do manage to fire a missile the guidance is also inaccurate and you’re just as likely to hit the ground as an enemy tank.

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