Huge Suggestion about a rework for Pratice Mode

A bit of context:

Needless to say how truly important is the Pratice mode. and it’s great. countless time over the course of a year, it helped us with many tests. but i would like to provide some suggestions in order to make the pratice more usefull towards many people, and above all, help us testers regarding some aspects:

Main Idea:

my main idea is simple, there’s quite a lot to talk about and several thing to change/add, but those are simple changes that in my opinion, are going to help testers in archiving more accurately and easier, feedbacks and comparisons within each weapon. plus, it’s gonna be usefull for newer players as well or those who need to pratice and get hands on weapons.

first, let’s start with the

:yellow_circle:Shooting Range Sections:

For Shooting Range section i mean this part of the map:
immagine
it’s basically where players spawn:

and my following suggestions in order to tweak this area, and make it more usefull for everyone, are:

  1. make doors/gates usable:



    the reason why i’m asking for those doors in order to be used, it’s because further down the line with this section, we could use interiors.

  2. add lamps/lanterns inside the wooden structures:




so that it’s easier to see because of the next point:

  1. add All Faction Weapons.
    as currently it’s made;
    in the trenches you can find your weapons faction:

but the main issue, is that not all faction weapons are presents. and others tables are empty:



so, the main idea would be to introduce the missing faction weapons( such as the mg34, Mp35, Mas 36 AT/AP Mines, ecc." and the American/russian missing weapons for their relatively side . in order to help youtubers, testers and newer users to show, test, use weapons and get used to use those weapons, and see how they perform in order to pratice with them.

  1. Add All Opponent Faction’s Weapons in the Cabins where i asked to put lights.


    the main reason why i’m asking this, it’s because as a tester, it’s hard for testers of different factions leaving a proper feedback and giving comparisons as one of the tester did not ever tried the opponent faction weapons. making the balance work much more easier and gather more feedbacks.
    so, this suggestion would largely help testers, and help users to start using enemy weapons in order to help them to understand how they behave, how they sound, and above all, recognize them.

  2. tracers/bullets hole on targets.
    the major issue with targets, is that you don’t know for sure where you shots went as they do not leave any tracer/hole on the target.
    Current target after being shoot:


    how it should look:

  3. Range Meters Scoreboards within each target.
    this one it’s a bit complex for me to explain, but the main idea is to add those wooden planks with the numbers regarding distance measured in meters. to give a rough idea on how many meters the targets are at and mainly for ranging weapons accuracy in details at first hand.
    example:
    ( not my best, i know, but it roughly gives the main idea )

  4. Put a Willy Jeep/ Kübelwagen and Opel Blitz Vehicles over the South Gate:



    this it’s important because of the distance between Tank Race track and Infantry Range Field. so being able to move a bit faster it’s always handlier.

  5. Add Dummy Enemy Infantry Or Static and moving Objectives in order to improve aim. :
    as in the training are shown,


    we could use two groups of dummys.

the first one, runs from point A to a point B.
in order to help users at firt hand understanding how to controll certain weapons, and ideally, understand how many bullets are needed to kill soldiers.

the second group, it’s just a static group of AIs.

:red_circle: Tank Shooting Range

when talking about Tank Shooting range, i mean this part of the map:
immagine
where players spawn:

  1. ( if possible ) Add Dummy Enemy Tanks AI.
    weather for tanks, it would work the same as infantry dummys
    it’s usefull to know where weakspots are, test various angles and start familiarizing with the player’s opponent tanks.

this could be used for training and further more, used as training for planes with bombs/rockets as well.

  1. Add All Faction Tanks
    usefull to test them and understand if you like them, and above all, how to use them.

And lastly for this suggestion,

:large_blue_circle: Tank Track:

for tank track, i mean this part of the map:
immagine

where there are already 3 tanks stationed on the track:

i’m not sure why there are different tanks from all campaigns.

my idea would be, just like for the weapons in the first section, divide from one side all the Ally Campaign Tanks, and on the other, all the Axis tanks.

something like:


in order to be easy recognizable

but i wouldn’t cluster the track with all Ally tank, so limit them only to the current selected campaign ( example, normandy / moscow / berlin ).

Conclusion:

so yeah, that’s quite it.

i’m aware that this is quite a big and ambitious project, but i personally think it’s helpfull for many people, and this would make our and the team’s job a little bit easer and faster.

weather for enyone else, if they think i missed something, let me know.
cheers.

7 Likes

I would rather see dummies made of sticks and hay, than made of POWs :grin:
When you deal enough dmg they fall down and you have to manually set the up (literary 0,5s long interaction).
For moving targets: add carts with dummies on them, magically powered by the rope from the nearby building and job done.

2 Likes

That’s looks like a great idea but I think it is important to keep the soldier’s hitboxes, plus in battle, if you see a bunch of soldiers running in open ground, it will be easier to put your practice at use if you already shot at running soldiers instead of dummies.

2 Likes

I agree with everything besides dummy AI. I agree with @VoyoMayPL here, let´s keep it more realistic and add fully fake targets instead. Save dummy POWs on Pacific theatre campaign :clown_face:

2 Likes

i disagree.

just like war thunder training, those are just there in order to help to understand how penetration works and above all, damage.

it’s kinda the same.

or at least it’s hard for me to calculate and quietly shoot enemy considering the damage.

like, i can but roughly.

and it’s not professional nor helpfull when being under pressure.

But that can also be simulated on literal dummies. Just put something like penetration marker on tanks that would represent severity of damage caused.