Update 0.1.11.27 Feedback

I did headshot twice

I find myself really agreeing on many points that you’ve mentioned. The “proper nerf” engineer class is odd to get is limit what they can build by teams rather than individuals, means each team could only get upto X amount of this & that built by anyone, note that a shot down MG on the MG-nest (while the sandbags are still standing) should still prevent that team from build another if they hit the max unless it get removed.

I’m on same boat too regarding the sprint impact, it really doesn’t make sense as long as they normalized movement speed regardless of the currently equipped weapon, I’d say if they want to tinker with it is make it based on the total of what you are carrying (& even this doesn’t suits the game to be frank).

When it comes to the AI I doesn’t see any difference from the very first time I got invited till the moment (the aim thing is true but it’s influenced by stars), the issue with them now is that they are way frequently bumping into the player running in front of his aim & some time ram him while running which disturb aiming (this was happening before but the intensity of it increase significantly in one of the update they’ve done previously).

There are stuff that you didn’t mention that has to be brought into attention imo. First, is “Untrained tankers will now aim separately in the horizontal and vertical axis.” this thing is extremely horrible & I’m to question whom came up with it & what was it suppose to achieve. What this actually does is even give a further advantage for progressed players & deny new recruits the ability to actually respond to the enemy.

If that was suppose to deny let’s say other soldier squads (like general infantry, assaulter & so on) it would be understandable since tank crewmen should have an edge using their equipment compared to untrained soldiers in that sphere (not trained to use equipment like tanks).

Second. “Zone capture progress now changed from a numerical to a graphical indication.” although now it look nearer I’d rather see it displayed numerically, although some might say it’s not that much of change I’d rather have a better displayed info, being able to change it in the option menu would be a good (bsaically this allows for detailed info which is power in some sort).

Totally this is a positive update, map testing is still to be evaluated although it look amazing & really unique to anything Enlisted players experienced, really liked that fact that PPD hits not registering got fixed & was surprised it was the animations doing (if not something else that got fixed without it being mentioned). I won’t deny that I was expecting more to it but I guess the map thing is big enough.

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Would punish good players for the mistake of bad players.

Mind you, I can not see or know if a bad / troll player built a MG nest somewhere in the bushes far off the map and shot the MG on it.

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cheers, i wasn’t expecting something to read at all ^^

oh jeez. i didn’t payed attention because i don’t usually play tanks. i was about to, if the pzIIIb would have been replaced. and i do agree here. i don’t understand the point. wouldn’t have been much better if the tanker would have remain untouched, by upgradable through perks.
quite a mess here.

well, i did mentioned this, but again, it’s not very realistic in my opinion. but at the same time, i’m not sure devs are pointing for that.

i guess everyone was expecting a little more, but again, for now, it’s an ok update.

sadly, not better as i wished, because german weapons still feel weaker, perks are keep breaking everyone’s fun, and pz3b is widely avoided. still many other issues. but i’m just hoping it’s a matter of time. for the rest, we’ll see.

again, cheers ^^

P.s. i did not mentioned your first sentence, because cat answered preatty much like i was going to.

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They’re taking the crew progression from war thunder and putting it into enlisted, which is absolutely stupid and will drive players away in the long run, but alas gaijin/darkflow is greedy…

yup.
Big diffrence in “5+1” and “5+20” soldiers in a cap. It only shows the first bunch.
In the former, I would go in guns blazing, in the latter I would spam grenades.

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I have been saying for ages in War Thunder that buying crew stats is low-key OP but nobody ever talked about it.

Finally caught up here at least.

I’ve noticed, although I wasn’t referring to the PPD. I was saying they need to remove the vitality and horizontal recoil perks.

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Of course it won’t be just single MG-nest per team let’s say 3 & any engineer could build up to 2 alone, What it would do is limit camping equipment that are really need a reevaluation by a whole team thus they are reduced at one hand & the prevention from their build in such way where they can entirely lock an entire section of a map (the cost of getting rid of it is too much to the point you are nearly lost).

This is also to a degree correct since many engineers isn’t of the best things as one would be able to provide the class’s utility thus still not that many soldiers of that type around. For the trolling part, this will happen regardless as I was it happen one, built 2 respawn points where a Panzer have clear shot into them & people were dying on respawn by the masses (invasion), the way to combat this is due to a report system to punish/inconvenience such players (I’d say a vacation for sometime is odd to do it, no less than 2 weeks).

I don’t play tanks that much myself but I won’t hide that I really think that change was specifically made to screw over players for premium stuff to be added later on (I really can’t find another explanation to it), Still crewmen are way lacking of the department of perks are could be beneficial to them while playing to their strength (their vehicle).

I hope as same as you do although the time it takes for the updates to come isn’t of the best, even if you would consider that some changes would even require to reset the accounts to get an accurate test samples & to draw a conclusion, I wish not to see anything similar to the CBT ever again anyways which is the thing that is putting me on unrest.

It tell you all you need to how things are going to be although even in that game aiming mechanism is through modifications not crew training, it is as if they truly believe that War Thunder is perfectly ok with everything it does & it’s a matter of copying over (hence all the fear coming from which also doesn’t support confidence in the devs).

The numerical thing is more of preference than anything else imo having it as an option in the menu would be good, they basically have them both now it’s a matter of a toggle.

Soo you are telling me you need 2 clueless/troll people on your team to lock your team out of MGs. Doesn’t exactly fix things.

With a spawnpoint that gets camped you can simply not spawn on it.
You can not exactly search the entire map for a sandbag without a MG on it

Most of the time those will be destroyed by AT grenades & they are either built strategically (away from action) by skilled player or closer to action which would guarantee their destruction anyways, still with trolling players a punishment should be the answer.

For the spawn point, in one of the old maps (forgot the name but it’s with the church B cap point) it could be built closer to the enemy respawn point & intercept their path, with the amount of people respawning there it was hard to deal with it since if not 100% of those spawned there were the SMG premium squads while my team was bleeding points (not yet finishing a squad another premium take it place & it so kept snow falling).

I’d say that respawn points specially in conquest should be construable past a certain line (which will be sorta the middle) but this is to be tinkered with to see how it goes.

After the major updates, I have some complaints to make about the gun selection.

First of all, the machine guns were changed, with the Soviet DP-27 turning into the Madsen and the German MG-38 turning into the MG-13. Now, I do not mind “rare” weapons even if they don’t make much sense, it makes the game more unique and puts the spotlight on not so well known weapons. My problem with this, however, is that they seem to be fully replacing weapons like the previously mentioned machine guns which were way more iconic and present during the Battle of Moscow. Of course, all of this is a no-no for me.

Second of, some of the weapons like the SVT-40 and the non-sniper SVT-38 have also been removed for some reason. This doesn’t seem necessary to me and it is a bit weird to just get rid of these weapons for no apparent reasons.

In the end, I do not expect these weapons change to be permanent, but to not properly warn the community of it is itself a bit confusing and worrying. I think Gaijin has handled the game quite well so far but there are always these small quirks, that can seem to be way bigger than they actually are, that sometimes slip out. I believe this is one of them and thus why I’m addressing it.

Overall really great update. But I do have a some complaints. For one thing ( and correct me if im wrong) the Kar still does less damage than the Mosin. It’s only like 1 dmg but still, they should both do 15. Then the premium squads… Why didn’t these spawn of satan get nerf to the ground??? I will keep complaining about them until they get nerfed. But the new map is fantastic, I can only give praise for that. The new weapon models look really good. Overall great update but you guys still need to fix some stuff.

I really like the new map, gun models, sounds and changes made to engineers. There are still things to improve or change like balancing premium squads, RNG or other stuff mentioned on the forum, but in my opinion the game is getting better and better.

Semi auto’s were bugged in that if you fired them too quickly they would sometimes not register, or register twice, meaning you can fire more bullets or less bullets than your magazine holds. That’s why they were removed afaik.

First off, new map is fantastic, only had a chance to play it once so far (Opinion may not be as detailed as others!) The only thing I can think of is the cap on the second floor of the large rectangular building could maybe be a tad more dynamic, having a full clear out assault team with shotguns/grenades/molotovs makes clearing it out and holding it probably a tad too strong especially when only two stair cases lead to the cap point, maybe a ladder or low roof to climb into the building from other angles would be really cool! Other then that small criticism I find the map flows really well!

New weapon models, have to say are very impressive give a much more realistic feel when using each gun! Always love graphics updates and changes, hopefully more too come!

A.I, now this have been definitely improved in my opinion, instead of being endlessly mowed down by enemy gunfire and tanks, they actually sometimes get 1-2 kills, which is always very welcome, their pathing can still be improved though, I.E, when I’m trying to fire out of a window, they have a tendency to either run in front of me, of start too slowly push me around by walking into me.

My biggest thing though that I would like too see improved in the next patch is the logistics system, I’ve seen a lot of criticism about it and I do feel inclined to join them. It’s very basic, and a little messy. My RNG when it comes to loot boxes isn’t great, for example, I play mostly Riflemen and Assault teams, I love the close in fighting and weapons they use, but when it comes to trying to collect new weapons to rearm my Assault teams, I have very few med kits, grenades, explosive packs, and most importantly, quality unique weapons. So far I’ve played the sniper team once, but I have received 10+ scoped Mosins, which I don’t use, and barely any equipment that actually would be useful for me due to the randomness of getting weapons. I propose the idea, (which may or may not have been already suggested) of class specific logistics. So Instead of getting a multiple Campaign level 1-5 weapons deliveries just for the chance at a shotgun, I can get an Assaulter weapons delivery. Which has the basic Mosin Carbines, Mosin Rifles, Dragoons etc, but has the higher chance of dropping assaulter specific weapons like the shotgun, and SMGs, instead of say scoped rifles, and may have a better drop chance of explosive charges! I’m not sure how well this system may work, but it’ll mean that if you don’t want to play a specific class, you don’t end up collecting weapons for that class you can’t use. It could also apply to Troop Reinforcement. With Troopers being available too every class (except for vehicle classes) and specific troopers to that specific class having a higher drop chance and higher chance of better veterancy?

Other than this improvement, I can say the patch was well received on my end, and I hope too see more like this soon!

  1. Bots. 100% more bots on the Russian teams you might get into a game with 4 other real players if your lucky. Since i play on the pc i do a bot test i say something at the beginning of the game and if someone responds i know they are a real person if the dont either a bot or xbox player. But the scoreboard is the real evidence anybody under 25 ish kills in an invasion game and like 13 or more squads lost most likely a bot which is really most the Russian team. Now this could be addressed by putting the same amount of real players in a game and the rest be bots for example if matchmaking could only find 4 soviet players and the rest bots put only 4 real German players in and the rest bots.
  2. Tanks. The amount of German armor i kill a game is ridiculous i usually bag 6 on average in a invasion game i have gotten to the point where every single one of my troops carries an explosive pack no if ands or buts. Now tank combat is pretty even i feel but again we run into the problem where there is usually more German players ie more tanks on the field then the Russians . Now this could be fixed i feel with with a Limit to how many tanks can be spawned into a battle. for example the Germans could only get 10 tanks and once the go through them no more can be spawned because we all know Germany went with quality not quantity. Now the Russians can have 15 tanks be spawned ect.
  3. Weapons. The PPDs are now decent but still pale in comparison to the MP counterpart which is fine if there going off historical accuracy. Now this brings up questions about the Campaign tree for me as i see Germany gets a upgraded MP and we get the toz shotgun i didn’t really get this. and the same can be said for the MG 13 and Our Winchester rifle. don’t know whats going on there but they could balance that out a bit. Now with lmgs i feel they could cut down the recoil on the Russian Madsen as that thing kicks like a mule if you don’t use it like a sniper rifle and single shot with it im guessing the same can be said for the German counterpart. this could also be fixed with things like bipods and being able to mount your weapon on things like windows ect.
  4. Anti tank rifle. I decided to make this a separate indent because i think it needs some attention. I think they are wonky as hell you take the russian ptrd to the training ground and you can hit every target dead accurately in the center no matter the distance. Now this in a game i can aim for the engine from the side of a stationary tank from 100m away and somehow hit the top of the hatch i have no idea what’s going on there as this has happened countless times where i am perfectly aiming for a part like the transmission and somehow hit the mantle of the gun from a short distance as well. Really with the ptrd you should be able to pen any tank from 100m away as the thickest armor on any tank available at this time is 34mm and at 100m you can pen 40mm sometimes this gets over ruled by things like the rollers on the tracks where it completely negates the shot is something that could be addressed. This weapon could really help the balance of things as tanks are always a problem for the Russians and having a good viable armament that people can use against tanks would be appreciated. But for now i feel its very temperamental to use in combat.
  5. Ai is alot better but still fodder most the time which is fine if its someone controlling them but when you have bot players sending them along a predetermined route only to get mascaraed by a player that built a mg or mortar spams in a invasion game it really hurts those ticket values

The tanks in the game rn are pretty balanced against each other.
The issue is not germany having more tanks, it is germany having more players to drive those tanks and russia not having enough players that can destroy them due to all of the bots

No, not really. The PPDs are not absolute monsters at shorter distances and have a much higher DPS due to both having a higher RoF and dealing more damage per shot. The MP28 also got nerfed from 32rds to 20rds so it has less magazine capacity than the stick mag PPD, and the MP38/MP40 have 32rds which is less than half of the drum PPD, which sits at 71.

The only argument that can be made in favor of the MPs is recoil, which is subjective and can be counteracted by recoil perks.

You actually get a German shotgun called the M30 Luftwaffe Drilling that got renamed to TOZ-B.
The “upgraded” MP38 is actually the equal to the stick mag PPD. The MP28 got nerfed pretty much into oblivion.

All your rifles still deal +1 damage compared to ours (15 vs 14) which does matter against the premium soldiers with health perks.

it’s accuracy is shit, sadly that still hasnt been fixed.

that’s 40mm against flat armor. After going through 34mm flat armor the shell has barely any energy left and would deal rather little damage. Any angle between the bullet and the plate will straight up make it impossible for the PTRD to go through

How exactly are rollers and tracks, which both are like 30mm equivalents of spaced armor, not supposed to handle like armor? It’s not like the bullet can just magically phase through a track made of solid steel.

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you make some great points but i should clarify further

pretty sure i touched up on that with

This didnt make much sense to me. I get your point about RoF but that’s realistic. But the MP 38 has actually more damage per shot at 5.7 compared to 5.5 of the ppds also why does the ppd lose more damage over range 5.5 at 10m while only 2.8 at 100m compared to the MP 38s 5.7 at 10m and 3.3 at 100m now from information gathered online from what i know and what is given to me in game the ppd has a 450 muzzle velocity (in game stat) and a 7.62 round (realistically 7.62 x 25 Tokarev) while the MPs have 400 muzzle velocity (in game stat) and a 9x19mm round now with that information we can deduce that the ppd should actually have more damage at a further distance then the MP. Now there is not much difference in the 7.62x 54 mmR round that russian mosins used compared to the 7.92 x 57 Mauser the germans used for most there rifles the biggest difference is muzzle velocity with most mosins having roughly 800 and up while the Kar and others usually only had 750 ish. Now in case people dont know muzzle velocity is the velocity with which a bullet or shell leaves the muzzle of a gun. Generally speaking, a higher muzzle velocity correlates to a flatter trajectory, meaning there is less bullet drop over a given distance when the velocity of a projectile is increased. So yes the mosins should be harder hitting and should keep more stopping power at a further distance and the same goes for the ppd.

I have also looked into this and your partially right but i also didnt clarify so my bad. Has anyone ever wondered why panzers have side skirts? well its because russian anti tank rifles where such a threat to the lightly armored sides of the panzers at the time (fun fact of the day). You got me thinking ok well if rollers and ect could act like spaced armor what kind of damage does anti tank rifles do against it and can tanks move without them or for how long. I looked around online for about 30 min and i couldnt find much but if you told me that if by shooting the parts with a AT Rifle on a continuous track system like 1,3 or 4 i couldnt damage or outright track a tank i probably wouldn’t believe you.image so at the bare minimum atleast allow the tracks to become more damaged over time as you shoot them with an AT Rifle to the point where they become tracked and immobile. Yes i know you can track tanks in this game i just have not done so without using an AT gun, another tank, or an explosive pack never with a AT Rifle.

Correct me if im wrong as i just checked and saw it changed but until a while ago i thought the bundles you had to buy to play CBT had the lower priced version which gave you only german premium or the higher price bundle which gave you both. If this is true then everyone who bought CBT access before the change have at least german premium squads which is why more people might be playing them i dunno but it could probably be said that russian players go against more premium squads then german players do. But i think arguing this point is moot as its your money spend it how you like. Besides if you think about it its like you just bought yourself a premium tank in war thunder. Should the vitality perk go away could be debatable as it does take alot of time to get your units up to 5* i believe thats the minimum for getting the 8 points needed for the vitality +35% perk and i dont know how far people have gotten but i only have the rank 5 premium squad and mostly there rest are 3s and 4s and im rank 14 as russia