Please read this foreword before going on an adventure commenting.
The intention of the proposal are the following:
Reduced equipment disparity between factions. Incomparable/inferior equivalent unlocks removed.
Reduced redundancy by removing filler unlocks that are equal or worse than predecessor unlocks.
Faster access to core II squads to make rosters with. Non-squad unlocks moved to the end of the campaign, increased number of squads to unlock with campaign levels closer to the start of the campaign.
Before the halfway point of the campaign at Level 27 (Raw exp-wise), players are expected to be armed with semi-automatic rifles and 47-50rd LMGs, which are unlocked at level 16 and 19, respectively.
Lowering the power gap between late-campaign players and those who have just started due to the previous bullet point.
Introduce SPGs to the campaign as a viable means of destroying later-unlock tanks.
Weapons and vehicles introduced are restricted to those that already exist in the campaign, as well as weapons and vehicles that chronologically fit the campaign.
All plane loadouts must be available to existing presets in War Thunder.
Introduced weapons and vehicles must have a degree of parity to its competitor’s equivalent level unlock.
Axis additions:
ZH-29 w/ 20rd magazine
Beretta M38 w/ 40rd magazine
MP-717 (r)
MG 34 w/ 75rd magazine
StuG III F
Pz. Kfpw Ausf. F1 using Hl.Gr 38C Shells instead of APCBC
Axis already has the mkb, why does it need all the other auto buff crap on top? I don’t see much of the point really. Would be much nicer to remove some of the fantasy football stuff and not go even more in with Stug Fs and whatever.
The F1 with the 38C HEAT shells can go through T-34 UFPs and retains the rapid rate of fire that other kwk37-equipped tanks have. You can even argue that it fixes the issues of the P4E along with upgraded infantry support due to HEAT in-game acting as a better HE shell.
There’s a 4 level or 720k exp difference between the 1941 and the F2, respectively.