Barrel sniping is a tried and tested method from WT, and tends to have a more predictable rng outcome. Same in enlisted, so rather than gambling on a partial kill etc, you can easily knock out the gun and take your time afterwards where RNG becomes irrelevant.
In the new repair construct in Enslisted most tanks can be neutralised in 2-3 shots, 1 to the main gun, one to the coax, and one to the tracks. GG - all tanks are equal under this arrangement. I saw a Puma wreaking havoc in a Normandy game in this manner until it got pressured by infantry and got stuck in a bomb crater where the infantry caught up to it and detpak’d it to oblivion.
what Im getting at, those guns on those vehicles its not a gamble to go straight for the kill shot (easily frontal pen kill shot. Its a gamble to go for the barrel instead of just outright killing them.
At least thats the way I see it. As a long time warthunder player, barrel shot is tried and true yes. But only when the kill shot is questionable…otherwise its killshot everytime before barrel.
At the end of the day you have to apply common sense.
IF you have a clear shot on center of seem mass and you’re in one of the heavier tanks then sure go for the hull ammo or crew compartment.
The problem with “barreling” is that now it is not possible to hide as a crew member and fix the damage. Light tanks are now on par with heavy tanks because all they need to do is disable the main gun and maybe the MG and in most cases its GG because the infantry swarm will take care of the rest.
do you really think thats a problem? Light tank (if by light I assume you mean a lower tier vehicle that has no business facing an end progression heavy) is already handy capped by having to be very specific where he aims to only disable (barrel) and not kill, while on the flipside being an easy kill for the heavy tank who doesnt have to be so specific.
Cant say I feel sorry for a heavy that gets countered by a light.
Seems like good counterplay to me, Which is also often used in warthunder when you get uptiered to buggery (or face premium/ event broken tanks) and some tanks you cant pen when you clash, but you can disable to give you a fighting chance.
The difference is that its good play in WT, because the light tank has to close over 1-2Km of distance in potential LOS of the heavy tank and generally has no cover, perhaps concealment if your opponent is not a ULQ cheat, but certainly nowhere near the density of cover that exist on Enlisted maps.
In Enlisted this is not quite the case.
Enlisted maps are much smaller so distance between tanks is anywhere from 100 - 300m on avg, and since the degree of undulations and very high levels of ground clutter, aesthetic or not, LOS is significantly restricted, and so the light tanks have a much much easier time in closing to point blank range, where often they can use their superior Enlisted terrain mobility to dominate.
Medium and Heavy tanks in Enlisted are quite chanelled, they can only go in certain places and the recent track traction nerfs have ensure that no clever tanker is allowed to escape the intended channeling effects.
Light tanks have a little more leverage here, as their better power to weight ratio allows them to get into the desired position quicker and they can often squeeze through the obstuctions.
Now hitherto they could certainly engage heavy tanks in the same manner, but the modules weren’t as sensitive as they have become and when one bailed out that single crew member they could repair in cover.
Once repaired the light tank now had to be careful how it maneouvred, because it can obviously be oneshot if the heavier tank gets the right spot and an avg rng result, and even with slow turret traverse and pivoting, the heavier tank at least had a fighting chance.
With the new change the heavier vehicle is defenceless, it simply can’t repair itself at all, or retreat into cover because light vehicle has the mobility advantage and the repair has to be conducted in the open.
Repairing is fast and doesnt get longer with less crew (In warthunder you can easily be disabled/defenceless for a minute or more)
For a Light tank to push you after disabling you he has to drive right into your lines and infantry.
if you were pushed up into their lines (which is how I play), I accepted I was in real danger before doing it.
If a light tank can do that, I put the blame squarely on infantry for not doing their job. And sadly, in enlisted they more often than not, dont do their job. (A fact that still lets me feel comforatble being an aggressive tanker)
FYI I havent decided if I dont like the repair system. Barely had to use it so far. I like the idea…I think its nifty, and although I know it means I wont be getting off my quick incombat sneaky repair off, that was a rather rare scenario.
However, you’ve clearly played a ton of Enlisted by now, and so:
The repair time is “relatively” faster compared to the previous repair - its still not that fast. The infantry has plenty of time to shoot you, and instead of bailing out and hitting T, you now waste this saved time, which infact can become longer than originally in trying to locate that specific spot that needs fixing, which could for arguments sake be on the other side of the tank to where the game bailed you out. So in terms of gameplay this sucks and is a clear nerf.
This one is a how long is a piece of string type of discussion, because its situational, however I appeal once again to what is a good deal of experience from CBT and ask you how many times has that happened to you as opposed to the more common scenario where you will not be supported by your infantry unless they happen to be literally running past your tank at that point in time…
Playing as close to the infantry in a direct fire support role appears how this game intended tanks to be played so sensibly pushing forward should not escalate “punishment” for trying by massively complicating the repair process.
Just discussing for the sake of it
Not really disagreeing in any particualr points. More just saying that yes it is a "situational nerf, But I currently take solice in that its one that applies very rarely in practice (at least to me), so the nerf is minimal.
If I die, its generally outright from a bomb, Got swarmed or I got too aggressive. Repairing mid engagement to win has been super rare (done it many times but I mean in proportion to battles I have played).
As my crew are all armed as assaulters and I am generaly playng near the objective, If the tank is no longer useful to me, rather than repairing it, I abandon and fight on with smgs and tnt.
*EDIT obviously this mechanic is too new to have experienced properly. needs a good run before ruling yay or nay
Funnily enough, that’s looking to be the new meta for tankers, ersatz assault squads…
I generally maintain a reasonable situational awareness, and knowing the maps helps not to get stuck or obstructed too often, so I can reasonably disengage to repair. But the critical aspect has always been where the damage is sustained.
Since the new changes barrels, MGs and turret traverse rings seem to be the primary point of friction, the tracks engine or transimission can often be fixed either prone or crouching behind the tank. Yeah you lose a bit of time pissfarting about trying to point at the module or running to the other side of the tank if you got bailed out on the opposite side, but there is no remedy for having to climb on top of the tank to fix the Coax, Flex MGs, main gun or the traverse gear box.
haha not new though, Been using tanks as armoured assault carriers for a loooooong time
so far I havent experienced that, (lucky me)…but I did read mention that somethings might eventually be repairable without leaving the tank. I assume MGs/Coax would be one of them (probably breach too)
I’m not sure if breach and barrel are just one module - I suspect its 2.
Being able to repair the breach/gun, traverse gearbox and coax from inside the tank will fix this entire problem, however, if the barrel is separate from the breach, which I think it may be, we’re still not out of the woods, but I’ll take that compromise because I can at least withdraw using my MG to cover myself, to a point where I can effect repairs of the barrel even if it has to be in the open.