Pre-order: "Thunder in the Sky" tanker squads

I am not entirely sure what made you uncomfortable, but if I offended you, I apologize.

However, I am not quite sure what you mean by “StuG 2.” If you are referring to the StuG III F, it was buffed from BR3 to BR2 in the last patch (which is great news for German BR2 lineups). On the other hand, if you mean the Sturmpanzer II, I agree it is unfortunate that it was moved from BR2 to BR3. That being said, its firepower is simply too overwhelming for BR1 players who have just started the game, so it is hard to say that this BR adjustment was wrong. New players lack game knowledge, don’t know how to position themselves, and don’t even have proper anti-tank weapons. If an experienced player uses indirect fire from a great distance or a blind spot to one-sidedly slaughter them in the open with a 15cm HE shell—which is practically equivalent to an aerial bomb—they wouldn’t want to play this game anymore. I never really cared about that vehicle’s BR adjustment and didn’t even know there was a vote, but I don’t think the adjustment was unfair either.

As for the KV-2, while dealing with it might be effortless for players skilled in CAS (which you claim is just “cheating and score farming”), can’t BR2 ground forces face it now as well? With the last patch, the tech tree StuG III F—which has an excellent gun—was moved to BR2, giving German BR2 lineups a highly capable anti-tank option.

Furthermore, I don’t understand why you claim the KV-2 is overpowered. I also found it baffling when it was down-tiered from BR4 to BR3, but looking at the bigger picture, it doesn’t break the overall game balance, does it? As I mentioned, German BR2 can now sufficiently deal with any BR3 tanks from opposing nations—whether it’s a KV-1, KV-2, T-34, or Sherman—thanks to the StuG III. Even before that, it was still possible, albeit limited, with the Marder. Of course, I won’t deny that this specific vehicle narrows down the choices for other tanks. However, since the Soviets don’t have an decent AA tank like the Kugelblitz, shouldn’t it be perfectly viable to attack them using CAS or paratroopers? Granted, German BR2 players still have subpar infantry anti-tank weapons. The GrB-39 has excellent penetration, but its post-penetration damage is so minor that it is much trickier to use than the Soviet weapons or the American M1 Bazooka. But isn’t that an issue the developers need to address by adding new weapons in the future?
Additionally, the recently added ISU-152 was placed at BR4 because of its faster reload speed compared to the KV-2, slightly thicker armor, DShK HMG, and APHE shells. Given this, arguing that the KV-2—which has a slow reload, only one shell type, no machine gun, and a commander who can’t even turn out of the hatch—should be rolled back to BR4 makes little sense. If you genuinely have a grievance with that vehicle, stop whining to me and make a legitimate case to the developers. I won’t stop you.

Finally, do not assume that you are the only one spending money on this new anti-aircraft vehicles. As a long-time player who frequently plays German BR3 to BR5(of course BR4), I am glad that strong AA equipment has been officially added. However, at the same time, it is true that being located in BR3 brings unfairness to BR2 users. That is why I plan to test it myself on both the Dev server and the Live server, taking it into BR3, BR4, and BR5 matches to engage jets, while also testing it against lower-BR propeller planes, ground vehicles, and infantry to see firsthand just how powerful it is.
Based on the reasons I mentioned earlier, I will cautiously predict that there is a high probability many other players will also come out and say that this vehicle represents excessive firepower when facing BR2 players.

Also the 50mm of the germans can kill the KV2 easily because the flat armor It Pens 106mm of armor the KV2 have 75mm of armor

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Do not make baseless assumptions. Although I used Germany’s MK 103 as an example to you, I never said that the Allies’ quad 20mm is weak. If you had ever used the pre-nerf quad 20mm AA gun against infantry back during the campaign era, you would know just how excessively powerful it was. Granted, the current single 20mm AA gun has reduced damage compared to back then, but it is still undeniably a massive threat when fired at infantry. Now, imagine strapping four of those together with relatively fewer restrictions on overheating or ammo capacity, mounting it on a Sherman chassis, and firing it directly at infantry. As I mentioned before, it will be an absolute nightmare for German infantry(japanese infantry too) equipped only with the GrB-39 or Sturmpistole. Furthermore, if it completely shuts down any approach from decent (but slow) BR2 aircraft like the Ju 87 and IAR, it leaves almost no options available. The only choice left would be to sprint like crazy, pray, and try to throw TNT or an explosive pack at its side—though you’d likely get shredded by the quad 20mm before even getting close. Naturally, it will completely deny paratroopers as well, leaving tanks as the only remaining counter. Should we face it with a Panzer IV E? Fortunately, we have the previously mentioned StuG III, but it is an undeniable fact that this strips players of multiple tactical choices and forces them into a specific, restrictive counterplay. And even that is only feasible after successfully destroying the enemy’s other 75mm or 105mm Shermans first.

Although I do not play War Thunder myself, according to the data I have gathered, the Skink’s 20mm in WT has a HE filler of only 6g—significantly less than the Kugelblitz’s 84g—and a smaller ammo capacity of 120 rounds (though still superior to standard AA guns), along with inferior AP penetration. Despite this, its anti-air capability remains exceptionally strong; it is more than enough to deal with BR5 jets like the Me 262 or Kikka, making it absolute overkill against BR2 propeller planes like the IAR, Ju 87, and Reisen. As I said, the current single 20mm is already sufficient to handle not just those specific planes, but all propeller aircraft in this game. Anything beyond that—at most, a dual 20mm setup—would be the appropriate level of firepower against propeller plane.

Since it is inferior to the Kugelblitz’s firepower in many aspects, it might be difficult to definitively argue that the Skink’s BR must be adjusted. However, it remains a highly menacing vehicle for BR2 players. While I am hesitant to directly demand a BR adjustment for the Skink myself, if such a discussion were to arise, it would be hard for me to blindly dismiss it.

Can’t you just wait patiently for the test data to come out before making any statements? What I see are you two Soviet players, relentlessly demanding the Blitzkrieg anti-aircraft vehicle be nerfed without any reason. It’s just an anti-aircraft vehicle, and a derivative of the Panzer IV at that. Do you really think a 30mm autocannon is more powerful than a 75mm anti-tank gun? That’s a bunch of ridiculous arguments.

Bruh, you really don’t know what you’re talking about. Even if it’s not in the live game yet, it’s an asset copy-pasted straight from WT, and the guns it uses are already available in this game. Are you seriously not aware of that? Have you even flown an aircraft equipped with the MK 108? If you had, you’d know just how devastating a 30mm HE shell is against infantry. Given that, the results for the MK 103—which is known to carry even more explosive filler than the MK 108—are blindingly obvious, aren’t they? Even a single MK 103 on the Do 335 can inflict massive damage on jet fighters without even using HE shells, and it easily punches through ground vehicle armor. Now imagine dual MK 103s ripping out 900 rounds per minute, with plenty of spare ammo and a generous magazine capacity, being placed at BR 3 to face BR 2s?

From where I’m standing, you’re the one whining endlessly for absolutely no reason. My entire point is this: the dual 30mm MK 103 (and to a slightly lesser degree, the quad 20mm) doesn’t just shred infantry and ground vehicles. Its sheer firepower alone can fundamentally shut down any low-BR propeller aircraft trying to approach. Also, it can easily neutralize paratrooper transports and the bombers called in by radiomen, stripping away numerous strategic options from the players. And you still can’t comprehend why that’s an issue?

If you’re making that argument based solely on the hull and the caliber, that’s just laughable.:joy::joy:
By that logic, the American 76mm Shermans should be placed at BR 3. The 76mm Sherman sits on a mediocre BR 3 chassis, has a gun with penetration similar to the Panzer IV’s but with far worse HE performance, and yet it’s placed at BR 4 just because it can penetrate a Panther’s turret. Would you call that unfair too?

Of course we’ll only know for sure once we try them out on the live server. But if those two AA vehicles end up underperforming against BR 2s at BR 3, it will only be because their damage gets weaked into oblivion—just like the previously nerfed 12.7mm on the M13—or because they overheat so fast it feels terrible to play. Or, they’ll become utterly useless, just like the AG2 which turned into dead weight due to its abysmal damage.

Instead of letting them become garbage like that or too strong at BR 2, wouldn’t it be much better to give them an appropriate BR so they can go hunt jets and high-BR, high-power propeller aircraft instead?

Dude just give it a rest. Everyone is quite happy with the BR 3 placement and those who aren’t are the pilot mains who are constantly flying around uncontested bombing everything. At least they’re going to be a premium vehicle and you’ll rarely see them otherwise if you do find yourself up against one, literally just bully them by spawning a tank.

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I mean we haven’t even seen the event version of AA tank yet for all we know they might be even better or worse than these premium one.

Of course if the pattern is right it should be all faction or at least the USSR and Japan probably

Anyone know what camos we can get for the Skink?

I can now completely refute your sophistry, because the overheating of the 30mm anti-aircraft gun on the Spherical Lightning anti-aircraft vehicle is worse than that of the heavy machine gun bunkers built by engineers. You don’t need to compare Enlisted with War Thunder’s data at all; these are two different games. If you’re still not satisfied with the new advanced anti-aircraft vehicle, then you should go back to playing War Thunder instead of complaining on the official Enlisted forums!

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Everything he said was just personal bias. He thinks that the anti-aircraft vehicles that are powerful in War Thunder are equally powerful in Enlisted, but he forgets that Enlisted is a game primarily focused on infantry combat, not armored vehicle warfare. This is why I dislike War Thunder “armchair experts”—they don’t understand but still offer random advice, which is extremely annoying.

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Do the devs intend to change something about the AA vehicles again or are the vehicles from the test server the final product?
Would be nice to know before deciding if they are worth the risk to pre order still.

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They need to change the stupid overheating mechanics and fix the loader bug on the skink.

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On updated test server Skink overheat was reduced so it’s possible to fire all 30 rounds in single burst without overheating.
In actual match I believe a short pause in firing still would be needed to prevent overheat as it’s calculated differently there (maybe due to lag?)
Loader bug supposedly fixed (can’t test because giving different perks to premium crew by-default is beyond dev’s skill).

Still not sure if giving Skink a mix of AP/AP/HE shells in a belt while Kugel gets AP/HE/AP/HE mix is a good idea.

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I guess I was very much to optimistic to have hoped for anything at all.

Guess I will have to expect them to to silently change all the rounds into inert practice rounds because someone probably complained and people already paid for the preorder.

Good to know that my money is better spent elsewere.

This is not how 100% condition should look like.

And this is kinda lame ngl:
image

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Does anyone know if the Commander also functions as a secondary loader for the Skink and/or Kugelblitz?

I haven’t played a Skink yet. But the reload time on the Kugelblitz is so fast that I really haven’t paid attention to whether someone is a loader or not.

Why does it say console players can buy the bundle after patch, I can only see separate vehicles on offer on PS5?

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made a post about this - waiting on the pre-order pack to be available for purchase

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