Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

War Thunder : WoP - simmers wet dream

SmartCheetah

Arcane
Joined
May 7, 2013
Messages
1,076
Yeah, it is obvious, but looking at players who fly arcade even on ranks 10+ I can tell that they have no idea how to freaking play this game, trying to turn'n'burn people in 109's or Fw190's. The shooting in front of reticule itself isn't that hard to figure (but I'm still seeing people who waste all their ammo with 1-2 hits scored only, lol)
 

Hoodoo

It gets passed around.
Dumbfuck
Joined
Jun 5, 2009
Messages
6,675
Boom and Zoom? Turn an Burn? :oops: Im ok flier, usually end up top 3 by making sure to climb and weaving like a spaz. Being chased entertains me more than shooting people down mostly. (unless they 1 shot your pilot or something)

any tips on op planes/which crew stats to train etc? From what I've read spitfires seem to be the fighter of choice, while the russian bombers can rack up alot of exp with the back gunner.
 

yeye

Augur
Joined
Dec 14, 2009
Messages
285
Holding c lets you turn the camera while the plane moves in the direction it was facing.

Train g force resistance (I forget what it's called) to 15 first, then visibility, keen vision and vitality then reload speed, repair speed. This is in hb, in arcade I'd say bump reload speed up right next to g resistance since you can reload in the air.

OP planes right now are Beaufighter and Corsair. Anything Russian you fly will perform very well since the devs are Russian and they can't help themselves. If you just play arcade you can't really go wrong with Russia/Britain. Germany has decent turn fighters in the early tiers and great energy fighters later. Yanks I don't fly at all but they're similar to Germany. Japan has slow paper planes that are the best turn fighters in the game. Ki-43 at tier 2 is basically a Zero without cannons so a good example of how Japan works.
 

Hoodoo

It gets passed around.
Dumbfuck
Joined
Jun 5, 2009
Messages
6,675
also the butthurt over ramming in this game is hilarious

game I played yesterday the QQ devolved into "fuck america I ram my plane into trade centers"
 

SmartCheetah

Arcane
Joined
May 7, 2013
Messages
1,076
ljnx.jpg

q7gjzg8n.jpg

4kth.jpg


Looks like tanks are really near, as they pushed them into "Aviation" tab on gamescom, LOL.
 

Hoodoo

It gets passed around.
Dumbfuck
Joined
Jun 5, 2009
Messages
6,675
Drive huge distances and then get taken out by my dual cannons. :thumbsup:
Have fun tanktards
 

KoolNoodles

Arcane
Joined
Apr 28, 2012
Messages
3,545
As much as tanks will get owned so hard by planes(as they should), I'm really looking forward to how they implemented them and also navy ships. At the least it's pretty damn ambitious, and the flight sim part is great for a free MMOG.
 

SmartCheetah

Arcane
Joined
May 7, 2013
Messages
1,076

Alpha tanks.
Btw: They're going to hit open beta very soon. End of November, I believe.

Oh, and for those who ain't playing right now - it's a good time to score some kills. Why?
http://warthunder.com/en/news/251/current/
I know some people who did this in 1-2 days and already unlocked on of the premiums. Personally, I'm trying to get Dora13.
 

SmartCheetah

Arcane
Joined
May 7, 2013
Messages
1,076
Moar tanks. This time from expo called "Igromir 2013". Too bad they're talking in russian.

I think I'm already in love. Combined battles (Planes + tanks) are awesome. Planes don't have icons for tanks(even in arcade!), so it's not that easy to hunt a ground target so easily. No stupid "spot" system which was in WoT is another awesome thing.



Anyway, enjoy guys. It looks pretty decent as for arcade mode. No information how HB will look tho'



unbenannt-1ogst0.gif


And quoting some bro from WT boards:
My take for those unable to see the twitch (I have watched two matches so far), please bare in mind these were ARCADE MATCHES ONLY!:

1) Controls and general “feel” appears very familiar as a WoT player with the new physics engine, you can capsize your tank and get stuck on impassable terrain.

2) Aiming/shooting – simple reticule, there is a limited view zoom (seems approx. x4). No aim time waiting. You can see your shells moving in the air, shell drop and “true” ballistics seem to be evident.

3) HUD – very simple. Hotkeys for type of rounds + artillery support call (again, familiar to WoT players exept arty calling).

4) Artillery – seems to be “off map” support, however MAY be based on Ai artillery pieces that are present on the map and therefore valid targets for aircraft (if they get bombed out, you get on Artillery support!). Calling it down is simple, limited to TWICE per match (per player I assume), the aim reticule is similar to WoT arty in size but does not reduce, accuracy is not good but it puts down a small barrage (think CoHo artillery).

5) Viewing system – REAL VIEW!! If a tank is there…and its within your view range you can see it!! If its hidden…you cannot see it! Simple and OMG so overdue!! NO unrealistic highlighting of enemy tanks when you aim at them, when you see them their ID still pops up but basically it’s the same system as for aircraft (thank god!).

6) Maps – maps are the same size, however, deployment zones for the tanks are similar to deployment areas as they are now on the maps (where ai tanks spawn), so total combat zone is about a third of a full map as we have it now. This is still a large area. I don’t know if you can leave this deployment area however and travel areas where aircraft can go. The level of detail is extraordinary! The screenshots we’ve seen are EXACTLY how the maps look. There is lots of natural cover, roads, gullies, rocky outcrops etc.

My summary: ARCADE battles are a real competitor for World of Tanks. Whilst very similar in gameplay, there are key differences (far better graphics, better spotting system, realistic ballistics etc).

This will do me for now! I’m very interested how Historical will play out and what the differences will be.


More gameplay videos tomorrow.
 

SmartCheetah

Arcane
Joined
May 7, 2013
Messages
1,076
No HP's. Damage system is similiar to planes, so you got "hidden" HP's for specific modules. Thus, it's all about destroying these modules, not making someone's HP bar go low.


Few bugs in this alpha are kinda worrying, but all in all - it's alpha. Sooner or later they will do something about it.
- Wonky physics. Just look at the Stug doing 180° because of some stupid little rock, lol.
- Disappearing wrecks. Wtf.
- Immobile tanks shouldnt "explode" and disappear. IMO they should stay where they are. It works like that with planes. After crash landing you can still sit in your plane and watch things from that perspective.
- Weird fire effects.
 
Last edited:

SmartCheetah

Arcane
Joined
May 7, 2013
Messages
1,076
I believe they were saying something about making Oceania server in the future. At the moment, I played with some Aussies and they mostly have no problems on russian/chinese servers.
 

SmartCheetah

Arcane
Joined
May 7, 2013
Messages
1,076
What can we expect out of the early WT tanks(end of november?) beta?
!ussr_tank_tree_eng.jpg

!ger_tank_tree_eng.jpg

That's the really nice lookin' beginning. I'm curious what kind of American and British tanks they will introduce in future. And IF they will really try to avoid introducing prototype stuff.
 

Destroid

Arcane
Joined
May 9, 2007
Messages
16,628
Location
Australia
At least without all the a-historical guns, tanks that traditionally had formidable armor will also have it in the game.
 

SmartCheetah

Arcane
Joined
May 7, 2013
Messages
1,076
Have they fixed the flight stick controls yet?

Hmm, I'm not really sure BUT people ain't really whining about joystick problems anymore, so either they were solved or they simply found out some kind of solution to these. I'm more of HB player than FRB (I played it only several times) so can't really tell. Arcade/HB is still friendlier for mouse/keyboard aim users.
 
Joined
Mar 10, 2011
Messages
1,160
I started playing this weekend. Mainly I'm waiting for tanks since it promises to be way, way better than WoT and it's peek-a-boo HP bloat bore, but I thought I might as well try planes and maybe get myself some Stumovik or Stuka to torment tank players in near future.
I'm too popamole as far as sims are concerned so I won't be diving into full simulation mode any time soon (besides I only have gamepad, would need to purchase a lot of stuff first, like webcamera for head tracking, actual joystick, throttle controller) with that said arcade isn't bad. It would be cool if they added joystick only, no "buffed physics" arcade mode though I guess they don't want to fragment their playerbase too much...
 

SmartCheetah

Arcane
Joined
May 7, 2013
Messages
1,076


The Long expected Update - 1.37 - will bring several significant changes to the game, such as:

A completely different progression system. All vehicles are divided into 5 ranks instead of 20, to get a new aircraft a player will have to research a previous one, researching the desired vehicle has become faster.

New render with the support of DirectX 11, improving graphics quality and performance up to 25% (on some video cards).

Many of new planes have been added, such as the Soviet fighters the I-185 and the La-9, the American P-400 (an export variant of the P-39 Airacobra for the RAF). The German Bf 109 F-1 and Bf 109 F-2, The Hs. 129B-3 attacker with an incredible 75 mm cannon, the series of Japanese Ki-84 fighters and others.

New “Custom Battles”. Now the battles are hosted on a dedicated War Thunder server and not on the player’s side. This will provide ease of use and a high quality connection for online tournaments, clanmates and for all those who play custom battles.

More than 70 aircraft have their Flight and Damage models tuned to fully meet the historically accurate data. Please refer to our forums for the full list and current flight models state report.

The mission editor is now added to “test flight” mode and you can test any desired aircraft in different situations, choose the scenario of a battle, the weather and the number and power of your opponents.

Dynamic Campaign mode has been significantly reworked.

8 new maps added for different modes.

Full list of changes:

New aircraft

Germany:
- Bf.109F-1
- Bf.109F-2
- Fw.190A-8
- Fw.190D-9
- Hs.129B-3

USSR:
- Yak-9U
- Yak-9UT
- MiG-3-15(B) K
- I-185 (М-82)
- Lа-9
- Fw.190D-9 (premium)

USA:
- P-400
- F9F-2

UK:
- Tempest Mk.V (Vickers P)
- Tempest Mk.II

Japan:
- A6M3 mod22 Ko
- A6M5 otsu
- Ki-84 hei
- Ki-84 otsu
- Ki-84 ko
- B7A2
- A7He1 (premium)

Game play:

- A New player’s progression system, see details in Developers’ Diaries. ;
- Any researched but un-purchased aircraft from 1.35 can be purchased without researching and upgrading previous planes in a line.
- “Custom battles” are now hosted on dedicated servers.
- “Custom Battles” can now have up to 32 players in one battle “
- “Dynamic Campaign” allows a player to choose a historical period in which the mission will take place.
- Planes for the “Dynamic Campaign” Missions are chosen by the server. Players have an opportunity to fly aircraft they have not bought/researched yet.
- Cooperative mode in Dynamic Campaign and Quick editor is temporarily removed; it will be returned a little bit later, reworked and improved.
- Distance for “highlighting” of ground targets in Simulation Mode (previously known as FRB) is reduced by 1 km
- New options for purchasing Golden Eagles (more variants of GE packages have been added)
- Bots now do not now fly biplanes only - they use aircraft of different types and ranks;
- The “Marker” system has been changed. If an enemy has a higher altitude than you, it will be harder for him to define the type of your aircraft against the ground (distance to recognize aircraft type has been reduced by 20% when the plane is against the ground)

Interface:

- Game modes have been renamed: Historical Battles are now known as Realistic Battles, Full Real Battles are renamed to Simulator Battles
- In the player profile the level and miliatry rank(Prestige) are displayed. Military Ranks(Prestige) are awarded for reaching certain levels.
- Aircraft and battle settings in “Custom battles” can be changed by the host without exiting the game room and closing the session
- Modification window interface changed, research tree interface changed

Graphics:

- New render with DirectX 11 support.
- Graphics for all maps and locations have been reworked.
- Models and cockpits for certain aircraft have been fixed.
- Visual models for the I-16 type 18 and the I-16 type 28 have been fixed.
- Pilot indicator is added for air brake status, the modifications are mounted on the wings Ju.87 B-2, R-2, D-3 and D-5;
- Changed the reflex sight on D.520, N1K2-J, N1K2-Ja;
- Fixed and fully functional counters for ammunition status on the Bf.109 series (Exception is a numerical counter in the Emil, others have visual indicators);
- Added ammunition counter bar indicators on all aircraft series Fw.190, the A-5/U2 , F- 8, as well as on the A- 5 ( shows ammo MG-FF) and A-8 (not functioning due to the absence of pendant arms);
- Added the ability to put on the ground adjusted trim tabs. (Which cannot be adjusted in flight);
- Improved rendering of fire, explosions and smoke ;
- Added a new effect for burning fuel tanks . Each fuel tank has its own fire effect.

Sound:

- Reduced volume of sound effects for aerobatic smoke;
- Added sound effect for indication of game start whilst client is minimized;
- Optimization of sound interface parameters;
- Fixed sound settings of multiple bullet hits on the player aircraft;
- Added new sound effects for the gun BK-7, 5 inside and outside the cockpit;
- Added new sound effects for the gun Vickers Class S inside and outside the cockpit.

Changes in DM:

- Fixed the damage model for the XP- 55 ;
- Wellington ( all models) - Fixed the damage model of the fuselage ;
- Fixed the damage model for the D.520 and D.521;
- Fixed the damage model for wings of IL-2 , IL -2M , IL- 10 .

Changes in FM:

Flight models partially adjusted or completely corrected according to datasheets/passports :
A6M3, A6M3 mod 22, A6M3 mod 22ko, A-20G-30, A-26C, A-26C-45-DT, B-25J-1, B-25J-20, B-25J-30, Havock Mk I, P-47D-25, P-47D-28, I-16 type 18, I-16 type 28, P-400, P-39Q-15, Typhoon Mk-Ia, Typhoon Mk. Ib, Typhoon Mk. Ib/L,I-15 bis, I-15 WR, I-15 М-22, I-15 K, I-185 М-82, Yak-3, Yak-3P, Yak-9U, Yak-9UT, Yak-9P, P-26A-33, P-26A-34 M2, P-26B-35, SBD-3, Tempest Mk. II, Tempest Mk. V, Tempest Mk V (Vickers P), P-36A, P-36A Rasmussen’s, P-36C, P-36G, B7A2, FW-190D-9, FW-190D-12, FW-190D-13, Spitfire L.F. IX,SB-2 M-100,I-153 М62, I-153 P, Ki-84 ko, Ki-84 otsu, Ki-84 hei, Swordfish Mk.I, B-17E, B-17E/L, B-17G, B-24D, He 51 A-1, He 51 B-1, He 51 C-1, Bf.109 E-1, Bf.109 E-3, Bf.109 F-1, Bf.109 F-2, Bf.109 F-4, Bf.109 F-4/trop, Bf.109 G-10, Bf.109 K-4, Lа-9, Fw.190A-5, Fw.190A-8, Beaufighter Mk VIc, PBY-5, PBY-5a, Hs.129 B-2, Hs.129 B-3.

Corrected and updated :
- Hs.129B- 2 (B- 3) : added startup of the engines smoke effect, jet wash moment (compression model) for counter-rotating propellers removed ; FM configured according to datasheet/passport data ;
- For many planes adjusted effect of engine overheating . Permanent engine overheating leads to the gradual destruction of aircraft propulsion units, until the engine stops. Engine damage is indicated in the interface damage indicator (paper doll) - pink, red and black motor;Implemented in simulation and realistic mode
- Many aircraft corrected fuel consumption according to datasheet/passport data and modes of operation of the engine;
- For all aircraft included the effect of heaviness of rudder at high speeds (the higher the speed of the aircraft, the higher the pressure of the oncoming air, the more resistance is needed to overcome). Implemented in sumlation and realistic mode

Weapons and modifications:

United States:
- Added M10 for guiding planes P-39N- 0 , P-39Q- 5 , P-51D- 5 , P-51D- 20 NA, P-51D- 30 , P-47D- 28 , A-20G- 30 ;
- Added HVAR missiles for the F- 86 Sabre ( all versions) ;
- Fixed bomb load for internal bomb bay B-17E (6x1000 pounds instead 8x1000 pounds );
- Fixed bomb load for internal bomb bay B-17G (4x1000 pounds instead 8x1000 pounds );
- Expanded bombing armament on P-63A- 10;
- Fixed calculation of the weight of bombs for U.S. ;
- Fixed vertical angle aiming for the top turret B-24D;

United Kingdom:
- Tempest Mk.V: added 250 - pound bombs under the wings on pylons ;
- Tempest Mk.II: added 2x250- 2x500 pound and pound bombs under the wings on pylons ;
- Wellington ( all models) : expanded bombing loadouts ;
- Lancaster: expanded bombing loadouts ;
- Beaufighter Mk.X: 12,7 mm M2 Browning machine guns replaced by 7.7 mm machine guns Browning;
- Fixed calculation of the weight of bombs for Britain ;

Germany :
- Added preset 2x936kg torpedoes for He.111H- 6 ;
- Added modification pendant arms BK-3.7 for HS.129B- 2 ;
- Removed 500kg bombs at Bf.109 series G;
- Number SM.79, available for purchase, reduced to 4 . Withdrawn from sale versions: S. 79 1937 and S. 79 1942 ;
- Modification to U4 Me.410 now has , in addition to 50mm BK 5 gun , two 20mm MG 151 cannon ;
- Ammunition BK 5 increased by 1 shell - a shell being charged in the breech ;
- Ammunition Ju.87G- 1 increased from 6 to 12 shells per barrel ;
- Added 20mm motor gun for Bf.109G- 6. Standing motor 30mm gun is now available as a retrofit ;
- Added BK 7,5 gun caliber 75 mm (for gunship Hs.129B- 3);
- Added 13 mm machine gun instead of 7.92- mm machine gun on Me.410B-1/U2.
- Ammunition guns MG-FF Aircraft Fw. 190A-5/U2 changed from 60- to 90 shells per barrel ;
- Added 15 mm MG 151 cannon version ( for fighters Bf.109F- 2);

USSR :
- New Yak- 9UT got 37mm and 45mm hydraulic gun ;
- I -185 ( M-82 ) got rockets and bombs .
- La-5 - removed modification " Rear Armour plate ";
- Fixed ammunition for machine guns ShKAS the Il -10 (750 on the breech );
- Number of SB-2 , available for purchase, reduced to 4 . Withdrawn from sale versions: SB-2M -103 MB- 3, SB-2M - 103U;
- Number of Yer-2, available for purchase, reduced to 4. Withdrawn from sale versions: Yer-2 M-105 TAT and Yer-2 M- 105R TAT.

Japan:
- All planes of the line A6M "Zero" have the opportunity to bear 2x60kg bombs under the wings ;
- Ruler Ki- 84 has the ability to b under the wings 2x50 or 2x250kg bombs ;
- Ki- 43 -2 has the ability to bear 2x50, 2x100 or 2x250kg under the wings ;
- Ki- 61 -lb and Ki- 61 -lc can now bear 2x50, 2x100 or 2x250kg under the wings ;
- N1K2-J - has the ability to bear under the wings 2x250 kg bomb load ;
- Fixed calculation of the weight of bombs for Japan;
- Ammunition for guns Ho- 5 aircraft Ki- 96 and Ki- 102 increased from 200 to 400 shells;
- H6K4 - removed army bomb type 92;

Common:
Striking effect of bombs 50 - 250kg and rockets of all calibers changed to realistic values given in terms of effect on armoured targets :
Rockets caliber 82-114 mm ( RS82 , M8) may destroy medium tanks only with direct hit , heavy tanks are not affected ;
Rockets caliber 127mm - 152mm ( RS-132 , HVAR, RP- 3) destroy medium tanks within 1.5-2m , heavy - with a direct hit ;
100 lbs bombs (50kg) - perhaps can destroy medium tanks within 2 - 3m, heavy - with only a direct hit ;
250 lbs bombs. (100kg) - possibly destroy medium tanks within 4-6m, heavy - within 2-4m ;
500 lbs. bombs (250kg) - possibly destroy medium tanks within 6-8m, heavy tanks - within 4-6m .

Torpedoes performance chaged according to their characteristics:

Torpedo Mk.XII - maximum drop height of 40 m
F200- 450 torpedoes and F5W (licensed copy of Italian with the same performance characteristics) - the maximum drop height - 120m.
Torpedo 45 - 36AN obr.1939 year - the maximum drop height of 45m.
Torpedo Mk.13 - early sample (without box stabilizer) - maximum drop height - 30 m;
Torpedo Mk.13 - late sample (box- stabilizer) - maximum drop height - 250 m
Torpedo Type 91 mod.2 and mod.3 - maximum drop height - 300m.

Mission and maps:

New maps :

[ Operation ] The defense of Stalingrad

[ Operation ] Saipan

[ Ground Strike] Ironridge

[ Ground Strike ] Albion ( for low levels )

[ Ground Strike ] Sandy Beach

[ Domination ] Sicily

- All Ground Strike missions for the arcade have zones for bombing. Destruction of each zone takes 10% victory points off the opposing team.
- Missions [ Operation ] Kuban , [ Operation ] Ruhr, [ Operation ] Ardennes, [ Operation ] Berlin , a number of changes aimed at increasing the role of bombers and attackers. In particular:
- Reducing the amount of land held units, affecting the victory points. These are “ heavy class” units , which can only be destroyed by bombs, missiles and large-caliber guns;
- Added zones for bombing. Destruction of each zone takes 10% victory points off the opposing team;
- Completing mission tasks takes 10% victory points off the opposing team;
- Adjustment of ground vehicle movement to improve the balance and greater dispersal techniques on the map;
- Bombers and attack aircraft in the air mission start being closer to enemy ground units, so they will be able to at least have one effective attack.

Separate missions:

- Added Korean theater, which includes three new missions: “Storm Warning ", “Hunting Blind “and "Dangerous Intelligence."
- In the mission of the Pacific theater of battle added: “The Battle of Saipan," “Battle of Guam” and "The Battle of Iwo Jima "
Miscellaneous:

- Fixed some Crashes and freezes in client.

Seems nice. Just patching it. People actually don't whine on the forums, so the new progression system ain't bad (even as it looks pretty similiar to WoT)
Moreover, german jets seems to be actually matched against P-51 and not some funky korean war jets, which is nice. Many people got 30-40% FPS boost, based on their GPU. If you wanted to try WT but had too low fps it might be a good time to try it once again.
 

fizzelopeguss

Arcane
Joined
Oct 1, 2004
Messages
811
Location
Equality Street.
the new tech tree looks like they're turning into money grubbing jew fucks like wargaming...which is highly unfortunate. Can we have a yank or western europe team make one of these games please? These robber baron bandit, krokodil addicts from the eastern steppes are getting on my tits.
 

SmartCheetah

Arcane
Joined
May 7, 2013
Messages
1,076
After few hours with it, I must say that I'm pleasantly surprised with optimization. On DX11 I got 15-20 additional fps than on 1,35. And graphics are looking way better.

New progression system wouldn't be that bad if they havent fed us shit. They said that "getting specific planes is going to be a lot easier and faster!", and as far as I can tell, that's utter bullshit. I played about 10-12games in Mosquito, doing rather good and I got only 22k on my progress bar to De Havilland Vampire (out of 400k) and this is on premium/Mosquito got the biggest bonus to acquire DHM. Seems like I'm gonna grind it for years.
Imagine getting 460k on Me163 or He162 to unlock Me262 :) With current matchmaking it's fucking impossible. Either they will increase those gains, or people won't see new high-tier planes for freaking months. 109's were nerfed as well, so it's double hard to achieve something with germans these days.
Other changes are rather nice. They just need to tune RP gain/Golden Eagle conversion ratios. Speaking of GE XP conversion rates, that's fucking money grab. On 1.35, converting your XP from 10-20 was around 15-20k GE(And you actually unlocked few jets at once)
Now, getting ONE full jet is like 37k GE :)
:keepmyjewgold:
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom