Comments
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Tell them to add ze Italian tankz
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How to get a boat
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guys there are differences of boats and ships. and that differences are sizes. boats are typically small while ships are huge. in terms of classes, the destroyer classes could be called ships or boats since you but anything smaller than those are considered boats.
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how to play ships?
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How do u use boats
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WT should have proper flooding mechanics in boats, when boats take in water it would kill crew, disable weapons and capsize
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use HE they do more damage
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Hey baron They should add the game to PS4 and Xbox 1
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Lol Maus vs crappy little boats, top kek.
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I feel like there should be less crew, like this:
Captain, Side Captain, Gunners, Reloaders, Spotter, and maybe like 3 extra crew. -
they need to add bigger ships to at least in ai like they said because most of these smaller boats were made to take out bigger boats
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I also think guns should be able to jam which would help with the automatic gun spam
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I think it shouldn't take as many bullets because right now its just killing crew basically but it shouldnt be a 1 shot and ships should sink faster and break apart. Also being able to have ships ram and bream each other would be nice
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this is just going to be a boring game mode
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They should add battleships and U boats
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Maybe an actual system where you take on water and fires, and large holes (i.e., as a result of an ammo rack explosion or ramming) can cause structural damage, making the ship unrepairable or take on tons of water. Like a torpedo would create a massive, unrepairable hole like it does now, but have an actual damage model that influences the physics in the game. Like it would drag the center of gravity lower and closer to the hole, its speed depending on the size of the hole and the speed that the water enters the hole at. This would result in listing and tilting of the boat, and eventually sinking it in a much more realistic way than just killing all the crew members by filling the boat full of small cannon shells.
For example, ramming a ship in the starboard side would initially open a large hole in that side, and water would begin flooding in. The player would be notified and could give orders to the crew as if he were the captain. Maybe an overlay of the ship could be brought up, with each compartment on it and a repair team that could move throughout the ship. You could order for compartments to be shut off (cutting off access to the room, and possibly segregating the ship into two parts, restricting the repair team from crossing to the other side unless they can pass on deck) (and while this wouldn't repair the hole or fire, it would maybe stop it from spreading throughout the ship, and slow or maybe even save the ship from sinking). You can choose which rooms to shut off, but if the hole is large enough, this wouldn't help as the ship either would no longer be buoyant or simply capsize. Or, you could instruct your crew to repair a hole or extinguish a fire (although this would bring the risk of said crew drowning or dying in the flames, which would both lead to dead crew members, and the water to continue filling the ship or the fire to continue to rage and spread). Should the fire be extinguished or the hole repaired, the player would then have the choice of repairing the burnt items (such as an engine or something of the sort), or begin pumping and draining water out of the ship, which would have the effect of restoring HP to the room (just using HP as an example, not saying an HP bar should be implemented). The ship would still list until the water had been pumped out of the ship, which would influence speed, firing lines, and overall mobility and speed of the crew (as moving about and working on a tilting surface is much harder than it seems)
This could be done rather easily by creating a system that uses the size or method that the hole was formed by, or the fire ignited (a 20mm hole at the water line is much less severe and easier to repair than a 75mm HE shell exploding at the water line, as is a fire starting on the deck is much more easy to extinguish and fix than a fire starting in the engine room) and decide on how quickly the center of gravity shifts or how quickly the fire is extinguished. The player then selects the repair team, orders them to move throughout the ship (the repairers starting at the stern moving to the bow takes longer than traversing a single compartment) and begins either sealing the compartments or repairing/extinguishing the damage. Then the player can decide to repair the burnt equipment, or pump out the water.
If you read all the way to the end of this, God bless you. I hope this doesn't fall on deaf ears and serves to better the Naval aspect of War Thunder. -
Fuck you
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In reality your not supposed to one shot ships, it was a lot of shooting and these are still big ships in comparison to a tank or plane. They don't have 300mm guns like normal ships were you can pop an ammo garrison.
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The game is missing 2 things Japanese tanks which is in development and infantry because I would love to see infantry fighting on the battlefield
18m 59sLength
War Thunder Gameplay - Tanks vs Boats, What Ships Needs changed War Thunder Playlist: http://bit.ly/WarThndr Play War Thunder Free: http://bit.ly/BaronVonWarThunder Free Golden Eagles: http://bit.ly/2dtCV4c Tanks vs Boats Mission: http://live.warthunder.com/post/530696/en/ That Social Media Though - Instagram for more Adventure! ●Second Gaming Channel: http://bit.ly/BVCasual ●Instagram: http://instagram.com/baronsadventures ●Twitter: https://twitter.com/BaronVonGamez ●Facebook: http://on.fb.me/1iX1d70 ●Twitch Stream: http://www.twitch.tv/baronvongamez ●Adventure Channel: http://bit.ly/BaronsAdventures ●BaronVonGamez Snapchat: Baronsadventure Thanks for watching! -Baron
The buoyancy indicator at the bottom of the screen is practically useless, as you only lose buoyancy once you've been knocked out. I feel like it would be a good idea to implement some form of simulation for ship flooding and buoyancy so that there is more of a benefit for getting solid hits on the enemy hull, e.g. one of your torpedos impacts the forward, port side hull and causes a hull breach. The ship is big enough to survive the damage with flood control gates, but is now listing heavily forward, causing maximum speed to be severely limited and elevating the rear deck so that the rear turret can no longer fire at enemies directly aft.
This would also mean that smaller ships would be much more vulnerable to heavy cannon fire, as a single impact could puncture the hull and flood the ship. Smaller ships would have to rely on speed and agility to combat larger ships, while larger ships would need to remain vigilant for torpedo ambushes and other large ships with the firepower to cripple them.