The learning curve really isn't that steep. The arcade flight model is massively simplified, any idiot can fly in it, provided your willing to learn the absolute basics of flight and air combat (stalling, lift, thrust, altitude vs. airspeed, manoeuvres, etc). You can still stall, but I don't think I've ever seen anyone fully lose control in arcade (at least not anyone with an intact plane, it's a different story when you can see daylight through the floor and the ailerons are hanging on by a thread).weirdee said:Summarization, like you said: great looking game, crazy learning curve because it's a flight sim.
an honorable fix was deliveredSacremPyrobolum said:So wait, there was more than one game studio named gaijin?
EDIT: I feel this is relevant. (I don't know how to embed gifs. sorry)
You can pick the accuracy from a mouse controlled arcadey flight game (My favorite) to the full on flight sim which practically requires a joystick and a Rift to play effectively.weirdee said:Summarization, like you said: great looking game, crazy learning curve because it's a flight sim.
SacremPyrobolum said:So wait, there was more than one game studio named gaijin?
EDIT: I feel this is relevant. (I don't know how to embed gifs. sorry)
http://i3.kym-cdn.com/photos/images/newsfeed/000/728/094/8e8.gif
Warthunder did release tanks a little too early, they don't have many maps and only two nations have tanks. The tanks damage model, while the aim is realism (no Health Points) there is still a lot of work they needed to do.Strazdas said:while this is quite an advertisement for War thunder you got here, id like to point out that World of Tanks have aircraft flying too, albeit a worse one.
and they wont make a pilot out of me, im staying exclusive to ground conbat. and in ground combat WOT is multiple times better.
as far as maps go i only saw 3, however in WOT you do have limited acess to maps when you are first couple levels as well, so it may or may not be that. i never got to tier 2 (yet anyway, i got a friend that loves it and we play together sometime, so ill get there eventually).PerfectDeath said:Warthunder did release tanks a little too early, they don't have many maps and only two nations have tanks. The tanks damage model, while the aim is realism (no Health Points) there is still a lot of work they needed to do.
The damage modeling is far more complex than the majority of other tank games, if your shot penetrates the game then decides if the shot ricochets around the tank's insides or if there was explosive filler that causes damage. This can lead to many one-shot kills. Heck, even if you don't penetrate your shot can cause 'spalling' where pieces of the armour on the inside will crack off with enough force to injure crew.
Personally I would like to see warthunder make more of their large maps vs the tight WoT arena type maps, weapons have realistic penetration ranges so it gets to be pretty overkill when you toss a tiger in a cage with an IS. Sudden death knife fight results.
There are no hidden maps, there is one map that is reserved for Simulator Battle (Kursk) which is pretty open with rolling hills and many players applaud it as a step in the right direction. But then they get Karelia on sim battle which is close range spawn camping...Strazdas said:as far as maps go i only saw 3, however in WOT you do have limited acess to maps when you are first couple levels as well, so it may or may not be that. i never got to tier 2 (yet anyway, i got a friend that loves it and we play together sometime, so ill get there eventually).
as for the all other complains yeah i agree that the damage model complexity there often leaves too much for random chance and simply drains the fun there. odf rather have a controlled HP bar style. i always liked HP anyway (in all games).
as far as map size, yes i think WT can outdo WOT in that area. see, WOT runs on a very old engine which means it cant physically make larger maps without breaking the game. WT can exploit that and instead offer large maps with sniping (also, fix sniping damnit[footnote]if a tank is on the edge of the hill its impossible to aim at it. if you aim at itt, you aim too low, if you aim just above it your aiming at far distance and it aims too high, making these tanks inpossible to aim at without relocation, and relocation means you have to soak in thier damage, which often in WT means simply dieing.[/footnote]) and the like. however theres still a lot of work to do. like they only now made minimap at least partly readable, still notwhere close to what it was in WOT though. also i understand the the color choice is there probably because of colorblind people, but i prefered the color markers of WOT way more. i know that colorblind people in WOT have been turning thme blue with mods before colorblind mode was introduced so i guess WT didnt leave us an option and turned us all colorblind.
minimap should only show you and your teammates in simulator (communicated via radio supposedly and dissapear if radioman is dead). however on arcade battles minimap is also useless. granted they finally managed to get some icons on there (still horrible but at least visible), but thats about it. Also no ability to resize minimap + large monitor = your going to need binoculars just for minimap.PerfectDeath said:There are no hidden maps, there is one map that is reserved for Simulator Battle (Kursk) which is pretty open with rolling hills and many players applaud it as a step in the right direction. But then they get Karelia on sim battle which is close range spawn camping...
On the topic of the minimap. It is horrible for Sim battle which has no target icons but the minimap will mark taks you would have spotted so it gets rid of the tension when the mode does all these things to reduce your view and detection of the enemy and then has this radar that proximity detects enemies.
But anyway, my biggest concern with Warthunder is the match maker's use of Battle Ratings to measure what a vehicle should combat. It uses player performance.
So, it would be like in Warthunder the majority of players all jump on the Tiger tank because, its a tiger tank. But they don't get how to use it so they do poorly. One patch later it gets a lower match maker score, more players jump into it to abuse this, they don't get how to use the tank either, one patch later and its match maker is even lower.
If you can 'see' an enemy in Sim battles a red marking appears on the minimap. It used to show them through terrain, might still. But generally it gives you proximity detection if you can squint hard enough to spot the red icon on the low res minimap.Strazdas said:minimap should only show you and your teammates in simulator (communicated via radio supposedly and dissapear if radioman is dead). however on arcade battles minimap is also useless. granted they finally managed to get some icons on there (still horrible but at least visible), but thats about it. Also no ability to resize minimap + large monitor = your going to need binoculars just for minimap.
the matchmaking does sound horrible to the point of completely broken. i personally like WOT stance on matchmaking. each player is valued equally based on tank hes playing and tank weights are static. if your a bad player, your going to be dieing, if your good, your rewarded for your good playing with your game. tanks are ideally on equal footing, the true decider is players skill.
I personally hate skill based MM, this means that no matter how good you are your still going to be matched with same skill players and means your going to do average results no matter whether your good or bad.
personally i have not experienced rendering range issues like these, but then i was playing it on a machine that is above your average gaming device so it could just be that my GPU powered through the hickups. if this is common problem then i agree that game shouldnt be launched yet. Dont know about planes, planes dont interest me, neither WOWP nor WOT.PerfectDeath said:through terrain, might still. But generally it gives you proximity detection if you can squint hard enough to spot the red icon on the low res minimap.
Then there is the rendering range. I've seen a tank on a hill, scoped in to line up a shot only to see it vanish, then reappear a few seconds later...
This is a huge problem for long ranged engagements and for close air support as planes cannot spot tanks until they are close enough to the ground. Which is dangerous. =P
This is why the majority of testers voted to not launch tanks, it wasn't finished enough.