- For PC
- For MAC
- For Linux
- OS: Windows 7 SP1/8/10 (64 bit)
- Processor: Dual-Core 2.2 GHz
- Memory: 4GB
- Video Card: DirectX 10.1 level video card: AMD Radeon 77XX / NVIDIA GeForce GTX 660. The minimum supported resolution for the game is 720p.
- Network: Broadband Internet connection
- Hard Drive: 17 GB
- OS: Windows 10/11 (64 bit)
- Processor: Intel Core i5 or Ryzen 5 3600 and better
- Memory: 16 GB and more
- Video Card: DirectX 11 level video card or higher and drivers: Nvidia GeForce 1060 and higher, Radeon RX 570 and higher
- Network: Broadband Internet connection
- Hard Drive: 95 GB
- OS: Mac OS Big Sur 11.0 or newer
- Processor: Core i5, minimum 2.2GHz (Intel Xeon is not supported)
- Memory: 6 GB
- Video Card: Intel Iris Pro 5200 (Mac), or analog from AMD/Nvidia for Mac. Minimum supported resolution for the game is 720p with Metal support.
- Network: Broadband Internet connection
- Hard Drive: 17 GB
- OS: Mac OS Big Sur 11.0 or newer
- Processor: Core i7 (Intel Xeon is not supported)
- Memory: 8 GB
- Video Card: Radeon Vega II or higher with Metal support.
- Network: Broadband Internet connection
- Hard Drive: 95 GB
- OS: Most modern 64bit Linux distributions
- Processor: Dual-Core 2.4 GHz
- Memory: 4 GB
- Video Card: NVIDIA 660 with latest proprietary drivers (not older than 6 months) / similar AMD with latest proprietary drivers (not older than 6 months; the minimum supported resolution for the game is 720p) with Vulkan support.
- Network: Broadband Internet connection
- Hard Drive: 17 GB
- OS: Ubuntu 20.04 64bit
- Processor: Intel Core i7
- Memory: 16 GB
- Video Card: NVIDIA 1060 with latest proprietary drivers (not older than 6 months) / similar AMD (Radeon RX 570) with latest proprietary drivers (not older than 6 months) with Vulkan support.
- Network: Broadband Internet connection
- Hard Drive: 95 GB
As all our players know, we never adjust fixed vehicle characteristics to improve balance. All vehicles in the game are made to be as close as possible to their real life characteristics, to the extent it is possible with the level of detail of our physics model and the documents that we have. |
This approach has several advantages for players, including the chance to use the game as special interactive library and the opportunity to check ‘whether a whale is stronger than an elephant’, an opportunity to compare vehicles in battle that never faced each other in real life combat.
If the players are justified in thinking that a particular vehicle was different in real life to the way that it is portrayed in the game, then the game will be changed to match, sooner or later (if the evidence they present is correct and reliable).
We are constantly working on ensuring that the performance and special features of all vehicles are well detailed both in terms of the setup of individual vehicles as well as the overall model.
Some of our recent additions include the introduction of advanced thermodynamics as well as improving the shell explosion model.
Naturally, some allowances do have to be made as long as the game stays a game, but we still try to bring everything that you can experience in a 5-30 minute battle into the game. The main allowances are related to the crew and to vehicle repair, which affects in-game tactics in certain ways, but does not change what will happen to your opponent straight after you fire or the way they move into firing position.
The balance of battles in the game is adjusted using the Battle Rating — a measure that affects who will oppose you in battle. |
There are many that believe that the developers consider vehicles with the same Battle Rating to have the same combat effectiveness, but it does not work that way at all. This rating only determines the possible opponents (this becomes obvious when you look at bombers and fighters). The basic premise of Battle Ratings is that they affect the tables of possible meetings in battle (see the related development blog).
Before Battle Ratings were introduced, aircraft were balanced according to their ranks. There was approximately the same number of ranks as there are battle ratings now and they were used in exactly the same way to determine possible opponents (but in those faraway times the fork was much wider, with +\-5 ranks). The availability of different game modes with different types of tasks and special features required different tables to be used for each mode (i.e. their own Battle Ratings).
Any changes to the width of the fork of the Battle Ratings that appear in battle and the Battle Ratings of the vehicles themselves are based on statistical data, analysis of player opinion and by considering which vehicles can meet in battle and the way it can affect the results of the battle (as opposed to thinking that because two vehicles are approximately equal, they should have the same BR—sometimes this is the case, but not every time).
We often hear that the balance should be adjusted in some other way, that it should be ‘historical’ or based on technical characteristics. There is no such thing as historical balance in any way, shape or form—there were few battles that were fought on equal terms as strategists always try to have the greatest advantage even before the battle. Another consideration is that the two sides of most battles would have different objectives—the mission of one side might be to occupy a staging area, while the other side could be trying to inflict the maximum possible losses on the enemy, or to delay them until the reserves arrive.
Vehicles were never created equal—most vehicle models were designed for a specific, non-ambiguous purpose. |
For example, fighter aircraft could be designed to fight bombers (in this case, with more powerful armament and greater speed), or to escort long range bombers (here they would have to be able to achieve long ranges and be able to operate effectively at the heights that bombers fly, while powerful armament is not as important). There are other typical tasks—anti-aircraft defence, patrolling, reconnaissance, assault, coastal defence and night missions. All of these applications affect the technical characteristics of the vehicles. Their historical effectiveness was affected by both their characteristics compared to other vehicles and the number and specialization of possible opponents.
Another significant factor that affected the popularity and effectiveness of vehicles was the ease of crew training, their predictability in the hands of the pilot and ease of servicing and repair. Any vehicles that had not been fully developed and were unreliable or overly complex were rarely the pilot’s favourites and it was rare for them to display their powerful sides.
Land vehicles tasks could be even more varied: assault vehicles could penetrate well reinforced enemy positions; anti-tank vehicles would destroy enemy tanks (preferably at a long range), reconnaissance, infantry support, anti-aircraft, etc. The majority of ground vehicle models were also designed to support or attack infantry.
In every situation, most vehicles could also be used against other vehicles—this flexibility is another positive aspect. However, every vehicle also had its main role and purpose. Quite often, the same vehicle model was re-purposed or modified to fulfil new objectives when they appeared as well as when it became obsolescent.
Sometimes, vehicles were made to be used under the conditions of numerical or air superiority, sometimes only for defence and sometimes only as part of units that required support from another type of vehicle and other specific uses.
Neither their years of service, the years they were designed and accepted for armament nor the battles in which various types of vehicles fought each other show that they were equal.
Balancing by using technical characteristics is a tool that can only be used for duels, where none of the other objectives and tasks that make War Thunder stand out among other games are considered. These unique features allow us to create and use different vehicle classes and unite ground and aerial vehicles in one battle. |
The use of tables instead of Battle Ratings provides a possibility of using more precise settings (at least, it allows for different tables to be used for different countries) but also makes them harder to understand and interpret. It then becomes impossible to identify who you will ‘meet’ at a glance, as tables of changes during upgrades would take up many times more text than what is used for all the changelogs at the moment.
This is why there is no reasonable alternative to our Battle Ratings and most players have acclimatised to the current system which leads us to discussing the road ahead.
To be continued...
Kirill Yudintsev
Creative Director of Gaijin Entertainment
Comments (126)
If "BR rating only determines the possible opponents", wouldn't a different term be better? When people hear" Battle", it sounds like its worth in combat. A term like "Match Rating" could be better wording.
what I'm hoping is that we have large region maps (for example, The English Channel, Malta, etc) and there are various event taking place around the map in a persistent battle that you can join and do what you choose in. For example, you might see a British resupply fleet in the English Channel, so you and your friends decide to take out stukas and try to take them out, while others might choose to join bomber formations to bomb London, or patrol in fighters. All this would contribute.
I am completely fine with the battle ratings, except for the fact that some entry level jets, like the Meteor mk 3 and the MiG-9 are at a br of 8.0, when they should be at a br 7.0, and they need to add more brs for jets, besides just 6.7, 7.0, 8.0 & 9.0
Totally agreed. Mig 9, Meteor Mk3, Attacker, Vampire and F80 should all get a drop. And I don't know why there is no 7.3, 7.7, 8.3 and 8.7, honestly they could balance the current jets perfectly if they added these BRs. Plus throw Hunter, Mig 17, 15bis, and F2 Sabre into 9.3
And Cl-13 in 9.3, forgot about that
"As all our players know, we never adjust fixed vehicle characteristics to improve balance. All vehicles in the game are made to be as close as possible to their real life characteristics, to the extent it is possible with the level of detail of our physics model and the documents that we have." Yet they added 1949 ammo to the IS-2 1944 which never used it. Not even for balance purposes since all the other ammo types it has are already more than enough for it's BR...
WW yes!!!!!
don't want to be a bummer man, but all I hear is nothing. sounds to me like they saying we've done what we can. tell that to the player in an avenger that is up against T28s tiger 2s,tortis and the like.couldnt pen them if you had to. fixing the BR isn't rocket science they just refuse to do it. lower the spread and everyone is happy,everyone. but, time will tell we'll see
BR system does not work. You need to goto a tier vs tier system based on what year the tanks were introduced, example: tier1 = 1939 tanks, tier2 = 1940, tier3 = 1941, tier4 = 1942, tier5 = 1943, tier6 = 1944, tier7 = 1945, tier8 = cold war tanks (last tier cold war tanks can only play against other cold war tanks, NO WW2 tanks involved in these battles). Now each Tier level i have shown will correspond to the Battle Ratings, ie: tier1 = BR 1 etc.... now this would be the best method. Scrap BR.
Exactly. BR should still stay since you can divide a year into parts to express several BR stages. This time based matchmaking would be both "Historical" and "As balanced as it was in reality" (which I think it should be like this). We can call this system as Chronological Historical Events (CHE - like Che :)). There can also be EC events that goes on based on a historical battle and it's time of fight.
Also I support historical matchmaking - HMM - (see post before this one), I think we still need BR with HMM to achieve balance. Gaijin rejected HMM because they want balanced games. With BR and date-based tiers we can have both HMM and balance.
Russian bias is a joke confirmed 10/10, even it's a bit underpowered at tier 2. If ships were to be implemented to WT i want it to use mathematical algorithms like what you did to ground and air right now.
also dont you think that maybe a 1945 prototype tank ( maus) vs a 1957 heavy tank ( t 10m) is a little bit unfair? also why the hell does the leopard 1 have the battle rating of 7.7 but the maus ( a tank that is obsolete in every way) has 8.0????
Production date is not the best indicator of vehicle performance.
The T-10 started production in the late 40's, and the other fact.... there is arcade for ya XD
I think the game is pretty well researched although I tend to love ground more than air(my flight stick and the instructor don't see eye to eye in fighters, but ground attackers and bombers I do fine-love me some A20G). I am also really looking forward to naval so I can take out my very own IJN takeo. The only grip I have especially in ground is fighting tanks out of era that I should never see. a PT76 Vietnam era tank with fin stabalized modern ammo VS a panther?
I really don't like WW2 tanks/aircrafts meeting with Post-WW2 tanks/aircrafts... Especially when Tigers have to roll along with Leopards.... it is just visually not goood....
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