- 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)
i hate this balance and dynamic.dynamic of tanks are really bad and not really.tiger2 didnt counter t10 t54 chieftain m60 is4 in history.but in the game tiger counter uptier not equal and really bad bored
I wonder what it'd have, like something like a P-51 against an Me-262 maybe?
Kinda... I think that the Me-262 vs P51 will not be always happening.
still 1.0 BR spreading works good for the aviation part, but for ground forces its way to inbalanced! 0.7 or 0.5 should be the spreading for ground forces battles RB and SIM. The tiny arcade maps are not offering enough opportunities to counter vehicles 1.0 BR above your own tank at all! EC for ground forces will solve a lot of current gameplay issues at once, so cant wait to see it come online asap!
The aircraft trees are more fleshed out than the ground vehicle trees, that's why there is a difference.
hmm, i dont agree, sry! in my oppinion, aviation offers way more options to denie an enemie aircrafts techincaly superriority simplay with better tactics, energie and skill itself! If you shot an aircraft, it cant bounce shots, so getting the first hit can mean victory already. In ground forces, ambush ect, tactics are so limited because of the small maps and you still can bounce whatever, even if you get em by suprise, the BR difference is just not doable in most cases.
Hmm...looks like something rather interesting is approaching... And, while I'm used to the BR System, I'd still love to see the 20 Tier System make a comeback in one form or another.
Our current system has 25 different brackets, the 5 tiers are only for initial separation.
Holy shit, how have I not realized this by now. After nearly four years of playing...
I concur with other players in that BR Spread for Ground Forces ONLY should be +/- 0.5 or 0.7. It is much harder to counter enemy tanks with the clear advantage in every conceivable way and/or ammo that renders armor, angling, and everything learned and practiced up to the end of tier 4 USELESS. There needs to be an impenetrable barrier between tanks with extremely high-pen APDS/APFSDS/HEATFS and WW2 Tanks. Maybe a Tier 6 exclusively for them and they can't fight anything but each other?
I like +/- 1.0 a lot of satisfaction when you destroy "2stronk" tank but what about tanks like M47? without HEATFS it will have problems with tiger 2, with HEATSFS it is a different story so I think BR should be related with unlocked ammo but not with APCR I don't understand why sherman with APCR is 5.3 and version without is 5.0 or different br for Tigers H1 and E it is the same machine and both should have APCR because both of them can fight IS2 44 or Tiger 2h
actually I thought the same about the early tigers but recently they've added better ammo only the e has access to. It also has an anti-air machine gun and a little bit more horsepower I think. Also the premium 6.0 t4 tiger has it (as well as the 200mm frontal that I bought it for!) Some battles I hate 1.0 but it's nice to bag that rank doesn't matter. With 4 countries and importantly more options in between natural choices, lately the draws seem as fair as I've ever seen.
well the BR itself is not bad.. but the spread and the distribution is often.. many many players voted for a 0.7 BR spread and some bigger gaps around 6-7 for the tank and around 5-7 for planes.. sure we might wait 30 seconds more.. but we will have more fun.. more fun will attract more players and more players mean less waiting time. and more money, sure something you can understand. we are still in beta phase.. at least lets try for some weeks once -.-
Well, any chance the T-34 1942 will face Tigers from now on, then?!?
That Caernarvon UFP...sure the vertical bit where the two plates meet was 50mm despite that being physically impossible? Also, sure there was no overlap between the upper and lower plate on its top armor? You know, because that too would be rather impossible, you'd want some protection against explosive force, not just a tiny weld.
Stop teasing us. There are plenty of unhistorical details for you to work on. If I remember correctly, Ships will be announced before World War mode, or did that change? :P
Technically, Ships were 'Announced' with the April Fools event for this year. If anything, the event was their revealing of what they've developed so far and how ships will play out.
The way the Caernarvon's two UFP parts meet is physically and constructionally impossible with the armor values it's getting at the seams.
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