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DevTeam response to questions from the YouTube community and content creators

Hi all! Lately we have received a huge amount of feedback from players and have been hard at work analyzing, processing and preparing to answer your questions. The most heated discussion came from questions on the economy, and we will definitely answer these too once we’ve had time to look through them all! In addition to dozens of thousands of feedback messages from players, we received a long list of questions from our War Thunder content creators from YouTube, Twitch and other platforms. While we are still analyzing requests and suggestions from players, today we’ll answer some questions from our creators, maybe you’ll find answers to your questions here too. Let’s go!


  • We’re planning to rework certain aspects of shaped-charge jets for lower caliber rounds. These rounds do have a very narrow post-penetration jet, and there are lots of real world examples of instances where lightly armored vehicles remained mobile and even in fighting condition after taking a hit from HEAT. Because of this we don’t plan on making these particular munitions overly powerful, but in regards to destroying modules and incapacitating crew in the path of the jet we are planning some changes that will make their damage more consistent.

  • This is a big topic for players and a common talking point inside our team as well. There are several possibilities we’re considering but they will take some time to develop. We're keenly aware of this issue though and will introduce a solution if and when we can.

  • Great idea! We’ll look into how complicated this would be to implement, and if it is indeed possible we’ll aim to make them destructible and prone to catching fire as well.

  • Absolutely, it’s a good point to bring up, especially for vehicles with a very long load time. We have a solution in mind for this one - we can try to save the reload progress after a certain percentage of the reload cycle is reached, say 80% for example. At this stage the round is already in the breach so there’ll be no need to start the entire process over. Also for two-part ammunition, the loading process could be split into two stages, so the cycle won’t reset to the start if one part of the projectile has been prepared and the loader gets knocked out.

  • No this one isn’t in our plans. RB is where vehicles should behave as authentically as possible, low mobility is just a real-world drawback these kinds of vehicles have.

  • We do! We’ll consider including an initial amount of free backups with high tier premiums in the future to incentivise players to stay in battle.

  • It’s a complicated issue to solve but an important one, we’re currently working on a fix.

  • Unfortunately in any network model, including ours, desynchronization between the server and client is sadly inevitable. This is a con for sure. The pro however is that these desyncs usually do not affect the gameplay for all players which is important. The War Thunder networking model (State Sync) was chosen to be the most cheater-proof (in contrast to lag-compensation models like in CS), and, more importantly, it allows us to implement relatively realistic physical interactions. The shortcoming of our model is that there is the possibility of minor (and more rarely major) desyncs, as all clients see the ‘possible present’ of other players, instead of recordings of the past. The lower a player’s ping, the less often desyncs happen, but they will still happen anyway.

  • This issue comes from the server’s anti-cheat algorithms. We do our best to sync them with the game render, but in a dynamic environment with huge open spaces and various client pings, it’s unfortunately impossible to maintain perfect synchronization.

  • For improvements like these we need some more precise examples as there’s a lot of factors involved here, often issues in this area are not reliably reproducible, so we’d appreciate any replays or recordings of issues you’ve found so we can investigate them more effectively. It’s easiest to do this in the hangar.

  • Ah yes, it's very rare but annoying when it occurs, we’ll look into a fix.

  • Yes we do! We’re planning various tutorial elements for our more modern systems.

  • Indeed, the technology jump in this BR range is problematically abrupt, we’ll pay special attention to this area in particular and come up with some solutions.

  • A delay here would make sense, we’ll consider this.

  • It’s a tough question that requires more complex solutions and precise fixes rather than a sort of ‘global update’ to the graphics. The thing is, we can’t just make a game where pro players have their own minimalistic graphics mode, while more casual players have a different one (since that’s just not fair). Dumbing down the game graphically so it’s purely structured around competitive gaming also isn’t an option - our game has and always will be oriented towards a wide spectrum of players with different tastes and preferences, so on this one we’ll have to look at more specific elements that could be improved.

  • We’re currently trying to figure out what to do with the mode, we’ll announce our decisions at a later time.

  • Volumetric damage brings many tanks closer to their correct level of protection (Tigers and Panthers for example), and this can’t be achieved without maintaining our current realistic armor model. However, as with every complex system it’s hard to perfect across the board. We need your reports here - you can send us your replays or record anomalies in the hangar. In all cases where volumetric (and every other damage system) isn’t working correctly, we will fix it - or at least we’ll do our best to. We appreciate that volumetric was a big adjustment to tank battles as it wasn’t present from the start of the game and thus required some adaptation, but we believe this more realistic armor model adds to War Thunder, so we’ll work hard on improving it as much as possible.

  • We’ve fixed this one - already in production.

  • We’ll think about this one, the current system was chosen based on player requests. However there are not many floatplanes and they’re almost universally slow, so it probably won’t negatively impact immersion too much if they spawn in the air closer to the action.

  • We agree here - We’ll try to do something to make the mode more approachable, and will likely start with rangefinding.

  • We’ve spent a lot of time gathering examples and analyzing feedback regarding drones, we’re going to move them up to a higher BR where they can be more easily countered by advanced AA systems.

  • In reality, ‘destroying’ an aircraft (in terms of inflicting damage that makes the aircraft uncontrollable) doesn’t make it harmless. We do like this ‘last chance’ aspect to gameplay (There's a beast deep inside you, it will not die.. It will fight back!) It’s a system that goes both ways, firstly it is realistically possible - and it might make a player's day to get a kill with a doomed aircraft. However we do see the issues it brings, especially with misleading kill messages. We need to do a bit more thinking on this one.

  • We can’t see a way to do this one for ground vehicles - players inevitably will exploit it (when spawning, players will deliberately try to drive through each other to end the cooldown while taking up the same space, which will cause a lot of issues unfortunately).


  • Good idea, we’ll add an easier way to report such instances. Each in-game report already has a chat log attached. Creating an automatic screenshot or something along those lines though is much harder and can introduce difficulties. We’ll try to show the chat log to the user submitting a report to streamline the process.


  • Currently we have 10 maps at this BR. Certain maps will appear more rarely if players have them banned. We’ll aim to add more maps at this rating. For smaller maps though, players often request less of this for top tier jets (usually words like ‘claustrophobic’ are used).

  • Agreed - big maps can become boring sometimes when populated with slower aircraft with a lot of downtime between engagements. When we implement a way of displaying which maps appear at which BRs (see below) we’ll adjust the appearance of large maps at the lower tiers. Regarding smaller maps for top tiers though - see the request above. We’re trying not to add smaller maps to fast jet battles and will try to introduce less instances of this, however currently many players do still ask for them.

  • Ultimately, the session consists of players within your BR spread who are currently in the queue, there’s no additional factors that directly put you at a certain battle rating. On top of this regarding ‘full uptiers’, only 4 players on each team have the possibility of being at the top BR, so even if you are at a lower BR relatively in a match, you won’t be fighting a team entirely comprised of vehicles more advanced than yours.

  • The problem with this one is that we already have situations with the current one ban system, where some maps are rarely ever played. Adding additional bans (5 bans for sure) will lead to situations where all available maps are banned from the current queue, meaning matches won’t be able to start at all, or only after significant waiting times.

  • This is something we want to think about more. We are willing to have some kind of voting system in place, but at the same time it’s important for players to have a variety of maps too, especially as certain vehicles are inevitably more suitable for certain styles of map.

  • Good idea - showing the BR range for a map in the map preferences window would be very useful, we’ll try to implement it.

  • We also don’t like all of the maps at high ranks as well, although players’ opinions differ (Many players like Finland or Berlin at high ranks, but at the same time many also don’t), but as suggested above we’ll introduce a way to show the BR limitations for maps. The enjoyment a map brings is often very subjective, but in instances where a particular map is noticeably widely disliked we will pay it extra attention.

Missions and locations

  • These scenarios can foster a more sedentary style of gameplay, we’ll probably reduce the chance of these maps appearing in the rotation, and likely remove some of them.

  • We partially agree on Berlin (and maybe Rhine too) but not generally. We’ll try to remove the most obvious elements from maps that specifically relate to a certain timeframe to make them more universal, and we’ll think about introducing a modern version of Berlin too, that could be interesting.

  • We have decided to make night battles optionally available, we’ll announce exactly how this will be implemented a bit later.

  • We’re working on it! Collision with even small objects can be jarring sometimes in certain circumstances, any examples you have of such issues with screenshots and descriptions will really help us improve this area as quickly as possible.

  • We’ll think about this one - Unfortunately there’s no universal solution regarding a bracket of queue time that would apply to every situation, but some additional matchmaking options could improve the situation.

  • We do have plans along these lines for sure, but we’re just not sure if rewarding the top positions is the healthiest way to go: it’s tempting and a good reward, but it creates unhealthy competition for those 5 places (meaning that players may be compelled to grief or get the way of those in the lead).

  • Indeed, we’re aware of the problems here. We will aim to fix the instances where it’s possible to engage from spawn to spawn in some of the higher BRs.

  • It’s certainly a large location with a lot of empty space - we’ve already changed the rotation settings for this map, now it’s only available in ground RB and only from the session rank of 9.7 - also please note, a session rank of 9.7 means that these are battles for vehicles between the ratings of 8.7 - 9.7.

  • At the moment this map is only available from 9.7 and above so the huge spaces can be crossed relatively quickly by the faster vehicles at this tier, Red Desert is also still in the top 5 most liked locations from our map “like” system. However we will keep an eye on its overall popularity among players.

  • You’re right, we’ll fix them.

  • We don’t see a decrease in activity in this arrangement, but the capture points really do need to be redone, we’ll improve them.

  • It’s possible, we will yes. The mobility of the tanks that see this map do make its layout quite unsuitable.

  • Perhaps we can remove the forests around the edges of the map and replace them with fields to deter players from focusing on the outskirts.

  • We see your points, but have to disagree on this one - from our data and heatmaps (and also personal experience!), the map has a good intensity of action, it often only takes one or two tanks from either team to funnel in behind enemy lines to break defenses. We’d also highly recommend some smoke shells for this map too if your tank carries them, as the sightlines are quite narrow it’s possible to block one entirely with a single shell, allowing your team time to advance.

  • Thank you for bringing this one up, we’ll look into it.

  • It may seem like empty space, but we see these routes are often utilized by players.

  • We’ll try to introduce a map along these lines in one of our next updates, probably at the end of the year. We’re actually working on something quite similar to what you’ve described at the moment.

  • Yes this is possible, that’s a good point.

We’d like to thank all of our players and creators who’ve submitted comments and suggestions for the development of the game. In this text we’ve responded to the feedback we managed to sort and take into account, we appreciate everything you’ve sent us - even if it hasn’t directly appeared in this text. We’d also like to remind you that this is only the beginning, and we have a lot of work ahead of us! We plan on continuing to promptly share our upcoming plans with all of you, along with regularly answering your questions.

The War Thunder Team

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