- 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
In today’s article, we’ll be discussing two mechanics that we’d like your feedback on: improved aircraft target hit alerts and night battles. Our proposed designs are not final, as we’re explaining them to you so that we can get your feedback to make adjustments if necessary. Let’s dive into the details!
Improved Aircraft Target Hit Alerts: Our proposed design
As we mentioned in our previous Roadmap article, we’ve been working on this mechanic and would like your feedback on it.
Welcome to the “Severe damage” mechanic
As of now, the death of an aircraft is counted under one of the following conditions: the pilot was knocked out; the aircraft crashed into an object and was completely destroyed; the aircraft had its tail torn off; the aircraft received damage that causes it to be counted as dead but it can still conduct further combat.
Relating to the last part, currently when an enemy aircraft gets destroyed (“Target destroyed”), they can sometimes still fly, shoot, land to repair and have no automatic bail out. The aim of this was to allow you to score a frag and at the same time prevent another player from finishing off the heavily damaged enemy aircraft and steal the frag.
We’d rather not count the aircraft as destroyed based on "guesses", but instead would like to leave you the opportunity to attempt to control a “severely” damaged aircraft until it's either completely destroyed or returns to the airfield to repair.
However, with different game modes, aircraft control options, player experiences, and the number of aircraft in the game, there hasn’t been a single system that could reliably and accurately determine this state.
Due to this, we’re proposing to remove this condition from the game mechanics and instead replace it with the “Severe damage” mechanic. How will this work? If an aircraft is damaged to the extent where it would have been counted as being destroyed previously, despite still being able to fly, shoot and land to repair, this new mechanic will count it as severely damaged. No destruction or death will be credited until the severely damaged aircraft is further finished off.
How rewarding will work with this new mechanic
If you severely damage an enemy aircraft and then further damage them enough to the extent that they are now classed as destroyed, you’ll receive rewards that mount up to how destroying an enemy aircraft was previously.
In addition to this, if you severely damage an enemy aircraft but did not destroy them (because they flew away for example), you will not receive a destruction but instead a new reward called “Severe damage”. The amount for this reward is slightly less than the reward for a destruction.
When a friendly player finishes off an enemy aircraft that is severely damaged, they will receive a new message: “Finished Off”. For doing this, they will receive the rest of the reward and the frag in their statistics. For the player who inflicted the original severe damage, they will also receive a fully-fledged frag to their statistics as well — however, no additional reward because they did not play a part in finishing this enemy off.
As a result, both players will receive a frag of the enemy aircraft in their statistics, as well as counting for tasks and camouflage unlocks as usual, for example.
Severely damaged aircraft that crash
If an enemy aircraft that is severely damaged crashes, the frag of this aircraft will be credited to the player who originally inflicted the severe damage. The remainder of the reward for their destruction is accrued.
When the battle finishes
When the battle finishes, aircraft that are still severely damaged will then be counted as destroyed, with the frag given to the player who inflicted the severe damage. The player who was severely damaged will have a death credited to their stats, and the remainder of the reward for their destruction will be accrued to the player who inflicted the severe damage. This is to avoid players who get severely damaged to climb high and fly away to avoid being destroyed.
Let us know your thoughts on this proposed design by leaving feedback. As we mentioned, this proposed design is not final. If the majority of you like it, we’ll keep it as it is explained. However, if you dislike it and have suggestions, let us know so we can make adjustments if necessary.
Night battles: Our proposed design
As we mentioned in our initial Roadmap, we planned to make Night Battles selectable by the player. We’re going to be adding this and in addition, we’d like your feedback on some further improvements.
Selecting night battles
Night battles will be selectable in the gamemodes screen. From here, you’ll be able to enable or disable the “Participate in night battles” option. Night battles will only be available in Ground Realistic Battles and the option to participate in them is enabled by default. However, having this option enabled doesn’t necessarily mean you’ll get into a night battle. This is because you’ll be put into two queues: for regular battles without night and for battles with night, where you’ll have the chance to get into both. The chance of getting into a night battle will be approximately the same as before, before night battles were turned off.
The minimum Battle Rating for night battles
Night battles will only be available for 10.0 Battle Rating and above — where the vast majority of vehicles have night vision and thermal vision.
Rewards for playing in night battles
If you have the “Participate in night battles” option enabled and play a night battle, you’ll be able to earn rewards! These rewards are purely cosmetic and are focused on night, for example night vision goggles as a decoration, and a loading screen of tanks firing in the dark. The full list includes: a loading screen, titles, a decal, 3D decorations and player profile icons. The progress for obtaining them is shown in the same area where you can switch night battles on or off.
Our thoughts behind this design
Night battles allow you to diversify your matches while at the same time experience some different and difficult scenarios that are not present during daytime battles. Having said this, we understand that not everyone likes this type of complication, so we’re giving you the option whether or not you want to participate in night battles. As night battles are generally more difficult to play in than daytime battles, we’d like to reward players who play in them with minor night themed cosmetics.
Let us know your thoughts on this proposed design by leaving feedback. As we mentioned, this proposed design is not final. If the majority of you like it, we’ll keep it as it is explained. However, if you dislike it and have suggestions, let us know so we can make adjustments if necessary.
Other Roadmap changes
We knew you’d ask, so we’ll include it here too. We know your anticipation about skill bonuses in RP as well as research bonuses for new nations, and we’re working on these right now too!
That’s all for now! Please continue to leave your feedback and comments: be it either on our official forums, social media, on Steam, Reddit, as well as other platforms that we read. And remember, let us know your feedback about these proposed design changes. See you soon!
Comments (91)
Comments will be premoderatedIt would be really nice if night battles return to their original state, really dark with no illumination flares, starting from a br of 8.0+ now that it is optional to play them. The gameplay would be very unique, needing to rely on your IR spotlights on lower battle ratings and thermal imagers on higher ones
Remove flares from Night Battles!
I liked the idea of flares in battle however. I was wishing for that to be in control of the player and having like idk 5 charges you drop them whenever the player needs and would be used like arty does with a similar style with a more reduced radius
Why no night battles for aircraft?
fr they should add night battles to aircaft that its pitch black
Because nobody will like it.
I think it would be fair for both the "severely damaged" and "finished off" get the full reward once the "finished off" has fully destroyed the enemy aircraft
"Finished off" shouldn't get the full reward, he's not fighting a fully capable enemy. This will encourage wasting your missiles/ammo and positioning on targets that are already out of action, not on the alive ones that are actual threats.
Feels like something similar should be added to ground modes. Gotta hate it when you kill 5/6 crew members and disable most of the components in a tank and then someone just snags a a kill with the bomb or lucky shell.
What if the "severly damaged" player is the last standing member of a team? Does that team automatically lose or does that player need to be "finished off" for the game to end?
good question, I didn't even think of that, personally if an aircraft is flying still they should be counted as alive, and the grace period of inactive disabled while they repair
As we mentioned in the article, let us know your thoughts on our proposed designs. Thanks guys!
i think night battles should also give extra rp/sl
Add night battles to Air Realistic
In reference to night battles: since you're gonna make it optional and all, it would be really nice if you could change IR NVDs back into actual IR scopes, instead of the idiosyncratic LLLTV they are modelled as currently. When NVDs first came out, I remember they were all modelled correctly as IR scopes, but were all changed to LLLTV at some point, probly due to complaints or smth. In any event, it would be awesome if you could consider returning IR scopes back into actual IR scopes. Thx!
So I guess this is analogous to the battlefield series "Assist counts as kill", sounds pretty nice.
The player that gets the “Severe damage” award should get 100% of the current kill reward immediately and no further rewards upon crashing/kill steal and the one to finish the enemy off should get the proposed smaller reward. The reason is that with the proposed system, kill stealers will have a different incentive - spite. To get rid of it completely, there should be no way to snatch away ANY part of the reward, then kill stealing will become entirely harmless.
10.0+, does this include 9.0 in full uptier or is it 10.0 in full uptier?
9.0 in a full uptier is 10.0 isnt it?
Night battles execution sounds perfect!
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