War thunder cheaters. Cheats for War Thunder, secrets and tricks. In my replay of the fight it is clear that

War thunder cheaters. Cheats for War Thunder, secrets and tricks. In my replay of the fight it is clear that

War Thunder is an incredibly cool game where you can conduct air battles on airplanes or participate in tank battles. Full review of the game. A pressing problem for many players is learning to play well. It's not easy at all, so you have to spend a lot of time playing and practicing. In this article I will tell you how to easily fight back against experienced players. I will tell you where to download cheats for War Thunder, and I will also give some tips to beginners.

You should know one thing: the cheats that hackers create quickly become outdated. Therefore, from time to time you may have to Google “war thunder cheats” yourself. But I can say this for sure: all the information in the article is relevant, I myself personally checked the functionality of the cheats I found. By the way, you can download the cheats described in the article completely free of charge.

A couple of tips for those looking for cheats

If you yourself have ever looked for “war thunder cheats and secrets,” then you’ve probably found a ton of sites. I give you important advice: you need to look for cheats on the forums. It doesn’t matter which ones, for golden eagles or for aim. Because developers usually hang out on forums, and do not create strange sites, like: cheats for war thunder. An equally important piece of advice: don’t be naive, you can’t download good cheats for free (if you want a cheat that won’t get burned, you’ll have to thoroughly search and then buy it).

They are either outdated or permanently banned. Therefore, I do not recommend wasting your time searching and installing them.

"Snail"

Snail cheat (cost 200 rubles) for War Thunder. Could be bought on one of the forums, stopped working in 2015. Why does not it work? Because the developers improved the game, and the creator of the cheat became too lazy to change his scripts, he just gave up.

To the golden eagles

Any cheat for eagles (this is an in-game currency that can be purchased for real money). Such cheats for gold are most harmful to the development of a project that is based on microtransactions (an eagle is, roughly speaking, a ruble!), so developers immediately find protection from them. So I don’t recommend downloading cheats for war thunder for golden eagles at all, there’s a high probability that you’ll just get viruses on your computer or waste your money.

Working cheats

They can get you banned, so test them on new accounts. You can download it and enjoy it, I did it.

Autoshot

He is also an AIM cheat. It has its drawbacks. Firstly, the mouse shakes a little, and secondly, you still have to aim on your own. There are three good news, the first is that the cheat is free, the second is that the developer is still improving it, the third will please those who like to drive tanks, this hack works for tanks. I didn’t look for other cheats for the game War Thunder, aim (and similar ones), and why should I, if this one is good? You can download it.

Other hacks

All other cheats for War Thunder: for the map, for acceleration, for immortality or invisibility - you can find it yourself and download it for free. I promise you that you won’t be able to play with them for a long time. The situation is such that the developers of the cheats that they make available to the public have no motivation to work on improving them (i.e., making them invisible), so after a short time, the once working cheat stops working altogether or people start banning it right away.

Conclusion: don't play with cheats. I have learned from my own experience that it is better not to do this. Having registered a new account, I tested about three cheats on it, two of them worked. But this is what I saw when I logged into the game the next day:

However, there are hacks and new ones will appear, check out some of them:

There are secrets and tricks in war thunder, not everyone is familiar with them, they are especially useful for beginners and you are guaranteed not to get a ban for them.

Aircraft

  1. Attack aircraft and bombers need to be attacked from above.
  2. Use a hidden belt for a machine gun (you will not see the trajectory of the bullets, but the enemy will not immediately understand where they are shooting at him from).
  3. Study the properties of each type of tape, as well as the weak points of the aircraft (then your game will be more meaningful, you will not hit like an aim cheater, but you will miss much less often).

Tanks

  1. Don't shoot while moving, stop, wait half a second, shoot.
  2. Sub-caliber and armor-piercing shells allow you to penetrate an enemy tank, even if he is hiding behind a wall.
  3. Capture points on maps where possible. For one captured, you will receive an additional 10% of silver lions at the end of the battle.

Gaijin Entertainment, the developer of the military MMO War Thunder, has prepared an excellent guide to determine who you are playing with - an honest player or an insidious cheater who uses various tricks to achieve his victory. They also debunked the most popular myths among players, and revealed methods of countering dishonest players.

My replay of the fight shows that:

ally/enemy shoots past the enemy, hits and kills.

The enemy/ally disappeared, stopped in the air, jerked up and down, etc.

Is the player playing dishonestly?

“All decisions, all physics, all hits in the game are calculated on the server. The client physically cannot hit, shoot past, fly or turn too quickly. Those. even if this can be done on your computer, everything will still be as it should be on the server. The situation described in the question can often be observed in replays - indeed, in a client replay of a battle, only the player himself and everything in the immediate vicinity of him are more or less adequately displayed. Information about everything that is far enough away or out of sight is transmitted highly compressed (or not transmitted at all). Therefore, in the replay recorded on the client computer, when switching to an ally, especially one located behind him several kilometers from the player, you can see various “unnatural” things - but all these are just the consequences of compression.”

Is there any way to improve this?

“Since a lot of events take place in the game, up to 200 tanks and planes meet in one battle, transmitting all the information with the same accuracy would lead to an excessive load on the connection channel with the user. At the same time, information about distant and slowly moving objects relative to the player can be transmitted less frequently without any loss. The game tries not to transmit information about invisible enemy units at all, but the game does transmit information about allies for a general understanding of the situation. This allows you to switch to them in the replay of the battle and then you can see something strange.

The main advice is to use server replays for viewing. In them, everything is displayed more or less as it happened from the server’s point of view. “More or less” because server replays are also written with some loss of quality (on average, the frequency of position and orientation is reduced to approximately 10-15 times per second) - this is done to optimize the size of the replay.”

An invulnerable player on a plane - I hit him, I see flashes, but he doesn’t die.

“Your rapid-fire weapon shots and their hit effects are displayed in the game client, regardless of whether the hit actually occurred according to the server version. The reason is that for rapid-fire weapons and fast-moving targets, the time required to ask the server “was there a hit?” and getting an answer sometimes exceeds the time it takes to shoot, the flight of the bullet and the drawing of the hit itself. If such effects are displayed only after receiving server confirmation, then the player simply will not be able to adjust the “queue” of machine guns/cannons while waiting for the flashes. Even worse, it can lead to a situation where the target has long left the point of impact, and the effects of the hits only “came” from the server and were displayed.

Another example of why in such a situation it is impossible to wait for a guaranteed response from the server: you may receive flashes from hits from shots that occurred earlier, but think that they belong to new shots (with a ping of 100-120 ms and a small loss of packets, “lateness” can up to half a second). Which will confuse the pilot even more.

To ensure that the player knows for sure that the hit was recorded on the server, when there are hits, lines are drawn around the sight. These are server hits (registers up to 8 hits). Thanks to these lines, an attentive player can notice what a delay sometimes occurs between shots and messages about hits from the server.

If you doubt how everything happened on the server, watch the server replay.”

Any plane should fall apart from hits from cannons of 37 mm caliber or more. I only shoot with cannons, the game registers hits, but the plane doesn't fall apart. How is this possible?

“First, make sure that we are talking about server hits - in case of a successful shot, the risks of a server hit are drawn around the sight (assuming that you only fired cannons, this will mean that the cannon shell hit is registered on the server).

Secondly, not every plane will fall apart from any hit by a 37 mm shell. Look on the Internet for photographs of B-17s returning from battle with traces of a direct hit from an 88-mm anti-aircraft gun, for example.

Thirdly, 37 mm is, of course, a healthy projectile. But if the shot was fired with armor-piercing ammunition (and the standard belts of many aircraft are loaded with such ammunition, one after the other with high-explosive fragmentation ammunition), then the result, in general, will be just a hole with a diameter of 4 centimeters. And, unless it’s a hole in the engine or the pilot, it will have little effect on the control of the plane.”

An invulnerable player on a tank - I shoot at him, I couldn’t miss, but the ricochet/didn’t hit/didn’t hit.

“In addition to quite ordinary situations (when in fact there was a ricochet or disassembly of a projectile, for example), the following options are possible:

Extrapolation errors - if the enemy maneuvers quickly, then on the client his location may not be shown entirely accurately. These situations also include the case when you still have a goal, but on the server it has already begun to move.

Level of detail when transmitted over the network - distant targets are not transmitted as accurately and, although they are refined in the sight, this refinement may occur with a slight delay or be insufficient. Also, stationary and slowly moving distant targets are transmitted to clients a little less often, which also occasionally affects the accuracy of their display.

The landscape and location objects have their own level of detail - and the silhouette of distant objects may be a little simplified. Thus, a projectile can hit a house/hill even if it looks like it should have hit the target. The last problem is most noticeable when looking from an airplane at the ground where the tanks are driving.

And finally, there are mistakes in all this. Let's list a few that have happened recently.

For airplanes, the frequency of sending changes in the location of completely motionless ground objects at a great distance was infinitely large (the object does not move - there is no need to send data about it). At the same time, the placement of units on the surface (essentially teleportation), which occurs at the beginning of the mission, was also not considered a change, since the unit’s speed did not change, and the sending frequency is checked based on speed. Ultimately, this resulted in the tanks appearing slightly “floating” above the surface - until you fly close enough to them.

In some cases, the presence of an object behind the tank could “close” it from shells, and, conversely, the presence of an object in front of the tank did not protect it from being hit. This was caused by optimization of the calculation of projectile flight, when the entire world is divided into a grid, and all objects belong to one or another cell of this grid. Accordingly, an error in determining whether an object belongs to a grid cell led to the objects missing projectiles, and an error in the transposition of geometry or an error in the sequence of various types of object checks led to a projectile hitting an object behind the target (if the object behind the target was first checked and only after that they wanted to check the target itself, but the projectile was already “absorbed” by the object).

We provide examples of these errors in order to show that errors of this kind can be quite non-trivial. Since the game code is quite complex simply due to the huge volume of tasks that it calculates in real time (calculation of the physics of movement, projectile flight, projectile hits, and all this - on the scale of huge, by gaming standards of other games, locations in which there are many dozens of millions of objects, hundreds of units, thousands of engines, rollers, springs, barrels, towers, thousands of shells in the air, destructible buildings, real physics of waves and water, crushed and active soils, and so on and so forth), then there is always the possibility of nuances arising caused by optimization or implementation details, and these nuances can lead to errors. But still, much more often, problems are caused not by errors in the models or in the client or server code, but simply by desynchronization of the client’s presentation with the real position on the server (or even a simple perception error).”

But I heard that the game adjusts the damage/hit model/hit effect to equalize players/techniques. This is true?

“Look at the statistics of the players - in order to “equalize” them, the game does nothing except select, as far as possible, teams that are equal in technique and sum of battle ratings.

Moreover, to implement something like this would be practically impossible logically and extremely expensive in terms of calculations - because the game already calculates the trajectory of each bullet at each moment in time, and in order to do something like that, it would be necessary to additionally store for each bullet and analyze a whole bunch of information. In reality, the game engine calculates hundreds and thousands of projectiles in the air every frame in every battle - and, naturally, the less unnecessary information there is, the faster the calculations will be (for programmers and engineers this will be clear - optimization for cache and SIMD calculations).

Again, when in doubt, refer to server replays. As a rule, they resolve all doubts - or they allow you to detect an error in the damage model of a specific vehicle, or, as was the case quite recently in 1.63.2.105 - an error in the simulation of calculating the movement of a projectile in special cases (the main error was corrected quite quickly, but finally everything it was corrected only a week later - and all this thanks to server replays and reports from players).”

I saw in the killcam how the projectile passes through hills and obstacles. This is impossible!

“The killcamera shows the history in a simplified way: only information is saved and transmitted from the server about who and how the projectile was fired, the type of projectile, at what point and at what angle it hit the armor, what damage was caused, and the type of damage. In the case of a ricochet, the angle where the projectile flew after the ricochet is also transmitted. Accordingly, in the replay animation, the projectile “flies” in a straight line between the point where it was fired and the point where it hit - in reality, the trajectory always has a ballistic shape.”

I saw in the killcam/hitcam that the high-explosive fragmentation shell produced only a few fragments. This is wrong, there should be many dozens!

“All fragments and effects caused by a shell explosion, but not causing damage to the modules, are not transferred or drawn anywhere - not only to save traffic and computing power, but also so that the player can easily make out what exactly happened on the damage camera.”

I saw a “cheater” - the player shoots incredibly accurately, sees everyone in the mode without markers, and so on.

“Players play markerless modes primarily not for the thrill of sports, maximum fair play or teamwork, but for the sake of immersion in the atmosphere, deliberately choosing a mode in which less information is available to them than they otherwise would have received - in order to feel yourself in the battle of World War II and feel the atmosphere of these battles. Of course, even at that time the fighters tried to know and imagine as much as possible about what was happening around them, but the technical capabilities for obtaining information (radars, FLIR) and presenting it (screens, HUDs) were, as a rule, very limited.

However, in markerless modes, dishonest, malicious or simply greedy players can potentially use various prohibited modifications to the client - since the client in such modes always has more information than is supposed to be available to the player.

So first of all, look at the server replay. Keep in mind that the player can play with different quality settings or with a different screen resolution, and if you do not change your position, you can adjust and direct fire with the help of other players.

Let's repeat it just in case. “Classic” cheats cannot be created and used in the game for single games or games with “client” calculation of game logic, such as: immortality/invulnerability, speedhack, installkill, super-powerful weapons, changed characteristics of the physical model of your equipment or the equipment of other players, and etc. In markerless modes, the so-called wallhack/maphack and automatic guidance control are limited.

An attacker can only take advantage of what is already transmitted to the game client from the server, and only by resorting to the same control capabilities that all players have.
Here are the main types of client modifications that can be used to gain an advantage, and how they can be detected by a non-specialist:

Disabling the rendering of trees/objects/landscape (everything except the crowns of trees and bushes, as a rule, either cannot be penetrated by a projectile, or cocks a projectile, or has a chance to deflect/damage it, etc., so in practice, scammers mainly modify the client, to disable drawing of trees);

Visually changing the vehicle model, drawing an enemy marker. Since there is a player’s tank on the client, and its type and position are known, you can change the output data of the game so that enemy vehicles are drawn, for example, in a bright color and are visible through obstacles, or, using the capabilities of windows, you can connect to the game process , find out this information and draw a marker on top of the image displayed by the game, create a “radar” and other interface elements so well known to our players from their experience of playing in modes with markers;

Autoeim - automatic aiming of the barrel/turret/aircraft at the target, calculation of the ballistic sight, etc. This is discussed in a separate paragraph below.

You can identify a player who uses modifications that help you see something that shouldn't be visible by looking at his behavior. In the server replay, when viewing “from a player,” you can see where this player was looking, where he was aiming, etc., and all other players are also visible. Using this, it is easy to notice if a “rogue” seems to be “looking” through houses and trees, that is, “following” with his gaze a moving enemy, invisible to him.

If you are really sure that a player is using prohibited modifications, use complaints on the site. There is no need to create videos on YouTube or posts on Twitter - they are of little use (if any at all), since such “reports” may simply be a misinterpretation (for example, in the case of using client replays) or be a manipulation for the purpose of “elimination” a player who is unpleasant to someone. In addition, they will not necessarily reach those who are engaged in catching scammers. Instead, use a special product that really helps fight them.

If you want to talk about some new prohibited modification or share some other information that is important in your opinion about the types and methods of dishonest play, write to Technical Support or to the forum Assistants or Moderators (they will deliver the signal to the right place, and will make sure that he is not forgotten).”

And besides complaints?

“In addition to the complaint functionality, we also use several different methods to automatically “catch” prohibited modifications on the server side. But most of these methods do not have 100% reliability. In addition, there is always the possibility of new modifications appearing.

The main reliable methods of dealing with violators are the following two main ones:

Consciousness and reports of honest players who uphold the principles of fair play;

Design. In marker-based modes (found in major sports formats and most all aircraft modes), the ability of prohibited modifications and their impact on the game are significantly limited.

A little more about game design and its impact on the fight against prohibited modifications and scammers who use them.
If the server does not transmit data to the client, then, accordingly, there is no way to show this data. Unfortunately, even if it were possible to calculate each frame for each player on the fly, this would still lead to unacceptable levels of latency, and therefore tanks appearing out of thin air. Therefore, the game is forced to transfer the enemy’s equipment to the client a little in advance - before the player can see it. However, to improve the overall quality of the game and make life more difficult for scammers, we decided to slightly change the current detection system, making it more “aggressive” in terms of hiding “invisible” models.

First of all, we reduced those parameters in the detection system that were the most “vulnerable” and gave the greatest effect from unauthorized use through prohibited modifications. One of these parameters is “Unconditional detection range”, i.e. the radius within which the client is guaranteed to receive information about the position of all equipment around him, including enemy equipment. Before patch 1.65, this parameter was quite large, about 360 meters, this value was selected so as to give a minimum of situations with the sudden appearance of an enemy tank in the field of view when the camera is turned sharply. We have slightly improved the algorithm for checking visibility at the edges of the player’s field of view, which allowed us to significantly reduce this parameter and at the same time draw the enemy tank model as quickly as possible in the event of a sharp turn of the camera by the player. In patch 1.65, this radius (for a maximally pumped crew) will decrease by about 5 times (the value may still change by the time the update is released on the main server).

We also reduced by approximately 2 times (from 2 km to 1200 m) the maximum range of “Detection in the direction of view” in third-person view. The old value allowed offenders to have information about the position of opponents in the field of view of a third-person camera almost always and on all maps, without switching to an optical sight or binoculars. Considering that third-person visibility is checked from a camera position that may be slightly higher than the height of the tank itself, this also provided a noticeable advantage when using prohibited modifications.

Another parameter in the visibility settings that could give an advantage to intruders was multipliers for detection range when using binoculars and a scope. Thus, the multiplier for binoculars was 2.6 times, which, when multiplied by 2 km, gave a value that, with a margin, covered the sizes of all game cards, even diagonally. Considering that the speed of movement of the field of view in binoculars is not limited by the speed of rotation of the turret, this also potentially provided an advantage, so the multiplier for binoculars was reduced quite significantly: from 2.6 to 1.4.

The detection range multiplier when using a sight, which was equal to 2.4, was also slightly reduced, but not so much: from 2.4 to 2 times, since the speed of movement of the sight is limited by the speed of rotation of the turret or gun, and the point from which the visibility check occurs is coincides with the location of the sight itself.

Let us separately dwell on two more parameters: multipliers for the detection range of moving and shooting enemies. And if the first parameter, the multiplier for the detection range of moving targets, was reduced from 1.5 to 1.1 times, then the other (the multiplier for the detection range of targets firing) was, on the contrary, increased. With this change, we intend to give players more opportunities to outflank the enemy and, in general, increase the importance of movement tactics, and at the same time reduce the advantages that the use of prohibited client modifications can provide when playing in the “sniper” style, i.e. when shooting from long distances, where “wallhack” helps to easily detect targets. Thus, players firing from stationary positions will reveal themselves at a greater distance compared to those players who move more around the map.

Another quite important change aimed at increasing the protection of the markerless mode from the use of prohibited modifications will be a more detailed calculation of vegetation to trace visibility, taking into account the shape of tree crowns and the sequential covering of some crowns by others. This will also make it impossible to detect players behind dense vegetation, even with the help of modifications, since the game client will not have information about such a tank “hidden” in the forest.”

I saw in the replay how the sight twitches - the player is using auto-aim, a person cannot aim like that

.

“The positions of the aiming cursor are sent to the server several times per second (more than ten). This is several times less smooth movement than on the client, which makes any movements of the aiming circle look robotic and “jerky.” In general, such behavior of the sight cannot be a sign that the sight is controlled by an external program - it is not difficult for attackers to make the movement of the circle smooth and this will not affect the aimbot in any way, because the gun still moves at a finite speed.”

I know that there is an auto-aim that helps players kill other players. How can I identify a player who uses such modifications? How effective are they?

“The effectiveness of such modifications depends on the game mode.

Since the game client has information about the type of vehicle and its position in order to be ready to draw a tank model, then in the tank RB and SB modes (where there are no markers and the distance to the target is not displayed), the autoeim (aka aimbot) helps those that finds opponents. In addition, at long shooting distances, a primitive ballistic calculator allows you to set the approximate angle of elevation of the barrel in order to hit approximately the target - i.e. in you (the accuracy of the alignment depends on many factors, in particular on whether you are moving, as well as on a number of others). At the same time, such a “bot” does not aim at vulnerable spots - this is a difficult task that the robot solves relatively poorly, but at long distances the projectile has a chance to hit the roof along a hinged trajectory, where most tanks have weak armor. However, at short distances (300-500 meters or less) this rarely serves well.
A characteristic feature of such an auto-aim is shooting without any “targeting” of the enemy and measuring the aiming angle, shooting at closed positions at long distances, and lack of time to search for other angles after a miss or hit.
In tank AB mode, the aimbot does not provide any significant advantages over the usual target guidance function and the ballistic computer (“green cross”).

In airplane modes, the aimbot is relatively useless - it can only help shoot at a relatively stationary (non-maneuvering) target, and only when controlling the most maneuverable aircraft (biplanes). In most cases, the aimbot understands noticeably worse than the player where and how the enemy can fly (the lead point only shows where the plane will end up if it doesn’t maneuver), and is certainly not able to cope with adequately constructing its approach maneuver. target, calculating your energy, the enemy’s energy, and so on.

According to the analysis of statistics, players who used the aimbot in airplane modes had results even below average (which is why in the past the punishments for violators were relatively mild, from two weeks to a month for the first violation - these violators were very mediocre players even without any punishment).

In simulator modes when playing on an airplane, the aimbot is completely useless.

“Auto-fire” - a bot that presses the fire button when the sight is aligned with the target - is not used in War Thunder, as far as we know, since in all modes such functionality will do more harm than good. How to calculate it is obvious from the description of its action, but in essence the player with it harms himself more than helps himself.”

What do you do with cheaters?

“Banim. Currently - usually forever. Lists of those banned are not published in order to avoid a “witch hunt.” At the same time, recently those banned have a status on the site - “banned” - so if you suspect/suspected someone, you can check if they have this status.”

03.09.2017

When I talked about the shortcomings World of Tanks, some citizens put forward two assumptions: some stated that against the backdrop of World of Tanks it is an ideal game, and others that it is difficult for me to reveal War Thunder in a similar vein, because... and then the versions went on: fan, hater, sold, bought, and etc. Well, so, to restore universal justice, meet: 10 things for which we hate War Thunder.

Thing #1. Donat.

Since ancient times, it has been the custom to believe that in the World of Tanks donations make the difference, but in War Thunder they don’t, that in “Kartoshka” they push for donations, and the one who pays is doing well, but in “Tundra” you can safely play without depositing money. However, miracles do not happen: War Thunder is a free game. More precisely, not free, but shareware, which means that the developers, willy-nilly, are forced to persuade players to deposit money. First, they built up a gamer base, demonstrating ostentatious selflessness, and then got down to business. A thing that the guys from Wargaming have been allowing themselves for a long time is a bias towards Pay-and-Win. Firstly, for money you can double the speed of pumping, which will allow an inexperienced player to reach the heights where only experienced players reach, and then show themselves in all their glory. Secondly, for money you can upgrade the crew, which is very important in battle. Well, and thirdly, the most important thing - you can simply buy a premium tank, such as the IS-6, which everyone curses because it is difficult to penetrate. And, rest assured, in the future, there will only be more such difficult-to-defeat tanks.

Thing #2. Imbalance.

I'll start a little from afar. There is such an action game called For Honor. So, there is a terrible auto balance there. Young warriors are constantly thrown into battles with dudes whose fighters are leveled up to level 30. The result of such a battle is predictable. Think Ubisoft can't fix this? What can't she do? Not at all. They don't fix it because it's not a mistake. That's how it was intended. Because the game has a built-in store, because you can strengthen your character with money. So the developers persuade players to donate through such a primitive technique. In War Thunder the situation is similar. He can throw a couple of tanks into battle, which it’s unclear how to penetrate them. But that's nothing. The crowd can be managed. More often it happens that a person with a third-level technique is thrown to guys who are one level, or even two, higher than him - to the fourth or fifth. Such battles can be immediately lost without even starting.

Thing #3. Aviation.

Since we are comparing War Thunder with World of Tanks, then we will only talk about the tank component. But the subject of our discussion is aviation, and we have to put up with it. You can love airplanes endlessly. And it is right. But it is impossible to love airplanes as a tanker, especially when they are enemy airplanes. The reason is the instant and final death of the tank along with its crew, for no reason whatsoever. You can fight as coolly as you like, shoot enemies left and right, deftly hide in the folds of the terrain, and already dream of a bunch of heroic awards at the end of the battle, when suddenly bang - that’s all. The tank was destroyed. Thanks to all. What? Where? And it’s just that a bomb from someone’s bomber, or a rocket from an attack aircraft, fell on top of you. Someone attentive prudently pressed the “fire” button and your game is over. How many nerves are needed to constantly experience this is a rhetorical question.

Thing #4. One-shots.

Again, since we are talking about gifts from aviation, we cannot help but remember that ordinary one-shots from fellow professionals are also not uncommon, especially in the early stages of development. It is difficult to say how realistic such a situation is, but there is an opinion that completely disabling any tank with one shot is a non-trivial task. There were a lot of documented cases during the war when tanks withstood 20-30 hits, and their crew continued to fight. Well, here there are one-shots all the time. But on the other hand, there are a lot of cases when a cumulative projectile fired exactly into the ammunition rack did not lead to a one-shot, or when a large-caliber projectile, which completely pierced the armor and scattered into pieces inside the cabin, did not kill any of the crew. All these oddities have raised and continue to raise questions, and do not at all contribute to the growth of gameplay interest.

Thing #5. Deer.

Of course, there is no place here without deer. Deer are divided into several types: some do not know how to play at all, others know how to play, but are fooling around, others shoot at their own people, and others generally use bots, which can also be attributed to “deerism.” It turns out to be especially interesting in realistic combat mode. While the arcade mode smoothes out the difference between deer and non-deer, the RB mode, on the contrary, exacerbates it. And, if we have nothing against the deer in the enemy team, then against the deer in our own we really have it, and it must happen that the owner of the most important and heaviest tank turns out to be the most helpless, not at all willing to help the team. It is clear that this is not the fault of the developers or the fault of the game, but it would be nice if such deer were collected in a separate bag, guided by individual indicators, and they played among themselves in the mode for the helpless.

Thing #6. Drift.

Anyone who installed War Thunder for the first time and entered the game, especially having played World of Tanks before, was probably surprised to discover that you can naturally drift here. The tanks accelerated quite realistically and slalomed, turning the ground beneath them into a liquid mess. Moreover, a similar trick can be performed by light wedges and rather heavy, full-weight tanks. In addition, this same drift is possible already at a speed of 20 kilometers per hour. 20 km/h may only seem like a high speed if you are riding a skateboard or bicycle. If you are driving a car, the feeling of speed is lost. Well, here it’s not a car, but a whole armored colossus that runs around like an electric broom. There is an opinion that the developers embellished the drift, that they visually added speed, and that only damp soil can turn into such a mess, while dry, virgin meadow soil will only produce dust and grass will fly out from under the tracks.

Thing #7. Bugs.

Where would there be without bugs? The game is full of them, although they are not immediately detected. At first glance, everything is fine, but over time, when the eye becomes trained, many discover strange behavior of the penetration system, strange behavior of aircraft, oddities with textures: tanks fall underground, drive half a meter above the ground, turn black, shoot with empty ammunition, drive after destruction, etc. Of course, some information will become outdated, and you can easily argue that this and that are no longer in the game, and all of the above has been corrected. Perhaps, but where are the statistics that would indicate how many people deleted the game because of such bugs? There are no such statistics. It doesn’t exist, but there are bugs that fans of the game never tire of reporting from the field.

Thing #8. Leveling up.

There are also plenty of complaints about pumping. It was precisely because of it that many abandoned it, because they did not see the point in wasting time on improving the next tank, issued in completely “stock” condition. The pumping is very long. And there is a feeling that the further it goes, the more it is being pulled in. The meaning of the maneuver is clear - if you don’t like that everything is too slow, bring the money. Out of despair, people are forced to go into the uninteresting arcade mode, because there they can level up a little faster. But some people still bring in money. He brings it in and thinks: what and where to download. There are a lot of variations, now this gun, now that. How it will perform in battle is impossible to know until you buy it, and along with the gun you need to upgrade a bunch of other extraneous things. As a result, I’m already tired of this tank, I want a new one, but I can still swing and swing.

Thing #9. Cheaters and bots.

Yes, these guys exist, and there are plenty of them. Some use prohibited mods, others release a useless bot onto the field, creating the appearance of vigorous activity. Despite the statements of the developers that cheaters are stopped, in fact there are enough cheaters. If you don’t believe me, enter a phrase like “cheats for War Thunder” into the search bar of your browser - you will be surprised. The choice is huge. There are cheats for highlighting enemies, a cheat for stealth, a cheat for auto-shooting, a cheat for increasing experience, and much more. The Internet is full of videos clearly showing the activities of these same cheaters, and the developers should admit the fact of cheating and honestly say that, yes, there is a problem, but we are fighting as best we can, but this is not happening. Everyone pretends that the game is in perfect order, and, as a result, we have another reason to remove Tundra from the computer.

Thing #10. Administration's attitude.

It looks like War Thunder is really gaining a good gaming base, otherwise it’s difficult to explain this tightening of the screws. On the one hand, of course, it’s good that our game, made by our masters, has an army of fans. But on the other hand, with popularity comes arrogance. Judge for yourself: donations are slowly becoming more expensive - this is a fact; cases of blocking videos on the Internet in which the game is criticized have become more frequent. They block, of course, due to complaints from developers. Previously, they gave double experience for a victory, and then it was replaced with roulette, which is supposedly more profitable for players, although this is not the case. People are banned on the forum for dissent. In general, a little more and the line between World of Tanks and War Thunder in the area of ​​attitude towards the audience will be erased, which is a pity.

These were 10 things to hate about War Thunder. That's all! Play only good games, and let no one leave beaten.

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