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War Thunder's APS Problem 

Spookston
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Active protection systems (APS) are an increasingly vital component in modern tank design. So as Gaijin add more modern tanks to War Thunder, active protection systems will become more common. Soft kill systems like Shtora and the AN/VLQ-8A found on the M1A1 HC are already in game, but hard kill systems would drastically change how the game is played.
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7 сен 2024

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Комментарии : 434   
@Spookston
@Spookston 3 года назад
I wasn't too confident about the reliability and researchable modification suggestions, and it looks like the vast majority agree those would be bad idea. Borrowing from your suggestions, I think it would be better to have an Armored Warfare style cooldown and limit the areas of effect a bit. For the latter, I mean reduce the areas protected by the hard kill APS. I don't think that kind of information is available, so it would be guesswork on Gaijin's part anyway.
@stilkerify
@stilkerify 3 года назад
I was gonna go with the AW idea, limited charge and CD on it, for sure both games are different (HP vs realistic damages) but I don’t think it would be that unfair to the player who launched the missile. Just a thing to take into consideration for them, like when I was playing AW
@Juozapas001
@Juozapas001 3 года назад
Plus the systems would need to be tied to velocity of the rounds i think, although i don't think anyone has info on that. Plus there's that "can stop sabot" argument (hence why i kinda hate that part of APS in AW, its tied to the caliber of the round, not the speed it goes, rounds that are => 100mm get intercepted)
@boymahina123
@boymahina123 3 года назад
I'm playing AW currently and apparently there is a thing called "Super Hark Kill APS", with them stopping every round above autocannon caliber Back when it was first released, it was always active and intercepted basically everything shot at it until the APS was completely depleted, and that was a big problem back then. So they changed it so it occupies an ability slot that would otherwise be used for a different ability (or infantry deployment since that's a thing) and only stays active for around 3-5 seconds (idk the exact time) after which the ability cools down for over a minute while the APS cools down like usual for about 20 seconds.
@Juozapas001
@Juozapas001 3 года назад
@@boymahina123 first, hey, second 20 seconds for "next-gen" trophy, 60 for afghanit on T-14 and T-15
@boymahina123
@boymahina123 3 года назад
@@Juozapas001 oh yeah i havent got to the afghanit equipped tanks yet
@samuelschlick4910
@samuelschlick4910 3 года назад
Personally I've found the BRENUS passive to be the most consistent system as at 8.3 you're far more likely to face vehicles that carry missiles which can be disrupted. Its a great ifv and missile carrier hunter with surprisingly useful era. You just have to get used to playing passive and at range with no stabilizer.
@cherami8445
@cherami8445 3 года назад
I didn't face any BRENUS until I started spading the FV438 Swingfire, my unluck is surreal.
@AngryFrenchPenguin
@AngryFrenchPenguin 3 года назад
I just played the Brenus this morning, and played exactly as you mentioned. it went surprisingly well (only getting killed in the closing stages of the game by a G91 revenge missiling me)
@nicolaspeigne1429
@nicolaspeigne1429 3 года назад
It's at a br where ERA and softkill APS still matters, you feel the difference when you compare uptiers and downtiers. And you can have quite surprising survivability when the enemy is only flinging ATGMs and HEAT your way.
@georgehuser4711
@georgehuser4711 3 года назад
Strangely for me I get killed a lot by rockets in brenus. The APS just doesn't work for me most of the times
@CecilioSprayetti
@CecilioSprayetti 3 года назад
@@georgehuser4711 It doesn't block all missiles, only certain types, TOWs and Khrizantema missiles won't be blocked. Two of the most common ones.
@Android_ELITE
@Android_ELITE 3 года назад
The fun part about hardkill in the april fools event was how shooting an enemy tank point blank could detonate your ammo rack. No seriously. A few of us played the event almost obsessively for a week and we noticed we would just randomly explode sometimes when shooting enemies up close. Originally we had no idea what was happening, but after a while the only way we could think of explaining it was that you would shoot a tank, their APS fires (if it has charges active at the right angle) against your shell (which it did; the aps targeted shells as well as missiles), APS destroys the shell, but if you're sitting inside the arc that the APS operates in, the fragmentation spawns inside your tank, destroying it instantly. Eventually we got so used to it that if we got close to an enemy and their gun was still up, we would intentionally sit at the right distance and show whichever side had APS ready perfectly flat, and then they'd shoot us and explode. It was hilarious. Best april fools in years.
@h1tsc4n40
@h1tsc4n40 3 года назад
Oh yeah true, it was hilarious when i found that out. It was also annoying as hell to have to put five billion rounds into an enemy or pray for APFSDS to make it through.
@hemendraravi4787
@hemendraravi4787 Год назад
Sadly at that time I had no idea on wtf I was doing in tanks so I didn’t play that even , pretty sure I would have enjoyed it now.
@Lo-tf6qt
@Lo-tf6qt 3 года назад
<a href="#" class="seekto" data-time="15">0:15</a> lowkey I'm genuinely more surprised by the fact that Gaijin modelled mushrooms in WT
@A407RAC
@A407RAC 3 года назад
A title format suggestion, if you're sick of questions Spooks - "The question of War Thunder's APS", "War Thunder's Question of APS"
@nakkiibrks
@nakkiibrks 3 года назад
up
@alphaplayzz1381
@alphaplayzz1381 3 года назад
up
@d1d4ct85
@d1d4ct85 3 года назад
Ew
@A407RAC
@A407RAC 3 года назад
@@d1d4ct85 195 thumbs up and 1 dude grossed out? I can live with those numbers 😂
@d1d4ct85
@d1d4ct85 3 года назад
@@A407RAC boomer moment
@kraftlawrence5465
@kraftlawrence5465 3 года назад
I'm not gonna lie, I think balancing the game around whether or not you grinded the modules for a vehicle is a horrible idea. Unless attaching it changes the BR of the tank entirely, it would mean that your tank performs worse than it should at no fault of your own until you've done the prerequisite grinding (or payed for it lol). Think about it in terms of stock ammo grinds. At first it feels awful to play, then once you've sunk the arbitrary amount of time/ free xp then you're allowed to function at 100%. While APS wouldn't have quite as drastic an effect (in theory), it still the same concept of "your tank is worse until you grind, fuck you".
@MrBlueBurd0451
@MrBlueBurd0451 3 года назад
I really don't see the issue in certain vehicles with certain upgrades getting rated a BR higher, or more specifically, a vehicle without a certain set of upgrades getting rated lower. Some vehicles are just utter garbage until you research certain upgrades. Looking at you, everything with APCR as stock...
@andrewe.2464
@andrewe.2464 3 года назад
@@MrBlueBurd0451 the BMP-1’s ATGM upgrade could put it atleast .3 br higher in my opinion
@pjmetzen3483
@pjmetzen3483 3 года назад
I honestly feel that some ammunition upgrades should change the BR of tanks.
@hedhunta3767
@hedhunta3767 3 года назад
it's so bad with stock heat rounds for russian high tiers, just unplayable
@thecivilizedshark4283
@thecivilizedshark4283 3 года назад
@@andrewe.2464 I barely use it and kind of feels underwhelming but I’m not very good at the game. But with that said, ATGMs feel kind of useless unless your target for some reason can’t shoot you first. That’s just my opinion.
@AlbertWillHelmWestings2618
@AlbertWillHelmWestings2618 3 года назад
id be horrified once they add hard aps packages, shit's gonna make distance combat a bitch
@LarryPigeon1
@LarryPigeon1 3 года назад
Add PL to it and it will be fun
@cristobalalvarez5491
@cristobalalvarez5491 3 года назад
@@LarryPigeon1 pl should be 11.0
@ivanmonahhov2314
@ivanmonahhov2314 3 года назад
Yes , T-10M with a 6 barreled 7,62 MG firing at incoming missles !
@LarryPigeon1
@LarryPigeon1 3 года назад
@@cristobalalvarez5491 10.3 should work when they tweak it to 12% constantly
@tigerbesteverything
@tigerbesteverything 3 года назад
@@cristobalalvarez5491 lol PL stands for packet losses and not polish i guess here.
@wattpwn
@wattpwn 3 года назад
My one issue with your proposed fix is that hard-kill systems stand to make stock grinds even tougher, with most basically all MBTs at high tiers having the traverse rate to punish missed or denied shots. I think having it be a stock addition or at the very least having the same low cost and mod tier of parts and FPE would be much healthier for aiding new playing progression into the top tier of the game. Takes a little of the bite out of the feature creep and all, yknow?
@vaidekas
@vaidekas 3 года назад
we already have APS in WT. it's called ,,ghost shell".
@hunglikeahorse120
@hunglikeahorse120 3 года назад
Or Russian optics. I swear those fuckers are made of black holes. I can hit the turret cheek and have the drivers optics absorb the entire thing.
@bahamutdragon1754
@bahamutdragon1754 3 года назад
@@hunglikeahorse120 Ive seen a t34 optic absorb an entire shell from a flak 88 and turn orange. I still have the screenshot somewhere too.
@satomonster568
@satomonster568 3 года назад
@@hunglikeahorse120 optics ports in general are ass, I once had a jumbo survive a shot from a sturer emil because the shell was a bit high and the driver periscope munched the entire 128mm shell
@lalimalik6614
@lalimalik6614 3 года назад
If the APS gets an animated explosion, then playing top tier would look/feel a lot cooler
@Just_A_Random_Desk
@Just_A_Random_Desk 3 года назад
Top mounted machine guns still don't have proper animations so that'll be a while
@piscessoedroen
@piscessoedroen 3 года назад
@@Just_A_Random_Desk WT is not great with tank animation, but they surely can make APS explosion look cool
@gustav4351
@gustav4351 3 года назад
i didn't get it
@pjmetzen3483
@pjmetzen3483 3 года назад
I don't know much about APS systems but your idea for the hard kill systems makes sense. However I think requiring the hard kill APS to be researched should only affect the BR once researched and equipped.
@lilZoro-xd4eu
@lilZoro-xd4eu 3 года назад
Cries in TTD
@user-gx6tu3mf4k
@user-gx6tu3mf4k 3 года назад
Sad Rooikat MTTD noises.
@shemakenny7496
@shemakenny7496 3 года назад
me a 5.3-5.7 exclusive player: hmmm yes, missile doesn’t know where it is
@ivanmonahhov2314
@ivanmonahhov2314 3 года назад
AMX-13-75 SS11 are you sure ?
@lordwintertown8284
@lordwintertown8284 3 года назад
@@ivanmonahhov2314 I wonder if they know about the Strv 81's heh.. all three SS.11 carriers.
@danpom1426
@danpom1426 3 года назад
I'm pretty sure the rooikat MTTD has a hard kill aps modelled on it even though it doesn't do anything.
@CRL_One
@CRL_One 3 года назад
Guess because on real MTTD APS was a non-functional mockup. It's Gaijin, go figure. Still baffles me that they chose straightforward upgrade (105) as a premium and added balls-to-the-wall prototype as a regular tech tree vehicle.
@shanekhiu9884
@shanekhiu9884 3 года назад
@@CRL_One their policy of locking things behind a paywall and not selling things at top tier which the MTTD is at.
@user-gx6tu3mf4k
@user-gx6tu3mf4k 3 года назад
@@CRL_One while yes the prototype had a mockup, the aps existed and is sold internationally. Its like saying the panther 2 IR sight shouldn't function. When other hardkill is added to the game I will 100% send the bug report with detailed info on the APS (if the MTTD doesn't get access to it's own that is)
@BTechUnited
@BTechUnited 3 года назад
It's actually an (accurate) model of the non-functional APS that South Africa had on it. They never actually ended up developing it, but that placeholder was put there.
@Josh_Exitcamper
@Josh_Exitcamper 3 года назад
I’m loving my T90a…bf3 campaign nostalgia…”that was a t90 and I’m still fucking alive”.
@Josh_Exitcamper
@Josh_Exitcamper 3 года назад
@Jack der Hauptsturmführer no not the Abrams mission bro lol, the squad mission were a t90 with red eyes just appeared out of nowhere, it’s on RU-vid.
@cristobalalvarez5491
@cristobalalvarez5491 3 года назад
@@Josh_Exitcamper and gets destroyed by abrams
@Josh_Exitcamper
@Josh_Exitcamper 3 года назад
@@cristobalalvarez5491 I have the m1a2 too…but I prefer the Soviet look, bro…my only gripe is the reverse speed lol
@cristobalalvarez5491
@cristobalalvarez5491 3 года назад
@@Josh_Exitcamper but the t90 has a weak turret
@meepy546
@meepy546 3 года назад
@@cristobalalvarez5491 its not about how good it is, its about how cool it looks
@frankdrebin3988
@frankdrebin3988 3 года назад
Take a Shot whenever a T-72AV (TURMS-T) dies in this Video.
@tehbest
@tehbest 3 года назад
Babe, wake up. Spookston uploaded a new "War thunder's...problem" video
@vinccool96
@vinccool96 3 года назад
So with hard kills, the Type 60 ATM will finally shine, since it's too slow to activate them!
@samulivainionpaa9338
@samulivainionpaa9338 2 года назад
Good luck against mbt's modern enough to have hard kill in a Type 60 :D
@colbyuetake130
@colbyuetake130 2 года назад
I dont think it works like that...but yes I agree
@DarlinaLTesh
@DarlinaLTesh 3 года назад
They just need to add a cooldown between charges of the APS and there you go: Balance. At least to some extent. Armored Warfare does this pretty decently. There you have about 6 charges per battle. Each on a 20-40sec cooldown, depending on Soft / Hardkill variant.
@92HazelMocha
@92HazelMocha 3 года назад
AW’s are also modeled incorrectly, they don’t stop rounds from guns let alone APFSDS. Also if you look closely the charges vary and are inverse to the cool down time. Iirc Trophy aps only has 6 charges but a 4 second cool down and Afghanit has like 20 but a 22 second cool down.
@PoorFoxface
@PoorFoxface 3 года назад
@@92HazelMocha I don't know about the APS modelled in AW, but some of them might be accurate in being missile-only. Not all APS are effective against gun-launched shells. It's generally only the newest systems that are reliable against APFSDS, similarly to how earlier ERA systems had little to no effect on kinetic rounds. Drozd, for instance, was the very first hard-kill APS ever produced and fielded on a tank, and had a set range of velocities that it could respond to. All ATGMs and rockets of the time were within that range and would be destroyed, but many contemporary HEAT-FS rounds (e.g. those of the 105mm L7 and Rheinmetall 120mm L/44) were too fast for it to handle. '50s and '60s HEAT-FS was usually low-velocity enough to target, but even at Drozd's time of introduction its effectiveness was primarily against rockets and missiles, not tank shells. The systems that came after did a lot better on that front, but it wasn't an instant jump from only being useful against rockets/missiles and older chemical rounds to being able to swat anything out of the sky. As we've seen with ERA like Kontakt-5, stopping kinetic rounds takes a more complex approach that typically involves hitting at an angle and destabilising the projectile, so a lot of APS between Drozd and modern systems like Trophy still can't stop APFSDS. Arena, which replaced Drozd in the 1990s, has a much better arc of protection but still has the same 70-700 m/s velocity range for projectiles it can stop, so it still can't deal with any kinetic rounds and most HEAT-FS is still too fast unless it's being fired from longer ranges. Even modern systems like Trophy, and the American Quick Kill APS (which still isn't in service), lack the ability to stop kinetics, although they are at least able to stop all HEAT-FS and missiles. The only one I can think of that has that ability is Afghanit, the one on the T-14 Armata, and even that's listed as claimed rather than confirmed. AW probably should have some of its APS stop tank gun HEAT -- anything with Trophy definitely should be able to do that -- but on the whole, most of the hard-kill APS used up to this point can't stop most shells, if they can stop any at all.
@92HazelMocha
@92HazelMocha 3 года назад
@@PoorFoxface No you’re 100% correct. Armored Warfare focuses on modern armored vehicles, including vehicles yet to go into full production. So on stuff like the T14 Armata and BM Opolot where the APS has been shown in practice stop (or at a minimum degrade) APFSDS, it still functions like early Cold War hard-kill systems. This was likely done for balance since even today most armored vehicles aren’t slated to get APS and the ones that are, are only getting systems like Trophy which can only stop HEAT-FS at best.
@captain0080
@captain0080 3 года назад
If i could give gaijin a parting gift it would be to slap them into creating new game modes instead of adding new mechanics.
@hunglikeahorse120
@hunglikeahorse120 3 года назад
I would love it if they added tank battles to the campaign missions or even single missions. They could also add realistic air and ground assault with better rewards. Or the biggest thing, rebalancing the maps.
@cutthroat795
@cutthroat795 3 года назад
I don’t think they are capable of making a creative, well thought out game mode.
@Al-.-ex
@Al-.-ex 3 года назад
I think it’d be better if it applied an effect to all projectiles in its arc where it reduces their penetration capabilities - having RNG “will it stop the projectile” would be awful. Alternatively a 100% stops the projectile, but only limited charges. But the idea of a chance based system would be rage inducing and feel very unfair.
@GustSergeant
@GustSergeant 3 года назад
A very valid point, I basically left World of tanks because I was tired of RNGesus determining my odds
@vektor_2019
@vektor_2019 3 года назад
Spookston is so based that he makes video on WT future problems
@allisinthepass
@allisinthepass 3 года назад
Coming from Armored Warfare, APS have a cooldown after use, so if you can launch another missile faster, the APS is still reloading, i could easily see this in WT since it wpuld allow even lower BR vehicles to have APS but with a much longer cooldown, and its makes them easier to balance overall.
@OkamiiSenpai
@OkamiiSenpai 3 года назад
Hard kill is predicated on the missile moving at a steady and constant trajectory, meaning should you make your missile erratic up till the moment of impact it should significantly increase the hit chance of the missile. But I have no doubt that gayjin would make it an auto kill no matter what you do.
@marcusborderlands6177
@marcusborderlands6177 3 года назад
@@samhansen9771 it's been called gayjin for years man, lmfao. You must not look in chat much
@Frozander
@Frozander 3 года назад
@@samhansen9771 Nothing unique, been used for years no need to be surprised
@ivanmonahhov2314
@ivanmonahhov2314 3 года назад
Depends , Drozd fired a 107mm HEFRAG infornt of the tank that was a wall schrapnell.
@jintsuubest9331
@jintsuubest9331 3 года назад
No, that's a fundamental misunderstanding of aps and guided munition. Early prototype and concept that does not have that much computational power do indeed mix tracking with prediction. But that's not the case even with the first fully operational irl implementation. They track the target from it's max range till it reach the "critical zone". Then it do it's shit. Missile is several dozen of kg of stuff. You can introduce some irregularity in it, but you cannot make them fly magically like in wt. Most of the ground based system can only perform 2 to 3 eradic movement. Air based system might be able to perform more turns since the time to impact is longer.
@OkamiiSenpai
@OkamiiSenpai 3 года назад
@@jintsuubest9331 not how its emplimented in game
@connordalton4553
@connordalton4553 3 года назад
With regards to hardkill, most hardkill systems have a blind period after expanding a munition. Between the projectile debris, and the fact that some APS systems need to reload, there's a period of vulnerability. IFV's with multiple guidance channels for their missiles can take advantage of this. A BMP-2M can launch two missiles in rapid sequence. While the first takes the interceptor, being damaged or destroyed, the second cannot be stopped, allowing it to score a hit. If this is properly modeled, that would be a major asset to making them balanced. Making it so an APS can be damaged by auto cannon or HMG fire would also be a significant balancing method. I also think priority should be given to giving lighter vehicles APS systems.
@rare_kumiko
@rare_kumiko 3 года назад
How is making the APS researchable a good thing? It pretty much means that you either have to play with a gimped vehicle that'll be balanced based on its fully upgraded performance, or that you just bring out your wallet and skip the grind.
@jakepeat690
@jakepeat690 3 года назад
A whole other can of worms gets opened if we consider APS which supposedly are effective against KE as well. IIRC both iron fist on CR2 black night and T-14s APS has this ability, although I could be wrong.
@moustrout1299
@moustrout1299 3 года назад
well to be honest the problem with balancing aps is dependent on the APS Ima go into depth here, trophy is effective at all angles, but requires a reload after one shot to the side, with a few shots in reserve.(may depend on the trophy) but there is 2 trophy systems on each side of the turret, meaning that in all the tank can block a total of lets say 6 missiles missiles, 3 on each side. this system would be easiest the balance considering it has no combat effectiveness against kinetic munitions. and the simple way to beat it would be to overwhelm it by firing 2 missiles at the tank instead of 1. so a balancing factor could be a 5-10 second reload on the aps system, which is unrealistic but a good balance option. afghanit should never be added, its effective against kenetic,missiles, heat. has the most complex ingame design, sustaining of probably a dozen aps systems all lines in a semi circle around the vehicle, I really don't know how to balance this thing, make its aps only work in a small degree in front? make its aps inaccurate? it will be a pain.
@shepardpolska
@shepardpolska 3 года назад
Afghanit is effective on Kinetic rounds, but it isn't like it makes them useless. You can expect 20-60% penetration reduction depending on where the projectile is hit. It won't make APFSDS disapear, just like ERA it reduces how much it can penetrate.
@PoorFoxface
@PoorFoxface 3 года назад
And then there's Drozd, which shouldn't need any artificial nerfing at all. It carries eight 107mm HE-Frag rockets in four two-rocket launchers on the turret sides, which are fired one at a time. They have a fairly limited range of velocities they can work against (from 70-700 m/s) which generally means that only missiles and rockets will be slow enough, while contemporary HEAT-FS like those from the 105mm L7 and 120mm Rheinmetall L/44 (1173 m/s and 1140 m/s respectively) will get through. By the time the HE-Frag rocket launches to the minimum distance and explodes, something like a Leopard's HEAT-FS will already be impacting the tank, so we'd see an explosion behind the missile, and a bigger explosion when the hit tank brews up. Also, Drozd could only protect a 60-degree arc in the direction the turret is pointing, which means that each rocket pod covers a 15 degree sector -- after only 2 missiles, rockets, or older HEAT shells, an entire quarter of Drozd's protection will be gone. It's very effective against ATGMs, but soon runs out, and the limitation that you have to face your turret towards the incoming threat makes it a lot worse than even Arena, which still has the same velocity limits and still can't deal with 105mm HEAT, let alone anything more modern. Drozd's base tanks are not particularly dangerous either, being T-55AMs and T-62Ms -- the T-55AD and T-62D are basically the T-55AM-1 and T-62M-1 we have in game, but with the turret composite applique replaced by Drozd. After the historical rework of the BDD applique on those tanks in the new update, neither the T-55AM-1 or T-62M-1 have enough protection to stop something like a HOT missile anymore, which makes Drozd something of a sidegrade to the composite's current state. Drozd can stop a HOT missile just as easily as an older SS.11, but whereas the applique can still tank the Leopard 1's APDS and HEAT-FS, Drozd is worthless against conventional tank rounds. A T-55AD or T-62D would be very comparable to the AMX-30B2 BRENUS, being at a BR where its APS is able to the threat of missiles, but otherwise being very weak to conventional shells, and not necessarily the best tank on the battlefield. They even have similar limitations with the turret needing to be pointed at the missile. It's for this reason that I think Drozd is probably the ideal first hard-kill APS to have in the game. Being as basic and limited as it is, it would be a low-risk test case to get the mechanics of APS systems working right, which I think is what we need.
@shimonzozut7617
@shimonzozut7617 3 года назад
trophy is also somewhat effective against KE rounds like afghanit,it can reduce penetration,btw dont forget that trophy is battle tested and has gone through many trials while afghanit hasnt been in any combat in as far as we know is only a russian propaganda tool like many of the stuff they say.
@shepardpolska
@shepardpolska 3 года назад
@@shimonzozut7617 Isn't Trophy the same type of APS as Drozd? The only reason Afganit is effective against KE rounds is because it is supposed to use explosively shaped projectiles that can hit the shell/missile flying at it, regular HE-Frag APS don't really impact APFSDS because of how low the chance to hit it with fragments is
@shimonzozut7617
@shimonzozut7617 3 года назад
@@shepardpolska afghanit works like trophy not the other way around,the original version of trophy shots a charge that sends little pallets at the enemy projectile and detonate it,newer version of trophy incorporates iron fist features that basically mean that now trophy detects the threat,fires a charge at it and the charge explodes next to the projectile and in the case of chemicals it explodes it and in the case of KE rounds it veers it off course lowering its pen after all this it alerts the crew to where the threat came from and automatically faces that direction to eliminate it,trophy is better then afghanit for two reasons first it has 360 degrees cover while afghanit has less then 180 and second trophy has been battle tested while afghanit is nothing but russian talk and propaganda.
@chadtheafricanbullfrog
@chadtheafricanbullfrog 3 года назад
The only time I’ve ever been significantly affected in game was fighting a BRENUS in my IT-1 and it was so painful
@philippey4918
@philippey4918 3 года назад
The hard kill system should lower the penetration of a round if it is kinetic
@michaelhawkins2403
@michaelhawkins2403 3 года назад
See, my thing with hard kill systems is that I was under the impression it was for incoming chemical projectiles from infantry launcher systems? I didn't think they were advanced enough to intercept like...MBT projectiles.
@gabrielmalaguti5512
@gabrielmalaguti5512 3 года назад
Supposedly the Russian systems (Arena and Afghanit) are designed to intercept APFSDS, and the Western systems are for CE munitions. As I understand it.
@shirghazaycowboys
@shirghazaycowboys 3 года назад
Well the Russians claim they can intercept darts with Afghanit. "Claim"
@bl1tzdevil30
@bl1tzdevil30 3 года назад
Well yes, but actually no. Using the example of the TOW missile, that system can be used by infantry but also be mounted onto vehicles, like the Bradley. What APS struggles/ can't intercept, based on national flavor, are long rod penetrators as the velocity on them can be much higher than a missile.
@x_Degurechaff_x
@x_Degurechaff_x 3 года назад
@@shirghazaycowboys When it comes to APFSDS Afghanit isn't making the penetrator magically disappear but throws it slightly of the trajectory, you'd only lose a certain percentage of pen.
@MadManchou
@MadManchou 3 года назад
First things first, they "have to" introduce more advanced soft-kill systems. The Galix system for example (used on Leclerc and most modern french AFVs) combines smoke grenades with missile jammers, meaning a missile going through the smoke cloud should become uncontrollable. It's actually the reason why Leclerc's smoke grenades can deploy 360°, so they provide protection on every side.
@Real_Claudy_Focan
@Real_Claudy_Focan 3 года назад
Soft-Kill APS we got in-game right now are designed to mainly counter infantry portable ATGM's and to a little extend, some heliborne ones Dedicated ATGM carrier/systems arent affected much because they were designed with APS in mind As long as we dont encounter infantry ATGM, they'll be a nice gimmick
@risingsun9595
@risingsun9595 3 года назад
They should add a context key bind to slave the turret to the direction of incoming fire, just like in the actual T-90A.
@EcchiRevenge
@EcchiRevenge 3 года назад
They left out the one on ZTZ-99s(at least give them laser-rangefinding disruption). That's the real problem. The nice thing about warthunder vs. "modern" tank games of wot-type system is that you can probably destroy APS system's sensors...etc. fairly easily with autocanon...etc., so the only ones that would suffer are the purely-ATGM vehicles. (even then, there are those that can fire/guide more than one missile at same time) Addition of more useful APS would probably give autocannon HE belt more use(and less of a "balance" mechanic due to AP belt limit). Worst it can do is make light flankrush vehicles reveal themselves with autocannon fire, which is only more healthy for the game.
@neromastic4512
@neromastic4512 3 года назад
There actually is no way of actually "Balancing it out" other then reducing the charge. Adding Hard APS will shift the Balance. And making Multiple variants for one and the same one would spread it out. Instead only 1 ever MBT in each Nation can have a Tank whit Hard APS. As much as I love Modern Era tanks they do become more dangerous to deal whit.
@dragoneye0979
@dragoneye0979 3 года назад
I guarantee only a few nations will ever get Hardkill. The US, Germany, Russia, China, and Britain.
@jamesyap8364
@jamesyap8364 3 года назад
@@dragoneye0979 Japan suffers
@neromastic4512
@neromastic4512 3 года назад
@@dragoneye0979 I know all the MBTs who have Hard Kill and I dont think "A few" can be counted in by how many you can face in game when everyone owns one.
@joshuamueller3206
@joshuamueller3206 3 года назад
I have been following the US Army's attempts at deploying a hard kill APS and from what the defense blogs are saying hard kill only works on missiles and maybe heat. Shot and APFSDS are unaffected. I do not think Gaijin should limit the number of hard kill grenades a tank has, but they should not be 100% effective, because nothing is in real life. A large number of grenades would make it harder for attack helos to kill players.
@Atourq
@Atourq 3 года назад
The whole purpose of soft kill is to disrupt the missile’s guidance system, as you’ve said in the video. But this doesn’t just include direct interference through jamming, but also by disrupting LOS by automatically discharging smoke. Which isn’t modeled in game, at least for the more modern vehicles. Later soft kill systems even incorporate RWR and LWS, with directional input (telling you from which direction you’re getting lazed or pinged). With even more modern ones giving tank crews the ability to automatically turn the turret and gun toward the direction it’s being lazed or pinged.
@user-nd9jp2lj2r
@user-nd9jp2lj2r 3 года назад
And the really modern German MUSS APS employed on the Puma even has MAWS and the jammer on its own little "turret"
@Atourq
@Atourq 3 года назад
@@user-nd9jp2lj2r Likely to see stuff like this be more common depending on circumstances (i.e whether it's cheaper or lighter than having multiple sensors / dischargers around the vehicle)
@user-nd9jp2lj2r
@user-nd9jp2lj2r 3 года назад
Yeah, the sensors are light and small, they are easy to put around the turret but those jammers still are pretty large devices, so even better if you can get away with one that still covers the whole 360°
@Atourq
@Atourq 3 года назад
@@user-nd9jp2lj2r Aye, but there is a drop off to response time (especially if the turret is not facing the direction it needs to already). A delay of milliseconds can be enough depending on circumstances and the weapon it's meant to intercept / jam. So all in all, it'll depend on what are the needs of the military, whether the risk is worth the price, etc.
@AzazelOne
@AzazelOne 3 года назад
Reminds me of that time when my father used a BMP to kill a T-90 staring him down. The dazzlers messed up the flight path, but the missile managed to clip the underside of the tank and kill it.
@Lukos0036
@Lukos0036 3 года назад
First time in a while Ive seen someone play a M1 without getting instantly shot in the throat.
@Juozapas001
@Juozapas001 3 года назад
Spookston you forgot to mention there's 2 types of hard-kills too, shotgun-like EFP blast (trophy, arena, etc.) and micro-rocket (iron fist, AWiSS, etc.) My point is those if implemented right in WT would have varying degrees of effectiveness against all rounds.
@TheNicestPig
@TheNicestPig 3 года назад
T-90A is a pretty effective missile shield in Squadron Battles in top tier against all the BMD-4s and BMP-2Ms up there now.
@spartanx9293
@spartanx9293 3 года назад
If the hard kill APS is an issue limit the amount of times it can be used
@Logan-dk8of
@Logan-dk8of 3 года назад
the hard kill in the april fools event was so annoying mostly because your first couple times playing you have no idea that it is even happening, and later it still isn't clear exactly how it works or how many they have
@spyous7884
@spyous7884 2 года назад
Ah yes. Welcome to anyone after the newest update
@Rguhbuh
@Rguhbuh 2 года назад
Yes welcome to hardkill
@georgebonanza9487
@georgebonanza9487 2 года назад
Active protection is bugged in this game. The 9M14 Malyutka is being jammed by the Puma when in real life it's not capable of being jammed.
@shanekhiu9884
@shanekhiu9884 3 года назад
One could take a look at Armored Warfare and how they implement it. It’s mainly only present on the top tier 10 vehicles to balance things. It would help making MBTs less vulnerable to those annoying Gunships and Nords/Bullpups or those BILL and TOW2 Missiles. With Spike ATGMs planned to be added, Hard Kill would be useful to balance them. Modern ATGMs like KORNET-EM are pretty brutal too.
@Yayaloy9
@Yayaloy9 2 года назад
Bruh, you're telling me that we have been grinding for ages, finally got a tank that has APS and it's not available until you unlock it? It's like playing jet with nothing but pure cannon, you're gonna get your ass kicked by other players with their air seeking missiles compare to your stupid cannons. If Gaijin added APS on tanks then let that system be available from the start, why the fuck should we struggle more to unlock something which should have been available to the tank from the start to begin with? Same for FPE and Fking Repair
@case3270
@case3270 3 года назад
Something that I think would be a great idea is like a BR increase with certain modifications, so you can use HEAT rounds against shitter tanks then once you research SABOT etc you can use that, at a higher br
@have_no_idea
@have_no_idea 3 года назад
the researchable modification for hardkil APS is make sense because what i know is they are a separate module from the base model of a vehicle irl and because they are not jammer and they intercept the incoming projectile with MEFP i believe, they have limited time use, and they have other limitation, for example the Afghanit APS on the T-14 could only intercept a target moving at 1,700 m/s so not all missile will be affected. its already pretty balance irl i would say
@henrique2456
@henrique2456 3 года назад
i swear i thought this video was about the armor piercing discarding sabot at 1.0
@GonzoGames
@GonzoGames 3 года назад
Hey, you actually had the tow 2 backwards. The xenon IR is the primary and is tracked by an IR tracker. It is done using timing and pulse. The IR jammers use the same hz as the xenon IR to show 2 pulses. IE the system wont know which is the missile and which isnt. The thermal beacon is secondary. both are always on but the IR is the primary due to the alignments and accuracy. When a second pulse is detected, the system will turn off the IR xenon on the missile and switch primary to the thermal. Since only the enemy IR is left, it will then discount that signal and turn on the missile IR and switch it back to primary. If you want more info on the tow or bradley sight, I was the SME for the whole program at Leonardo DRS.
@LongTimeAgoNL
@LongTimeAgoNL 3 года назад
Those ERA plates sometimes already do enough to stop missiles. I dont think I've played with any tank that has any other systems than that though. I damn hope Hard Kill protection gets introduced some time soon. It's quite frankly ridiculous in how fast some MBT's just get killed as if it were light tanks.
@BTechUnited
@BTechUnited 3 года назад
Worth noting there's a couple of vehicles with hard kill APS on them ingame, it's just nonfunctional. The CV90120 has it (and should have passive soft kill in a 360 radius but that would be a bit OP), and I believe the ZTZ-99's have one too.
@matsen1634
@matsen1634 3 года назад
If Hard Kill APS will cause trouble for stock HEAT, I think the actual issue should've been addressed. Meaning HEAT being the only stock option. I myself don't care that much, I understand a lot of people hate it, I myself can make it work and eventually get to APFSDS. I think trying to maneuver around problems is wrong and the original problem should've been fixed instead. That might not be possible since we all know how Gaijin can be. When it comes to ATGM carriers and other off meta types, I think it's more due to maps. The game is somewhat realistic but we are often asked to fight in places where AFV's are rather difficut to operate in. I recently came back to WT and I played on the Breslau map. I really don't understand who thought that a labyrinth is a cool concept for a WT ground forces map. I find it better than Sweden at least but come on. I personally don't find Hard Kill APS problematic. Couple of charges and it's out. Should be mostly balanced. We're talking about a game where Ka-50 can just camp outside the map, fire at anyone, if SAM is coming its way it can always just fire ungided rockets to fuze it. I mean, seriously, the hell is that. With all that said I think APS would be mostly fine.
@ausaskar
@ausaskar 3 года назад
HOLY SHIT! The future-tanks had anti missile defenses!? I seriously thought it was just connection issues that the top-down manual guided missiles never killed anything.
@DD-mp1kl
@DD-mp1kl 3 года назад
I am not sure if anyone else can find numbers on how many uses these systems can have or if they are classified, but if they are it could be much easier for Gaijin to balance the amount of uses they have. I would think another major issue with hard-kill systems is which countries have them and which don't could become another massive imbalance. edit: I think if they do start adding active-kill systems (and they probably are eventually) they should start with the Drozd as it is considered the first. It was made in the late 70's so it may not be as classified compared to modern systems. And considering it was the first it did have limitations, "One of Drozd's shortcomings was that it was only able to protect a 60-degree arc around the forward part of the turret." - wiki.
@user-gx6tu3mf4k
@user-gx6tu3mf4k 3 года назад
They already have the Rooikat MTTD in game, they could just start there. Looking forward to future implementations!
@pinngg6907
@pinngg6907 3 года назад
Me Still grinding WW2 tanks: "Hmmm Yes new mechanic I'll never use until a year later"
@spadehaze1541
@spadehaze1541 3 года назад
The only use the T90A’s protection system has in game is being an indestructible brick of armor
@fuso8639
@fuso8639 3 года назад
Fun Fact: AMX-30B2 BRENUS APS doesnt work, tested in a custom battle from different distancing, pointing directly into the APS with TOWs, MILANs, some SACLOS russian ones as well, the ones in the BMP-2M tandem ATGMs none of them were deviated
@errornamenotfound2513
@errornamenotfound2513 3 года назад
Just a quick note. Gaijin already make a model of chally 2 black night. So probably getting the hard kill aps this year
@ayatotakema1194
@ayatotakema1194 3 года назад
What i found ironic is that the m1 series has an auxilary power system yet if you turn off the engine it drains the betteries
@Husker5454
@Husker5454 3 года назад
cant wait for the chally 2 BK . About time britian will be competitive at 11.0
@user-gx6tu3mf4k
@user-gx6tu3mf4k 3 года назад
If they add that I hope they make the Rooikat MTTD's functional.
@LeonardoOliveira-hq8pw
@LeonardoOliveira-hq8pw 3 года назад
I think the hard kill sistems only being available to top tier MBTs of the nation and only having 2 charges like the fire extinguisher would be a pretty balanced way to add It and give a good reason to grind the to the last tank other than a extra spawn
@Vulkanprimarch
@Vulkanprimarch 3 года назад
Spookston: Here is how we could make balanced APS Gaijin: Only puts overpowered APS on premium vehicles.......(probably)
@nighthawk8193
@nighthawk8193 3 года назад
A tactic used in real life to counter hard kill systems irl is to have two vehicles, one with the ATGM and one with an AGL. The AGL will fire on the enemy vehicle, overwhelming or depleting the Hard Kil APS with the sheer amount of projectiles. Then the ATGM will fire, hopefully after the AGL’s overwhelmed the hard kill system. Also I don’t know if that’s really true I just remember it from something a CAAT said, so take it with a grain of salt. TLDR that grenade launcher could actually be useful now lol.
@rxzxqx6982
@rxzxqx6982 3 года назад
i think limited charge for hard kill aps and manually activated can bring more balance, as maybe someone can forgot to turn on the aps, and the aps won't randomly attack artillery shells
@thomasstevenhebert
@thomasstevenhebert 3 года назад
I think you go one step further, most APS use radar to detect the incoming threat. If the player turns the APS, a marker gets placed on the mini map showing approximately where they were. That makes it a choice to have it active or not.
@panzerkampfwagenviiimaus1790
@panzerkampfwagenviiimaus1790 3 года назад
<a href="#" class="seekto" data-time="1">0:01</a> mushroom
@Chernosjk
@Chernosjk 3 года назад
hard kill APS were a feature back on mammoth tank in war thunder 2077 event.
@TADAMAT-CZ
@TADAMAT-CZ 3 года назад
Russian tanks would probably be OP, because most of the Soviet MBTs could fit APS (even T-55 and T-62 had it). T-14 Armata also has like 40 charges in Its APS (it can cover only front though, but the turret should automatically turn into the direction of the projectile). Other nations would lack behind, because only the most modern NATO MBTs and IFVs have APS
@SteveIsHavingMC
@SteveIsHavingMC 3 года назад
they should add APS with the full charge but give it a cooldown, so support tanks who fire 2 rounds in quick succession (think atgm and main shell from a bmp or bradley) have more relevance, but the cooldown should be long enough so that most main battle tanks get 2-3 seconds of leeway to take another shot before it recharges. APS should also come stock, as making it a tier 3 or 4 modification would mean it would take weeks of you playing without it vs tanks that have had it for months, or got it on release day with gold. If it isnt stock, it would be yet another argument in favour of dynamic BR's, like jets need with missiles, where if you have a certain modification equipped the vehicles BR increases.
@antaresmaelstrom5365
@antaresmaelstrom5365 3 года назад
Gotta admit, seeing a big cannon as the thumbnail my stupid brain somehow misread the title as "War Thunder's APDS Problem"
@Bagheera2
@Bagheera2 3 года назад
Armored warfare simply makes soft kill passively derp the missiles slightly as they fly, and you get positive feedback like "missile defeated by aps" hardkills have lots of charges, but cool downs between then. You can pop one missile at a time. Then a cd of varying length till its back up.
@GrenierWoR
@GrenierWoR 3 года назад
And Armored Warfare decided that ALL APS, both sofk kill and hard kill would work 360°, except for the CV Ghost because raisins.
@Bagheera2
@Bagheera2 3 года назад
@@GrenierWoR not saying its perfect or without flaw, but its a good start.
@stefan.2833
@stefan.2833 3 года назад
"Make it so they are not always effective in detroying the round" Well, i must disagree with that. Last thing we need in this game is RNG, or more RNG. I've played WoT long enough to say that RNG is on top of the things that makes that game uplayable. I dont want to encouter that again, War thunder is already too frustrating to play as it is :)
@gavinjenkins899
@gavinjenkins899 3 года назад
Nothing wrong with RNG especially realistic, as long as it's not guaranteed no matter what you do. If it's just one weapons system, then you can use your skill to not put yourself in a position where you need to rely on that weapon system working 100% for sure in the first place, then. No problemo. Either use the system but from careful positions of safety hard to retaliate against, or leave it for desperate straits and use a more reliable main weapon, etc. In the WWII analogy, short barreled howitzers having inaccurate cannons is both realistic and perfectly fine for gameplay, just don't try and snipe with them or you're doing it wrong (or at least shouldn't get too upset when the meme strat doesn't work). Use them for brawling instead, etc. The RNG quite reasonably stops you from leaning fully on sniping strats with those tanks, that's all.
@swisstraeng
@swisstraeng 3 года назад
We can pretty much guess how APS will work in WT. For 100% sure it will not stop APFSDS shells, not even heat-fs shells. APS will stop missiles however, which, won't actually matter much. Most deaths in my MBT are from tank shells. Which means, APS will nerf helicopters to some extend. Vikhr, TOW ,HOT and attaka especially. so, as for "will it break the game" No. The issue comes with APS that stops APFSDS shells. But I highly doubt gaijin will implement them ingame, they can still just nerf them and just say, they reduce round penetration. Which we can only tell if they have a significant impact or not based on what they'll do, and we don't have that yet. In other words: Pointless to worry about *yet*. Keep also in mind, they can make it like battlefield 4's APS, player activated, for only a short duration. Which would make them situational, but a lot more useful vs missiles. I am not a big fan of the video title basically claiming war thunder has an issue even before it got integrated into the game at all. Except indeed the april's fools event, but does it really count?
@CMDRFandragon
@CMDRFandragon 3 года назад
Softkill APS is a VERY simple fix. Hell, Battlefield 2142 had a GREAT APS system. It was player activated, meaning the player had to A: be aware to the fact they were being attacked and B: be smart enough to actually activate their APS at the proper time. At which point it went on cool down. It wasnt an IWIN button, and it required skill and timing to work effectively. YEs, it stopped 100% of the damage taken during its very short duration, but it felt good enough to play with and against. Now, with games like WT and Armored Warfare having APS, they REALLY need to adopt a similar system. That way, its up to the player's skill level, attentiveness and situational awareness to make their defenses work. That way, its not an IWIN button. It doesnt feel so cheap when your ATGM is stopped by APS because the player was alert and simply slapped APS at the right time. Meanwhile, the flip side of that coin is you, as the ATGM vehicle, get rewarded for slapping oblivious and clueless players who cant manage defenses properly. They could further enhance the skill based APS by making it only work in a certain arc, namely the front of the turret, since thats where the APS typically point anyway. That way, the player with the APS again, has to be extra vigilant to get the most out of thier defenses....sadly, I dont see either game doing this....though it would be amazing. In the case of Armored Warfare, it would make PVE infinitely better, since that is LOADED wiht ATGMs and softkill is beyond useless there.
@superbrain3848
@superbrain3848 3 года назад
early Hardkill systems are not really capable of intercepting Kinetic Shells. this should make it kinda fine i guess. Systems like Trozd will most likely just be affective for defeating 8 ATGMs maybe even Heat or HE projectiles. I think they should become a thing since it would also counter Helicopters a bit. But yea it depends on how it will get Balanced if they just throw in a T-90M with Arena that shoots down everything left and right it will not be fun.
@TheKayack1
@TheKayack1 3 года назад
the AVRE ingame is equipped with an hardkill APS, it even works against most shells (if not all), that's why it's so dangerous even when you're driving an IS-2.
@stilpa1
@stilpa1 3 года назад
What. It is not
@jazzb97
@jazzb97 3 года назад
Where are you getting that from lol it has ERA but that's it
@stilpa1
@stilpa1 3 года назад
@@jazzb97 yeah
@TheKayack1
@TheKayack1 3 года назад
@@stilpa1 ​ @jazzb97 it has ERA on the turret, it will stop shells, when you fire one at it the ERA block becomes red.
@user-gx6tu3mf4k
@user-gx6tu3mf4k 3 года назад
ERA is not the same as APS
@evilreddog
@evilreddog 3 года назад
Hard kill in the game i think should work like the smoke launchers but on a active timer. That you use a charge and it stay active say, 10 seconds then have a 30 second cool down. Charges not deployed gets recyceled in to the pool of charges avaliable, but gets permanently used once deployed against a projectile. Keeping them non rechargable at a cap point is to prevent tanks to be to survivable. Or make it have a heavy penalty on the recharge time at a cap point, example is how long it takes to get a new crew member or longer per charge
@roadhigher
@roadhigher 3 года назад
Drozd for the T-55A would be quite nice.
@LucyKaida
@LucyKaida 3 года назад
Armored Warfare gets around the hard kill problem with a pretty long cooldown on each charge iirc. That could be a solution, even if it's not the most realistic
@homer14lange28
@homer14lange28 3 года назад
The main problem with hard kill activ protection systems is that they nerv tanks that allready struggle But on the other hand it would be a pretty nice counter to helicopters But I think it's worth the traid of
@SerbLawyer92
@SerbLawyer92 3 года назад
For me the golden rule in War Thunder is just don't get hit at any BR, especially in top tier. That is maybe the most active protection system :D
@leemiles3995
@leemiles3995 3 года назад
Does anyone else also see a goat facing the opposite direction in spookstons logo first a thing? Like the split in the fur is the mouth
@jacobyin5320
@jacobyin5320 3 года назад
In the April Fools event you spoke of, I remember my APFSDS's never actually hit the target, I thought it was me getting Gaijin'd but I also thought is was perhaps the APS, I did some googling and found that a hard-kill APS could deflect (slightly) or slow (slightly) APFSDS but not stop it. Do you think this would come into play whenever they add hard-kill systems?
@FoxtrotGolfLima
@FoxtrotGolfLima 3 года назад
I know Gaijin will never do this but I wish vehicle BRs were a little fluid. Like not having FPE drops a vehicle’s BR slightly, same with the topic at hand
@Apocalypse0505hun
@Apocalypse0505hun 3 года назад
Good ideas Spook. I would say the limit the charges and put a little RNG in it should be okay. (Thats how it works IRL as well, they are not 100% effective, especially against APFSDS). Also I would make top APFSDS shells, or APFSDS shells over a certain velocity/penetration immune to it, like the APS would only decrease the effectiveness of these shells. (It would be fun, not playing an everything lolpens everything match.) So even top tier MBTs should aim for weakspots. About ATGMs... well... I would have no issue with a 100% effectiveness. In top tiers very few vehicles actually use ATGMs and even less people actually bring these vehicles, because of the composite armors. The only vehicles the APS with 100% effectiveness against ATGMs would affect are helicopters. Still I don't see an issue with that. ;) (Oh... those flying bastards) So overall: -Limited charges (Around 4-6 should be okay) - 100% effectiveness against lower end APFSDS and ATGMs (Against APFSDS should be an RNG factor still, so it can fail to intercept the incoming shell) - Reducing the effectiveness of high-end (High pen-velocity) APFSDS shells. By around 50-60% P.S.: Will be a great counter against top tier's helicopter problem.
@--ginebra3589
@--ginebra3589 3 года назад
that mushroom at the start of the video tho
@Storlans
@Storlans 3 года назад
I remember a few patches ago when T90A system worked against all missiles if you where a missiles thrower it made you totally useless and that was not fun....
@cato2k182
@cato2k182 3 года назад
This video is cool and all Spookston, but are we gonna ignore the low poly Mushrooms in the beginning clips? xd
@OoZeD
@OoZeD 3 года назад
IIRC APS was an established mechanic even in Armored Warfare, so i don't know, i personally wouldn't mind having them in WT, in AW you can kill something like 10 missiles, i think given the nature of WT itself that sometimes you can get one shotted, an APS with very limited uses on paper definitely feels balanced, but i worry about spaghetti code, so, we shall see.
@CH3TN1K313
@CH3TN1K313 3 года назад
I think hardkill APS being a problem is overblown, almost all systems in modern day have limited, as in one or two charges per side of vehicle. Most cover the four quadrants with one charge per.
@susi8198
@susi8198 3 года назад
Once the T-90M drops the T-72B3 should be getting a hard kill as well. Will be fun.
@vizender
@vizender 3 года назад
If had a lot of fun recently with the Brenus against the BMD-4. At its tier, its a perfect IFV hunter, with an excellent ERA and armor layout against IFV guns, and the APS works against virtually every ground launched ATGMs (hard to counter a G91 missile tho)
@lordwintertown8284
@lordwintertown8284 3 года назад
In theory you could shot down AGM's like AS.20, AGM-12 & RB-05's with the 20 mm autocannon on the AMX-30B2 BERNUS but that's limited by elevation of the cannon although it can elevate to like 60° iirc.
@vizender
@vizender 3 года назад
@@lordwintertown8284 the elevation is 40 degrees : 2x20 (20 for the main gun + 20 from the auto canon)
@sometoastxd
@sometoastxd 3 года назад
My question with the M1A1 HC has been why? Like they must know that at 10.7 a soft kill APS is effectively useless. I mean the most useful part of the T-90s protection systems is the laser warning. The Abrams gets a system with no LWS and its missile defense works on even fewer of its common threats. I just can't figure out why they spent time making the HC when they could have given us an Abrams TUSK upgrade and it would actually do something. Or perhaps an SEP with better thermals. Like anything else would have been better.
@Obelion_
@Obelion_ 3 года назад
i kind of like the idea of hardkill systems in limited capacity. i would make it maybe 2 or 3 charges and a cooldown of maybe 20 seconds. i would see a big positive that MBTs would have some defense against missles from air, maybe get to cover before the second missle hits. missle carriers are currently already pretty useless so no real damage done, IFVs would have a much harder time frontally fighting MBTs, but thats kinda how it should be and as long as the hardkill cooldown is long enough you can just shoot 2 missles before it reloads. maybe buff reload for ATGMs a bit or introduce ones with 2 launchers and it would be possible to balance nicely. Obviously you cant just make certain MBTs immune to missles, i think thats clear
@dragoneye0979
@dragoneye0979 3 года назад
I dont think Hardkill should ever be added to MBTs. If they want to add some support vehicles which were tested with Hardkill I think that would be alright, but of course they would have to be balanced accordingly. Something like the Stryker's that demoed the Trophy system for the US or the BMP-3M's that were equipped with Arena for the Russians
@user-gx6tu3mf4k
@user-gx6tu3mf4k 3 года назад
Or maybe the Rooikat MTTD?
@JESTER-1803
@JESTER-1803 3 года назад
Wasn’t even aware the BRENUS had APS tbf. But I definitely concur with the last point, the hard kills should definitely be a last tier module unlock
@SuperCookieGaming_
@SuperCookieGaming_ 3 года назад
wait thats why the missiles did nothing in the april fools event! that make so much more sense i though they were just broken. maybe adding something like missile destroyed pop up would make things better.
@luggilu7864
@luggilu7864 3 года назад
In the event the aps also worked against sabot and heat
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