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Warthunder Now Features Mechs


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#1 Iqfish

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Posted 01 April 2015 - 05:17 AM

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"In April 1937, Armour Command of the Red Army sent the military operational requirements to Factory #184, these were the requirements for the development of “an armoured machine of a new type” with a maximum mass of 50 tons, protected by at least 60mm of armour and the option to install different weapon types. Depending on the task of the battle machine, a 107mm cannon, a 122mm howitzer or 152mm howitzer could be mounted. Additional weapons were a 45mm cannon, a high-calibre AA machine gun and a 20mm tank cannon."

And boy is it fun. They always put lots of effort into their April fools and this time we got a full-blown mech with animations and a "Special purpose" sherman, which is basically a blow-up toy shooting potatoes and carrots.

#2 AirOne13

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Posted 01 April 2015 - 06:06 AM

yea héhéhé i saw that ^^

#3 Anjian

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Posted 01 April 2015 - 06:09 AM

Not bad.



#4 Lily from animove

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Posted 01 April 2015 - 06:25 AM

did they really implemented them for today, or just said they gonna implement them?

Edited by Lily from animove, 01 April 2015 - 06:26 AM.


#5 Anjian

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Posted 01 April 2015 - 06:40 AM

Lol, the mechs proved to be playable. Got to earn it though a game event using spawn points. Lost mine after a Stuka bombed it. Killed another mech with my Sherman by putting a 75mm round in its back.

Its playable through an event for today only.

Edited by Anjian, 01 April 2015 - 06:41 AM.


#6 Adridos

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Posted 01 April 2015 - 07:13 AM

:lol:

Welp. The guys at Gaijin know how to let off some steam on the 1st of April for sure.
Can't beat the Equestrian airforce, though.

#7 Kalimaster

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Posted 01 April 2015 - 10:00 AM

Cool. Love the black and white images. Nice....

#8 Anjian

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Posted 01 April 2015 - 11:14 AM

Last year, they got a kaiju giant snail in the appearing in the air battles.

The mechs themselves remind me of the AT biped walkers in Star Wars. Just world war 2 style and finish. They are surprisingly well animated, detailed, sounded and rendered. Driving them around, they feel quite metallic and stompy. Fought a whole night on them and against them. They can bounce shells off left and right, and one blast from that 152mm cannon can destroy any tank in one shot. Nonetheless a well placed round can kill them in one shot. I wish they can let you keep them in the garage. I love it seeing a whole column of them entering town with an escort of tanks heading towards the capture point.


Edited by Anjian, 01 April 2015 - 11:23 AM.


#9 Sizzles

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Posted 01 April 2015 - 11:16 AM

I wish i could play my Kugel with the walkers. the Stukas are a nightmare to them.

#10 Degalus

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Posted 01 April 2015 - 06:05 PM

I want the Warthunder Game Engine for Mechwarrior Online....

#11 Iqfish

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Posted 02 April 2015 - 03:54 AM

View PostAnjian, on 01 April 2015 - 11:14 AM, said:

Last year, they got a kaiju giant snail in the appearing in the air battles.

The mechs themselves remind me of the AT biped walkers in Star Wars. Just world war 2 style and finish. They are surprisingly well animated, detailed, sounded and rendered. Driving them around, they feel quite metallic and stompy. Fought a whole night on them and against them. They can bounce shells off left and right, and one blast from that 152mm cannon can destroy any tank in one shot. Nonetheless a well placed round can kill them in one shot. I wish they can let you keep them in the garage. I love it seeing a whole column of them entering town with an escort of tanks heading towards the capture point.


This is what I feel about the whole game. I don't know how many devs they have or if they all just operate under russian super-juice, but the speed this game is developed and the grade of feedback-listening is way better than 80% of all the early access games. Also, everything feels thought through and once you reach a certain level of skill, the usual russian bias thoughts will go away.

#12 Modo44

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Posted 02 April 2015 - 04:03 AM

View PostIqfish, on 02 April 2015 - 03:54 AM, said:

I don't know how many devs they have

As long as they charge in USD, but pay in Rubles, they can keep at least an order of magnitude more people than PGI.

#13 Goosfraba

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Posted 02 April 2015 - 05:15 AM

View PostModo44, on 02 April 2015 - 04:03 AM, said:

As long as they charge in USD, but pay in Rubles, they can keep at least an order of magnitude more people than PGI.


https://en.wikipedia...itive_advantage

:)

#14 AWOL 01

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Posted 02 April 2015 - 06:00 AM

I can't believe I missed this...

#15 xengk

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Posted 02 April 2015 - 08:13 AM

they own Gear Krieg now?
http://www.dp9.com/gearkrieg

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#16 Lindonius

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Posted 02 April 2015 - 03:22 PM

I enjoyed playing this over the last few days. I'm not sure what their game engine is but the speed at which they create new maps with destructible environments puts PGI to shame.

#17 Anjian

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Posted 03 April 2015 - 06:28 AM

Just to answer my issues.

1. From what I am gathering from the War Thunder forums, they probably have an employee count of 50 to 80. I am not sure though if this is correct. Their CEO is a young guy that is only 33 to 34 years old.

2. The War Thunder game engine is called the Dagor game engine. Its been used to run the various IL2 Sturmovik games, Bird of Steel, Apache Air Assault (Activision), and a couple of scantily clad adventure games called X Blades and Blades of Steel (the last published by Konami). Its also been used in a space combat MMO game called Star Conflict. Given the range of topics used by this engine, it appears to be very flexible.

4. Given the enormity of resources needed to transfer a game to a new game engine, which will literally transform it, I doubt PGI will ever use another game engine again. I have mentioned before in the forums, if PGI were to MWO from scratch again, I wish they would use this Dagor game engine. One good reason is that it allows for 4km x 4km maps, while CryEngine appears limited to 2km x 2km.

5. I do suspect the War Thunder mech seems way above the call of duty for an April Fool's joke. This is a completely playable mech. I feel there is a bug or two, but its surprisingly well designed and finished. My theory is that the mech was an internal test project how far they can push their game engine.

Edited by Anjian, 03 April 2015 - 06:31 AM.


#18 Tank

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Posted 03 April 2015 - 11:00 AM

Anjian, this why we should never use this engine:



It's forever broken mess that's get functionality updates, but they never bother to polish anything!

Works decent only in offline IL-2.

#19 Iqfish

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Posted 04 April 2015 - 11:47 AM

View PostTank, on 03 April 2015 - 11:00 AM, said:

It's forever broken mess that's get functionality updates, but they never bother to polish anything!

Works decent only in offline IL-2.


Sorry but you are lying here and not doing WarThunder nor the devs any justice. I have over 500 hours in WT now and it's neither broken nor do they "not bother to polish anything".

The new ground attack mode was removed after two days, based on player feedback and they have a forum section where EVERY question is answered. The devs also heavily engage with the community elsewhere.

The game is running butter smooth even on the highest details, and boy does it look better than MWO. I have more than 200 FPS on ultra maxed settings in Air Battles with 16 vs 16 players, and well over 60 (in 1440p) on Ground forces, with 16 vs 16 too. All while the game looks at least 3 times better than MWO, since PGI was aiming for a weird E-Sports game that would run on potatoe PCs too.
And this is not only based on perception, it's based on facts.
Starting from HD textures (MWOs Mechs sometimes have 1K textures, ugh), to more polycount on the models to great environment effects. They have a fully working Decal system, something we have been waiting for since Day one.

50% of the "fails" in your video are caused by shear stupidity of the player in front of the monitor. If you are not abled to fly a B29, don't expect to be abled to land it.

WarThunder officially considers itself a Beta, while MWO does not.

So please, don't just spread stuff around here.

#20 Anjian

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Posted 09 April 2015 - 05:33 PM

Level 87 rank General myself, working for that level 100, and trying to get my 10,000th player kill.





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