The French 155mm Au F.1 SPG built on the chassis of the AMX-30 main battle tank and features an autoloader with 36 round mechanized ammo rack!
Au F.1, SPG, France, rank V
Features:
Timed fuse shells
Huge automated ammo rack
High rate of fire
High profile
Mediocre protection
In the La Royale update, the Au F.1 self-propelled gun will become a new French vehicle at research rank V. The huge turret accommodates a long 155 mm gun with an autoloader and mechanized ammo rack for 36 (sic!) rounds, which provides a rate of fire of just 7.5 seconds per shot!
The Au F.1 lacks armor-piercing shells and the player starts researching the vehicle with high-explosive fragmentation rounds that contain 6.8 kg of TNT. This is a quite effective weapon that often leads to the destruction of the crew by the overpressure and almost always heavily damages enemy modules. However, after researching the time fuse shells the Au F.1 reveals new combat opportunities. These rounds feature more powerful explosives and detonate above the roof of the tower or engine compartment of enemy vehicles, which are always protected much weaker than the front and sides. The rangefinder is of great use here, it is time to master it, if you haven’t before.
Au F.1 is built on the chassis of the AMX 30 tank and has good speed characteristics for its dimensions, but if we talk about survivability, then these same dimensions become the main drawback of the vehicle. The massive breech of the gun, a huge ammo rack for large-caliber shells, the autoloader and crew seats require a lot of space. The Au F.1's turret is truly gigantic, while being protected only from shrapnel and partly from autocannon fire. The Au F.1 is difficult to hide and very difficult to survive under enemy fire.
You can research the charismatic and dangerous Au F.1 self-propelled gun in the next major War Thunder update called La Royale. In the meantime, we will continue to introduce you to the most interesting news of the upcoming update. See you soon!
Firstly, we would like to extend our sincerest apologies to each and every one of you. We deeply regret the fact that our actions have let you down, and that we have failed to adequately address the concerns you have voiced over time. We share your passion for the game, and it pains us that our decisions have not lived up to your expectations.
Over the past week, we've been diligently analyzing the feedback you've provided. We acknowledge and agree with your concerns regarding the balance of the economy (Silver Lions and Research Points), as well as modification research. We have therefore prioritized addressing these issues as our immediate concern.
We are in the process of creating a plan to tackle these problems. While we have made some initial progress in understanding the scope of these issues and potential solutions, we anticipate providing a more detailed roadmap by the 14th of June.
We understand the urgency you feel for changes to be implemented, and we assure you, we share your eagerness. However, given the scale and complexity of a project like War Thunder, some time is required to ensure that any changes we make are both effective and beneficial to the player experience.
We are also continually reviewing the vast array of other feedback and suggestions we receive. Rest assured, these are important to us and will be addressed, but at this moment, our first priority remains the game's economics and progression.
We are truly sorry for the disappointment and frustration that we have caused. We commit to you that we are doing everything we can to improve the game, and regain your trust.
Thank you for your understanding and patience during this time. We value your continued support and your dedication to the game we all love.
The experimental Israeli Magach 6R medium tank equipped with Hydra rocket pods is going to clear the battlefield in the upcoming La Royale update!
Magach Hydra, medium tank, Israel. Rank VI
Features:
Hydra rocket pods
Lacks of reactive armor
In the La Royale update we will introduce a new tank from the Israeli Magach family - a modification of the Magach 6 with Hydra rocket pods mounted on the turret. A great option for close combat in the narrow streets of urban locations!
The experimental Magach Hydra entered testing as a modification of the Magach 6R with dismantled ERA protection. The tank carries two rocket pods with 19 rockets each on its gun mantlet, left and right from the main gun. The pods are elevated at a slight angle relative to the position of the gun, so to hit targets at distances closer than 500 meters, the gun barrel must be lowered down. The Hydra rockets have a HEAT warhead and all 38 rockets can be fired in a few seconds, unleashing a real rocket hurricane on the enemy - one or the other will definitely find a weak spot in the protection of an enemy tank!
Even with the ERA removed, the Magach 6 remains a good tank - rounded sides and a strong forehead on the turret, as well as the front armor plates of the hull brought together at a large angle, still give a high chance of ricocheting and not being penetrated by kinetic rounds. The 105mm cannon has excellent flatness and a good selection of available rounds, including HEAT rounds and APFSDS shots for heavily armored enemies and HESH rounds for light and medium vehicles.
The new Magach Hydra in the La Royale update will be grouped with the Magach 6R, which means it will not be an obstacle for those who want to research the top tanks of the series as soon as possible. However, having researched the rocket Magach, Israeli commanders will have their hands on an effective and unusual tank that will be of the greatest help in urban battles and other close quarter combat situations, including at the higher ranks!
Welcome to the 68th War Thunder Steam Screenshot Competition!
Your screenshots from last week were impressive! We enjoyed getting to see so many different vehicles in action. The three most popular and three selected by us will get 300 GE. See the winners down below!
Let’s begin the 68th edition of our competition!
Create a stunning screenshot and submit it on the War Thunder Steam Community Hub with the tag #WTscreen68. You have time until 26.05.2023 to submit your screenshot.
After that date, 6 winners will be selected (3 of which will be the highest rated by the community and 3 selected by our judges), each of which receive a reward of 300GE.
Terms:
This week is open for all submissions! Any screenshots from War Thunder you would like to share are welcome.
You must add the #WTscreen68 tag (title cannot have any other text in it).
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Screenshots need to be compliant with the War Thunder rules.
You need to be the author of the screenshot.
Screenshot needs to be new. You cannot use those which have previously been published or used in other competitions.
We will only accept raw screenshots from the game. You cannot use any editing software nor any other visual enhancements (like Nvidia Ansel filters).
You can use filters and settings built into War Thunder.
You can use the replay functionality built into War Thunder.
Rewards will be delivered to the author's account within 14 working days.
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And now, time for the winners of the competition’s 67th edition:
Dear players! We see that you have many questions and observations about how the economy and progression work in War Thunder. Kirill Yudintsev, creative director of Gaiijn, is best suited to explain all of this
Player progression is essential. You can't give a player everything at once, because it will overwhelm and make the game very difficult for them and they will just leave it either immediately or almost immediately. This has been tested by us many times in different ways. When applied to our game, later vehicles are almost always more difficult to learn and play tactically, in the controls and with its capabilities. Progression provides opportunities for gradual learning and engaging the players. Without it, the game will lose players right from the start.
In addition, progression serves as one of the basics of how a game makes money (basically players pay for acceleration of progression).
The fundamental difference between paid games and fair play free-2-play games is that you don't have to pay to play free games, and most players don't actually pay.
Most War Thunder players - about 80% - have never paid a dime into a game, whilst playing for months or years. Many of those players who have paid for something in the game don't pay every month (and sometimes not every year) either. Nevertheless, all of the maintenance to the game, all of its development, servers, and support, is provided by those players who pay.
In any game players play only when they have fun. But in a f2p game, players only pay if the game really entertains them. The player is already playing, already having fun, and pays if they want to support the game, or try something new, which is, at the same time, not necessary to enjoy the game (otherwise they would just quit playing and not pay at all).
Hence the unobvious conclusion: the less you have to pay to play the game, the more differently priced paid options it should have, so that those who can afford it can spend more, and those who can't or don't want to can play for free and have fun.
There are many progression and economy options in F2P games. Not all of them are suitable for our game, because War Thunder is about real combat vehicles, which are not equal, differing in power and capabilities.
To quickly and roughly summarize, the general principles of economy and progression in our game:
vehicles should be unlocked gradually, from simpler and older to more complex and later
the total time to get the first "top" vehicle should be a balanced (not too long not too short) number of game hours
the player should at the beginning of the game route (while mastering the game) get new in-game equipment often enough
The game has to earn money, otherwise it will be closed. And it must make money without a pay wall, so you can play indefinitely without paying anything (so there is no deception that the game is "free" when in fact it is not). Income should provide everyone the opportunity to play a multiplayer game with multiple modes and features
Progression and economy should, as far as possible, provide a variety of vehicles encountered in battle, otherwise it's just boring. I.e. there should not be too many "farming" vehicles, and especially if they are statistically stronger in battles (otherwise only the same popular vehicles will appear in battle).
In a game with so many vehicles and modes it's impossible to manually adjust the in-game economy (it's important that it obeys specific rules, and manual changes to them would skew a vehicle’s effectiveness, making some vehicles "bad" and others much better than average, and thus affecting their occurrence in battles).
On the basis of these theses the economy is “adjusted” (algorithmically based on statistics).
About once every couple of years we revise it globally, as new vehicles are added to the current trees, and the rest of the time, to a lesser degree, "correct" the economy, using accumulated statistics.
The current progression and economy system is not the only possible system for game economy principles. There are also, for example, systems based on randomness or on the exchange of virtual objects between players. However, without even considering the limitations on different platforms associated with these options, any such significant changes are unlikely to be well received. After all, our community is formed of people who accept the current economy and progression in basic principles, or rather they may even like it in general.
So it turns out that the main key parameter that we can change without significant harm to the game and players is a revision of the total time to reach the top and get the whole line (with some smaller tweaks like modification research speed, balance of repair\gain and so on). We have already done this kind of revision three times, and it's probably time for the next one. This work takes many weeks, so we will probably show the planned changes in the second half of the summer.
We are no doubt open to other suggestions (and we have many of our own), but we doubt that a complete transformation of the progression into something completely new will be accepted by many players, no matter how much we would like to do it ourselves. We'll still try to come up with something new in the progression, and we'll definitely consider all of your suggestions.
Separately, a few words about review bombing as a method of communication
Separately, a few words about review bombing as a method of communication. As many of our players know - we've repeatedly reverted both planned and already released large and small changes (including in the economy and progression). Due to threads on reddit (where much of the western English-speaking community communicates) and with threads on the forums and comments to articles on the site. We value our players and our game, not our updates and changes. If we know that the majority of the community doesn't want an update, we cancel or revert it immediately. Even if some part supports and some part opposes - we prefer conservatively the "do no harm" principle - keeping the current status quo.
Of course, a review on Steam is also a platform for expression. However, the majority of new players just look at the score evaluation, and do not read the text of reviews and do not go into what they were left for. So review bombing does damage to the game in that new players simply won't try it, while it doesn't raise their awareness of the problems you've noticed. If your goal is not to hurt the game, please use other, less destructive ways. For example, leave feedback in our forum, and suggestions specifically about the economy we are inviting in the feedback form. Also, review bombing will not cause modifying or nullifying in-game prices - if the game is shut down, no one wins.
Radical, revolutionary changes in games that have been around for years are always very difficult to make, because they will almost certainly break gameplay for a significant part of the players. We try to proceed according to the principle "do no harm" and change the game carefully. However, if a topic receives a lot of support from the community - we do everything possible to support the players. We commit to follow the feedback even more carefully in the future and take it into account when defining our plans for the development of the game.
If you still have questions - ask in the comments, and in the future we will try to clarify all unclear points.
We heard your recent feedback on the changes planned to the economy of War Thunder and, as you already know, have decided to cancel them. This has been our first step in addressing your concerns, and it will not be the last.
We regret that our actions to balance the economy are often poorly explained and not transparent to you. In the future, we will try our best to talk about the changes we plan to do earlier, in more detail and more clearly, as well as listen to the feedback that you offer more carefully.
We are going to revise the economy in a dedicated update planned for mid to late summer (this will be a huge amount of work). In order for your feedback to be taken into account, please provide it using the special form on our website before May 25th (unfortunately, we do not have the ability to track all posts on external sites and we may miss something important there). We have already received and are analyzing many constructive proposals, and we sincerely thank their authors!
We will announce the content of the dedicated economy update in advance, explain in detail the essence of all changes and collect feedback on them before we implement them in the game. If necessary, we will discuss the economy separately on streams, in the format of questions and answers on the site, or in any other way - the main thing is that you clearly understand what is planned and why.
We have one common goal: to make War Thunder better and make players happy and the game more popular. Therefore, we will do everything possible so that we understand and support each other on the way to this goal.
The history of the French Navy goes back to the legendary Cardinal Richellieu, who saw the fleet go from humble beginnings to conquering faraway lands across the globe — from Canada to Madagascar. Today the French Navy is amongst one of the largest in the world, with over 180 vessels and 200 aircraft.
From May 19th (12:00 GMT) until May 24th (12:00 GMT)
Play 3 battles using French vehicles (rank III or higher, with an activity of not less than 70%) to receive the “Emblem of the Marine Nationale France” decal.
“Emblem of the Marine Nationale France” decal.
Complete the task in random battles, except for Enduring Confrontation missions and [Assault] mode. Track your progress in the hangar by clicking Nickname → Achievements → Holidays → French Navy Day.
You can find the decal in the “Holidays” tab in the Customisation menu.
French Navy at a Discount
The next major update will introduce closed beta testing for the French Navy in the game! To commemorate this holiday, we have discounted a bundle containing both vessels of the French Navy currently implemented in War Thunder: purchasing it will grant you CBT access! Destroyer Aigle sports five powerful 138 mm cannons that rival light cruisers, and torpedoes containing 310 kg of TNT each — a respectable arsenal for such a mobile ship! Light cruiser Duguay-Trouin is also quite agile and well-equipped for battle: its four twin 155 mm main caliber turrets, four 75 mm dual purpose guns, six 40-mm Bofors and twenty 20 mm autocannons can fend off ships and aircraft alike!
To purchase this pack, click Shop > Online Store whilst in the in-game hangar.
In 1947, President Harry Truman unified various parts of the US Armed Forces under a single chain of command, and in 1950 he dedicated a day to commemorate them all — the third Saturday of May. Now the US Armed forces employ over 1.3 million people: they are the biggest and most advanced in the world.
From May 19th (9:00 GMT) until May 22nd (9:00 GMT)
Play 3 battles using American vehicles (rank III or higher, with an activity of not less than 70%) to receive the “National Armed Forces Day” decal.
“National Armed Forces Day” decal.
Complete the task in random battles, except for Enduring Confrontation missions and [Assault] mode. Track your progress in the hangar by clicking Nickname → Achievements → Holidays → US Armed Forces Day.
You can find the decal in the “Holidays” tab in the Customisation menu.
Hello! Today we will tell you about a new type of weapon that will appear in the game in the next major War Thunder update!
With the further development of more effective air defense systems, the only safe window for delivering bombs became ultra-low altitude, where aircraft remained outside of the detection zone of anti-aircraft radars. However, tree-top bombing is risky due to the chances of hitting the carrier aircraft with fragments of its own bombs. This is how retarded bombs first appeared - the bombs are equipped with an aerodynamic brake, or chute, to provide a low-speed fall.
Retarded bombs will appear in our game as part of the upcoming major War Thunder update. As experienced pilots know, you may already set the fuse delay on conventional bombs, which allows pilots to get out of the danger zone of fragmentation spray and the blast wave while dive bombing or performing tree-top bomb attacks. However, conventional bombs have a flat fall trajectory, which makes it very difficult to hit targets on the city streets, behind cover, or on locations with large terrain elevations. In addition, conventional air bombs fall too quickly and you can’t drop bombs on a sudden enemy, they will fly too far ahead.
Retarded bombs are perfect for strafe bombing, which is one of the most frequent bombing scenarios in mixed battles. Thanks to the parachute, these bombs slow down when dropped and smoothly fall almost vertically down. Retarded bombs can be carefully dropped in between houses, in a ravine or behind a rock!
Aircraft retarded bombs will have the full range of physical qualities of regular bombs - for example, they can be shot down in flight, so do not drop retarded bombs from a high altitude, as they can become easy prey for well-aimed anti-aircraft gunners. For aircraft equipped with ballistic computers, the drop area of retarded bombs will also be adjusted according to their specific trajectory.
We plan to equip a lot of aircraft of all gaming nations with retarded bombs right when the update goes live. In the future, we will definitely add new retarded bombs of different calibers and different nations. Stay tuned to the news!