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Raketenautomat: double-barrel rocket launcher



An experimental rocket SPG with two 81mm launchers and an extreme fire rate is coming to the game as part of the upcoming War Thunder update.

[h2]Raketenautomat, SPG, Germany, rank V[/h2]

Features:
  • Mechanized ammo rack
  • Very high fire rate
  • Limited rocket stowage
  • Poor protection


The Raketenautomat self-propelled rocket launcher will be one of the pure novelties of the upcoming major War Thunder update. The vehicle will be the first post-war German self-propelled gun to research after the monstrously heavy Jagdtiger. A few words about the new high-tech rocket launcher!

The fancy look of the vehicle is determined by an unusual combat module, familiar to weathered tankers after the Swedish Landsverk U-SH 405. Two launchers of unguided rockets on a rotating turret are fed from mechanized drum-type ammunition racks for 9 rockets each. The commander could choose from two types of warheads, which are available immediately after purchasing the vehicle: high-explosive fragmentation and high-explosive anti-tank, with a penetration of more than 300mm.



Rockets have a fairly high velocity, so that they are able to provide effective fire even at medium range. The most interesting thing is that all 18 rockets in the “drums” of the Raketenautomat could be fired in a two seconds burst, unleashing a salvo of HEAT or HE rounds that is colossal in terms of potential damage. However, reloading the mechanized racks takes a significant amount of time, so firing in long bursts in most cases is not recommended.



The Raketenautomat is built on the chassis of the HS.30 armored personnel carrier, which has quite good speed up to 60 km/h, but lacks any proper armor. A small crew of only three men could also hardly help in surviving the enemy fire.



The Raketenautomat self-propelled gun will take its place at rank V in the German armored vehicle tech-tree in the next War Thunder major update. Follow the Developers Diary series to know more news about the update!

Screenshot Competition!



Welcome to the 67th War Thunder Steam Screenshot Competition!


Beautiful screenshots! Playing alone can be frustrating at times. An extra pair of eyes and twice the firepower can be a welcome advantage in conquering the battlefield! The three most popular and three selected by us will get 300 GE. See the winners down below!

[h2]Let’s begin the 67th edition of our competition![/h2]

Create a stunning screenshot and submit it on the War Thunder Steam Community Hub with the tag #WTscreen67. You have time until 19.05.2023 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.


[h3]Terms:[/h3]
    This week is open for all submissions! Any screenshots from War Thunder you would like to share are welcome.
    You must add the #WTscreen67 tag (title cannot have any other text in it).
  • 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.



[h2]And now, time for the winners of the competition’s 66th edition - Battle Buddies![/h2]

[h3]Winners selected via community votes:[/h3]
https://steamcommunity.com/sharedfiles/filedetails/?id=2973911914
https://steamcommunity.com/sharedfiles/filedetails/?id=2972152422
https://steamcommunity.com/sharedfiles/filedetails/?id=2972841662

[h3]Winners selected by our judges:[/h3]
https://steamcommunity.com/sharedfiles/filedetails/?id=2974669926
https://steamcommunity.com/sharedfiles/filedetails/?id=2972688060
https://steamcommunity.com/sharedfiles/filedetails/?id=2972464744

Each winner will get 300GE! Congratulations and see you next week!

Responding to your questions and comments (Economy changes)



[h2]The result of the transition to the vehicle rank based economy [/h2]
We have noticed that there is a lack of understanding of the principles of the vehicle rank based economy, such as the differences from the previous system and the benefits achieved. First of all, we would like to note that in the vehicle rank based economy, the same prices and reward multipliers are not set for different vehicles of the same rank, as these are not target parameters, but calculated parameters. These calculated parameters still use some statistical values for calculations. The target parameters in the economy (old and new) are earnings per unit time (from which the reward multiplier will be calculated) and profit/loss per unit time (from which the repair cost will be calculated). Since both targets are given to a unit of time - it becomes clear that to calculate the repair cost and reward multiplier, statistical indicators related to time and actions are used: the average time of a vehicle's life and base reward per unit of time. The goal of the vehicle rank based economy is to bring the values of the target parameters of a vehicle of the same rank to the same value, and this is accomplished by changing the repair cost and reward multiplier and not vice versa.

In the old economy, which was based on vehicle efficiency target values, vehicle statistics were determined based on their efficiency ratio - the ratio of the total base reward of a vehicle to the number of deaths in it. This led to an extremely high repair cost for a number of vehicles. For example, in January 2022, the maximum repair costs of the B-29 and Tu-4 in RB were around 48k and 39k SL and after the current changes, they will drop to 11.5k and 13k SL respectively. The maximum repair cost of the T95 in AB during the same time dropped from 24.7k to 9.2k SL. The same applies to other effective vehicles within the medium ranks: G.56, Sagittario 2, Maus, WZ305, Tiger II (H) etc.

In the table sheet of economy changes, we can clearly see a tendency to decrease repair prices for almost all vehicles of ranks III-V in all game modes (the cells with a decrease in the average repair prices for vehicles of a given nation at a given rank are marked in green).

[h3]Ground Vehicles:[/h3]
[expand]
[/expand]
[h3]Aircraft:[/h3]
[expand]
[/expand]

[h2]Changes to the reward multiplier for Premium vehicles[/h2]
Repair costs and reward multipliers for Premium vehicles change in economic updates by the same principles as researchable vehicles, i.e. all parameters are adjusted to achieve the preset expenses and income per unit of time. The reward multiplier might both increase, in order to increase the income per time to the required level; or decrease, if the vehicle’s income is higher than needed.
For example, in the upcoming update, the reward multiplier in RB for the Kfir Canard, F-4EJ ADTW, as well as the Kfir C.2 and F-4EJ (reference vehicles), will be decreased. Since the last economic update (statistics update), the gameplay circumstances for the mentioned aircraft have changed for the better, which has led to an increase in the base reward per unit of time. Accordingly, with the new data (statistics) update in the upcoming economy update, changing the reward multiplier will adjust earnings to the required level. This works both ways, for example the multiplier in RB mode will be increased for the J-7D, F-104S TAF, MiG-23ML, MiG-21 Lazur and other aircraft.
At the same time, Premium vehicles will always have a specified income higher than researchable vehicles and a reduced repair cost, which sets a positive average balance for these vehicles. Premium vehicles of high ranks both have an increased reward and are profitable, unlike researchable vehicles.


[h2]Some answers for individual questions:[/h2]
Q: Why are the repair costs for helicopters in AB going up? A: At the moment, the main arcade mode for helicopters are the PvE missions in the “Enduring Confrontation” mode which are characterized by weak AI countermeasures and long vehicle lifetimes. This leads to a fairly stable earning of SL and infrequent spending on respawns. To ensure a given level of costs per unit of time, an appropriate repair price is set.

Q: Why do identical aircraft (Tornado IDS Marineflieger and Tornado IDS (1995)) have different repair costs in Realistic Battles? A: The reason is that in reality, these aircraft are not the same. The German Tornado doesn’t have guided weapons and is mainly used in air battles as a strike aircraft to destroy bases. The Italian Tornado has guided weapons and is widely used in ground battles in which the lifetime is significantly lower. To ensure the necessary average spending per unit of time for each of these vehicles, the corresponding repair cost is calculated for them.

Q: Why will the PTL02 be moved to a more appropriate rank but the M46 “Tiger” and PT-76-57 will not? A: Researchable vehicles can, if necessary, move more freely between ranks if their parameters change. In the case of premium (including event) vehicles, you initially receive a vehicle for effective research of vehicles of all previous and one subsequent rank for a predetermined price (in GE, GJN or time spent). As a rule, we don't plan to expand or narrow the scope of effective research of researchable vehicles on premium vehicles that have already been purchased for a specific price.


[h2]Additions to the previously announced changes[/h2]
  • Begleitpanzer 57 — moved to the position after the Radkampfwagen 90.
  • PUMA — moved to the position after the Begleitpanzer 57.
  • SIDAM 25 — moved to rank VI.


The costs for research, purchase and related parameters of a number of ground vehicles can be seen in the table sheet.

Colbert heavy cruiser: The Contender



Meet the Suffren-class Colbert heavy cruiser! Being one of the first rank IV ships it can be equipped with two scout aircraft, wields good gunnery and has a total of 10 torpedoes!

[h2]Colbert, heavy cruiser, France, rank IV[/h2]

Features:
  • Mediocre protection
  • Linear layout of the main turrets
  • Decent max speed
  • Scout planes


The heavy cruiser Colbert will be one of the first ships in the closed beta testing of the French bluewater fleet in War Thunder. The ship was designed with an eye on the Italian Trento-class cruisers, in comparison with which the French cruisers Duquesne were literally stripped of armor. The increased protection, however, was no match for the Italian cruisers. The magazines and the engine room were covered with plates of a narrow 50mm armored belt; the cruiser also received an upper deck reinforced to 20-25mm. According to the project guidelines, the cruiser had to survive one torpedo hit, as well as destroyer main battery fire, so in general the design was able to meet these guidelines.

The general layout, including main guns, and even the look of the Suffren-class cruisers, to which Colbert belongs, have been preserved from ships of the previous class. The cruiser has four twin main gun turrets armed with 203mm guns. Commanders will have access to high-explosive and semi-armor-piercing shells, classics of the pre-war ships. The mass of explosives in both rounds is approximately the same, so it is advisable to research the semi-AP as soon as possible in order to more effectively damage the internal modules of enemy ships. It is worth noting also that the main gun turrets are located in a linearly elevated layout, which allows Colbert to fire broadside salvo with all main guns at once, which is useful.



The Colbert cruiser is presented in the game in her latest upgrade, during which the AA armament was improved. 8 x 90mm single-barrel mounts are responsible for covering the ship from aircraft at long distances, while an orchestra of 37 mm and 13.2 mm flutes shreds any approaching aircraft to pieces.

Despite the fact that the Colbert will be one of the first ships at rank IV, it can be equipped with two scout aircraft. The ship also boasts torpedo armament, which not every cruiser also has - two three-tube launchers on the sides in the central part of the hull and four more spare torpedoes, a total of 10 available in battle.



The heavy cruiser Colbert and other ships of the French bluewater fleet will appear in closed beta testing with the release of the next War Thunder major update. Get early access packs to be the first to test the French ships, get special bonuses and prepare your sea crews for the toughest battles before anyone else!

New locations: “Iberian Castle”

Our team is preparing new locations for the upcoming War Thunder update. Meet the "Iberian Castle", new location for mixed battles!

[h2]"Iberian Castle"[/h2]



The new location “Iberian Castle” takes players to a tourist town on the eastern shores of the Balearic Sea. The main attraction of the town is the ruins of an ancient sea castle. Here, amongst the remains of castle walls and ruins of ancient buildings players will find the first zone of control over the location. The middle capture point is located right in the center of the town, in the labyrinth of crooked streets with arches and small squares.



At the edge of the town, where the orchards begin, there is a third capture point surrounded by several buildings that can hide a small group of defending armored vehicles.