War thunder motivated. War Thunder: How to distinguish a cheater from an honest player? In my replay of the fight it is clear that

The largest game in the post-Soviet space.

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In March for War Thunder Global update 1.77 has been released - another step towards the ever-elusive perfection. A great reason to finally write a review! This text is intended primarily for those fans of multiplayer battles who have not yet decided to look out of their favorite hangar and get acquainted with the brainchild of the team Gaijin Entertainment.

Official trailer

Clash of the Titans

The abundance of possibilities amazes you from the first hours of the game. Seven states have already clashed on the War Thunder fronts. As usual, it started with the USSR and Germany, then the USA, England and Japan were added, and since 2017 also France and Italy. The latter, however, only has an aircraft branch available for now, but other great powers have already rolled out both ground armies and aviation. This is one of the main features of the game: two neat tabs allow you to select both ground and air vehicles for battle. Moreover, the fleet also already exists, but for now it is only available to participants in the closed beta test.

Militarist gamers are guaranteed to have a torment of choice, since there are plenty of examples of the military industry here, and War Thunder has a wide time span. Once you start driving a tank from the 1930s and upgrade the progression line to the end, you will switch to an armored beauty from the mid-1980s. The essence of the confrontation changes radically from era to era. If in the first battles you scare away pigeons with shots from small-caliber guns, then in the later stages rockets fly over the battlefield and smooth-bore guns of 105 and 120 mm rumble.

But War Thunder excels not only in quantity, but also in variety. Fighters, interceptors, front-line and heavy bombers, attack aircraft of the most different modifications. You can send tanks of all possible classes into a ground battle: here you also have modern “main battle tanks", and self-propelled artillery, and mobile anti-aircraft guns, armored personnel carriers, and infantry fighting vehicles, and guided missile carriers. Gaijin Entertainment is ahead of all competitors in terms of types of different types of equipment.

Only old men go into battle

When starting an air battle, you can succumb to the misleading impression that what you are facing is a simple and superficial process. Two squadrons fight brutally at high speeds, with points awarded for destroying the enemy and their ground targets. You can, of course, forget about the objectives of the task and chase only living enemies, arranging gambling games. At the same time, the tracking camera is a little confusing, but it consistently produces very beautiful angles.

However, this approach rarely leads to victory for your team. And there are many ways to achieve it. For example, you can attack a group of ships left without cover. Make your way to enemy bases in a roundabout way and create a bombing hell there. Lure your opponent under allied anti-aircraft guns. By the way, the air defense in the game works effectively; anti-aircraft gunners will not be able to circle overhead for a long time with devilish laughter.

Missions to destroy ground targets, when completed, give a confident victory and are sometimes very entertainingly presented. We are not only trying to eliminate units that are snarling anti-aircraft fire, but we are also storming base fortifications and hunting for moving columns. Air duels and mass fighter fights are played more cheerfully, but the hunt for a truck collecting dust on the road can also be seriously exciting - here you at least need to show accuracy and the ability to pull out of a dive in time.

Fighter battles are fast-paced and exciting; only aces can firmly stay on the enemy’s tail. Stormtrooper attacks also only cause positive emotions... however, it would be strange to expect anything different from the creators of the series “ IL-2: Sturmovik" But with bombers, everything is sadder: the bomb sight is inconvenient, the need to constantly switch the camera is tiring, and incoming fighters leave you very little chance.

Four tankers without a dog

Fighting on the ground involves much less haste and more thoughtfulness. Without a tactical approach, a tank encounter turns into a dull exchange of shots. Victory is usually brought by holding a control point, and if there are three of them on the map instead of one, chaos happens: territories change hands every minute and a half! Cunning maneuvers, ambushes and swift raids are used.

On the other hand, the good old annihilation of the enemy team has not been canceled...

If everything is in order with battles at short and medium distances, then at long distances there is sadness - at least at the early ranks. The enemy vehicle is simply difficult to see. Of course, top-end vehicles have rangefinders and improved sights, but at the beginning of the game it is better to focus on “close” gameplay.

The shot should be fired when the crosshair changes color - this means that enemy vehicles are in the line of fire (valid only in arcade battles). True, the use of optics is puzzling. The cross marks the point where the projectile will hit, but it lives its own restless life, jumps like crazy, strives to stick to any obstacle in the trajectory of the shot. Aiming is simply inconvenient! Apparently, Gaijin Entertainment wanted to show us the difficulties of real tank shooting, but the result is not happy. In the same World of Tanks all this has been made much more convenient. Again, the situation will improve in the future: some tanks now have stabilizers, with which you can confidently shoot even while moving. There is something to rock for.

Land combat requires a lot of skill and not everyone can do it right away, but if you get used to it, it will give you a lot of pleasure. When you manage to fire at a careless tank with an anti-aircraft machine gun, frantically changing clips and trying to find vulnerable points in the armor, emotions flare up so much that you forgive a lot of things in the game.

Referral for x-ray

Another feature of the game is that there are no usual “life bars”. The decision to remove them was one hundred percent justified: realism was complemented by entertainment.

The point damage system is impeccable. Airplanes lose their wings and tail, burn and lose control. Imagine a very dramatic moment that cannot be found in any other game of this genre: the shot-out engine stalls, the propeller freezes lifelessly, and you are gliding from above, trying to control the car, take your opponent with you with the last shots and not crash during an emergency landing...

On the ground, the damage system works even more spectacularly and efficiently. Each time your projectile hits, a small window appears in the corner of the screen, showing the result of the shot: in slow motion, with an X-ray effect. We see which unit was damaged, we see the injuries to the crew, where the fragments went, whether there is a through penetration... even internal ricochets are reflected! Great idea and great implementation. And when your own vehicle is destroyed, you observe in a spectacular rapid-fire manner where the fatal shell came from and what exactly happened to your beloved T-34-85.

In short, in the first hours of the game, the demonstration of damage and destruction of equipment produces an almost hypnotic effect.

Reservists, go to battle!

When your APC goes into an armored paradise hit by an enemy missile, the game session will not end. Gaijin offer us a different approach. After death, the player returns to his reserve, which he personally formed before the battle, and the next vehicle enters the fray. Creating and using a reserve is somewhat reminiscent of a collection card game: you need to collect the perfect deck of cards and play them as efficiently as possible.

Reserves in War Thunder battles gave the parties additional tactical depth. You need to think about which car to release right away and which to save for later. IN air battles, for example, it is better to first clear the sky by playing a fighter, and then “pull out” an attack aircraft or bomber to eliminate a base that has lost defenders. The number of slots in the reserve is, for obvious reasons, limited, and you can spend a lot of time thinking about creating a strike force.

True, all this applies only to arcade battles. In realistic ones, death is final. But more on this a little further.

Need to pump up

One and a half dozen modifications and additional features will significantly improve your plane or tank. As for crews, each pilot and tanker has their own skills, from two to seven points, not counting the “Qualification” point, which is responsible for the team’s readiness to operate a particular vehicle. Yes, in some RPGs the development branches are more modest!

We put points into the desired characteristic and move the line forward. In addition to the usual vigilance and accuracy, you can see other unusual and useful skills. For example, a pilot with a fully developed survivability parameter, having received a large-caliber bullet in the chest, will be able to continue the fight. And a tanker with a high agility rating will instantly crawl inside the tank to the place of a wounded comrade to replace him.

The game is quite generous with development points. In battle, we receive insignia and medals for each successful action. They not only amuse one’s vanity, but also bring additional experience. War Thunder strongly encourages active actions and motivates the player after each game. Moreover, as a bonus, we are constantly given various pumping boosters - this process is carried out in the form of a kind of lottery.

Cards on the table

War Thunder makes a double impression with its cards. They are spacious, detailed and usually filled with objects. But after getting acquainted with the creativity of Belarusians from Wargaming.net Most of these cards may seem bland and forgettable.

In dogfights, especially in the early stages, there is a flat surface underneath you. Yes, more colorful maps will appear later (African canyon, for example). But in World of Warplanes Each battle territory has its own recognizable appearance, its own architecture... and in general they are prettier.

The maps you play on depend not only on the type of vehicle you have (ground or air), but also on its combat rating. Some maps, like the Fulda Corridor, can only be accessed by modern tanks from the fifth or sixth era of development. That is, a powerful and fast technique, which is frankly cramped on narrow “sandbox” maps, so the developers added more spacious locations for it.

The calm before the fight

You can also spend a lot of time in the hangar. A free camera allows you to view equipment from all angles and details. Separate mode The review is dedicated to armor, in it you can find out the thickness of the protective layer in any part of the tank, and the value changes depending on the position of the camera. This allows you to calculate the angle from which it will be most difficult for the enemy to penetrate you.

You can also view the car in “X-ray” mode - they will show you the location of the crew and key components of a particular model. This kind of activity will certainly captivate fans of military equipment. And veterans, who still have files of legendary magazines like “Technology for Youth” or “Model Designer” lying on their mezzanines, will highly appreciate this opportunity.

In addition, War Thunder has a seriously developed internal encyclopedia. By following the link, you can not only familiarize yourself with the detailed technical characteristics, but also learn about the history of the creation of the tank or aircraft. The section on participation in real combat operations is especially pleasing - here you can learn a lot not only about a specific sample, but also about the pages of history in general. Plus the obligatory photos. It's a pity that the encyclopedia is incomplete, but it's probably a matter of time.

Lift my eyelids!

The graphics of War Thunder were already impressive, and after update 1.77 they became even better. The main advantage is the fantastic detailing. Rust on the sides and dents on the towers won’t surprise anyone, but Gaijin Entertainment meticulously rendered almost every centimeter of the equipment. What rust is there! Looking at the truck with the machine gun, you will notice that boards in the back are worn out by soldiers' boots!

By the way, about the soldiers. In War Thunder, they sit in cars in the places prescribed by the regulations. Anti-aircraft guns will not fire on their own! And all these anti-aircraft gunners, tank crews and missilemen are dressed in the uniform of the corresponding country of the corresponding time.

The shape carefully follows real samples. You can examine every shoulder strap (the commander and gunner have different ranks, everything is like in the best houses!), every strap and pocket. In addition, the crews are animated: they rotate elements of guidance systems, pull levers, and so on. In general, the attention to detail is excellent.

But you won’t find soldiers on the battlefields—there’s no place for infantry in War Thunder yet. And it’s unlikely to be found: the same Gaijin Entertainment publishes a multiplayer shooter Enlisted, just about the infantry. But it is still at the alpha test stage.

The locations are replete with small details; you will not find dull and empty areas. And, again, speaking of little things that can make a child delighted: driving past the stone fence posts, you can see the bas-reliefs on them!

Many technical effects are also pleasing. In tank battles, the streets and back streets are covered in smoke from shots and explosions, and it’s damn spectacular! It obscures the view and disperses realistically. Flashes and reflections look good. And you can admire the way the sun plays on the wings of your fighter for hours!

The destructibility of small scenery and physics also do not disappoint. Once you destroy a statue in a city square, you risk awakening the little evil vandal in yourself - the process is very beautiful! And if your tank has scattered a dozen milk cans with its tracks, then your first thoughts will be that it would be nice to get out, put the cans back together and drive over them again!

As for the destructibility of buildings, it is only partial. On some maps, especially within the city and with powerful equipment, you can demolish entire high-rise buildings to the ground, and it looks incredibly impressive. And on others, any shack can withstand shells without bending over.

The game has beautiful sea waves. It can be seen that it is coming over the ships active work. The fleet, according to the developers themselves, will enter open beta testing this year. And puddles! Excellent animated puddles. There are a lot of them everywhere, and driving on them is almost as pleasant as jumping on them as a child!

As for the pyrotechnics, the fire and explosions look good, but nothing more. Those who tore apart an enemy airfield at the controls of an Il-2 in World of Warplanes know what epic explosions can look like in an MMO.

Through the mouth of the developers

The main emphasis in update 1.77 is on the visual component. We decided to find out in more detail from the developers what changed with its release.

About the technical part

— Your project has moved to a new one graphics engine. What new will we see in the frame and how powerful a car will we need? After all, the game has always been famous for its accessibility for players with average PC characteristics...

Gaijin: The minimum requirements for our players' computers have actually remained the same. Only the list of supported video cards has changed - they must work with DirectX 10.1 and higher (Intel HD Graphics 4000 / AMD Radeon 46XX / NVIDIA GeForce GT 520). The reason for this is that with update 1.77 we stopped supporting DirectX 9. We do not recommend enabling some of the graphical innovations for users with older or built-in video cards with slow memory. But even on low settings players notice changes in the surrounding landscape.

— Why did you abandon DirectX 9? What awaits owners of very old cars?

Gaijin: We have not supported DirectX 9 for several years, but with update 1.77, running the game on such video cards became impossible. The abandonment of DirectX 9 has been brewing for a long time, since many functions latest update Only work with DX10 and higher. For example, displacement mapping, which made the terrain in War Thunder so voluminous and detailed. To completely stop supporting DX9, we waited until the number of players with video cards that at least supported DX10 became large enough.

— Has the number of destructible objects on the map increased? And will it increase in the future?

Gaijin: At the moment, in War Thunder, almost everything that can be physically destroyed by a tank shot or an air bomb is destroyed. The exception is objects that critically affect gameplay. For example, if a bridge that connects two parts of the map were destroyed, but there was no ford - large number fights would end in a draw. Therefore, the number of destructible objects remained the same, but Global Illumination technology appeared, which calculates lighting in real time. Now not only the destroyed objects themselves will disappear from the map, but also the light reflected from them, so that the visual situation changes significantly.

— When SSAA was enabled, the frame rate per second dropped greatly. Which video card would you recommend using it on at a stable 60 frames per second?

Gaijin: SSAA is a resource-intensive technology, because it actually processes the image in x4 resolution. The main limitation for it is video memory bandwidth. Therefore, we recommend enabling SSAA only for owners of video cards with 2 GB or more memory, whose games run at 100 FPS without this technology. We also do not recommend enabling SSAA when playing in 4K - because then the calculations will be carried out at a resolution of 16K!

— Is it possible to adjust the loading distance of grass shading on the map? If there is a reserve in system power, it would be very nice to increase the rendering area.

Gaijin: The distance for drawing shadows on small objects can be changed in the graphics settings. Using the “Microshadows” parameter, they can be turned on for an unlimited distance, at a distance of one hundred meters, or turned off completely. Our new technology Contact shadows allow you to create shadows for small objects even in the distance, when they may consist of elements smaller than one pixel.

And to prevent them from rippling in large clusters of small objects, such as vegetation, the temporal anti-aliasing algorithm is used. It smoothes out the edges of shadows and removes flicker. Therefore, when TAA is disabled, Micro Shadows are also disabled by default.

About appearance and special effects

— Should we expect more detailed settings for weather effects in the mode for training and experiments — “Proving Ground”?

Gaijin: “Polygon” already has quite detailed weather settings - there is rain of varying strengths, different cloudiness, haze, clear weather. In addition, players can set the battle time, which will also determine the picture. The available parameters already give players more than one and a half hundred combinations. New weather effects will be added to Polygon as they appear in the game.

— Sometimes it seems that puddles are a little out of place. The sun is shining outside, the grass is dry in the field, and the roads are wet. Maybe it's worth draining them for some cards?

Gaijin: Puddles are not tied to maps, but depend on the weather, of which there are thousands of types in War Thunder. If there is not a cloud in the sky, and there are puddles on the roads, then they probably did not have time to dry out after the last rain - such were the weather conditions. The next time you get to this map, it may be dry weather without puddles, or, on the contrary, it may be raining. This is what adds variety to the maps: the same location can look completely different. When choosing the weather, we also take into account the geographical location of the battlefield. In the desert it rains much less often than in the middle zone.

— With the transition to new engine It was as if the water itself began to look better. Is it because of the new effects, or was it changed too?

Gaijin: Water in War Thunder is constantly updated. Small changes can be noticed after almost every update, especially during naval battle tests. With update 1.77 it began to look a little different, thanks in part to new system Global Illumination lighting. With it, the light from the sky changed, namely the sky is mainly reflected in the water.

— With the new engine and global shading technology, the color scheme has become much nicer and more realistic. But sometimes harsh colors hurt the eyes. Will this change in the future?

Gaijin: We are gradually changing the color scheme to a softer one, but we are doing it smoothly so that the transition is comfortable for the players.

— With the advent of new weather effects and modern technology, I really want to participate in night battles in difficult weather conditions using night vision devices. Is there a chance to see a similar format of battles in the near future?

Gaijin: There are already quite a lot of models in War Thunder ground equipment 60-80s, which were equipped with NVGs of the first and second generations. But the implementation of this mechanic has its pitfalls, and we will conduct many more internal tests of night battles using night vision devices.

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

My replay of the fight shows that:

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

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

Is the player playing dishonestly?

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

Is there any way to improve this?

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

And besides complaints?

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

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

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

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

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

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

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

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

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

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

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

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

.

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

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

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

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

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

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

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

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

What do you do with cheaters?

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

Register and get started

Geo targeting:

Azerbaijan, Armenia, Belarus, Georgia, Kazakhstan, Kyrgyzstan, Latvia, Lithuania, Moldova, Russia, Tajikistan, Turkmenistan, Uzbekistan, Ukraine, Estonia

Description:

War Thunderis a next-generation military MMO game dedicated to combat aircraft, armored vehicles and navies of the Second World War. The user will have to take part in battles in all major theaters of war, fighting with players around the world.

IN War Thunder Much attention is paid to technique, player development and his capabilities. The user will be able to try out hundreds of aircraft models and immerse themselves in the atmosphere of battle as much as possible.

As you know, not only aviation played a big role in the war, therefore War Thunder A variety of land and sea equipment will be presented. Users will be able to play not only against each other, but also to complete various missions together.

Peculiarities War Thunder:

  • Various PvP modes of large-scale battles.
  • Control settings that give both novice players and experienced pilots the opportunity to play and have fun.
  • PvE content for both solo and co-op network game: Dynamic campaign, Individual missions, Mission editor and other modes.
  • Lots of detailed aircraft models.
  • Impressive graphics, wonderful orchestral music.
There is no registration fee.

Video for February 23 - https://drive.google.com/drive/folders/1QHyfbxDXDBc2kZ1q1WaSSwDbQFwmAqn1

Landing pages (7):

  • Ultra landing

Additional terms:

1. It is prohibited to use in advertising:
- World of Warplanes
- World of Warship
- World of Tanks
- World of Planes
2. Any context and work with Google Adwords, as well as Yandex, is prohibited.
If detected, the referral with subid will be immediately banned, i.e.
your webmaster's referrer.
3. ClickUnder, PopUnder, work with VKontakte public pages (with approval
creativity) - allowed.
4. Targeted ads are allowed (without mentioning competitors or other people's trademarks).
5. Youtube - use of War Thunder as a brand is prohibited. Violators - referee ban.
6. Adult traffic is prohibited.
7. Advertising through any software without consent from us, setting a domain as a start page and other interference with the user’s computer is prohibited.
8. Mac traffic is allowed, OS X users (Mac users) will have the opportunity to download the game client for Mac.
9. It is allowed to use any art from the site warthunder.ru without approval. (you cannot use anything you found on Google, etc., without approval).

Offer news:

  • 11/15/2019 at 14:20 Attention! Increased rates for WAR THUNDER and CROSSOUT offers!

    War Thunder:
    Efficient registration - 60p

    Active player - 230 rub.

    Crossout:

    Efficient registration - 50p

    Active player - 190rub

  • 09.19.2018 at 19:23 Attention! New banners have been added to the "War Thunder" offer

    It came out major update in War thunder. Helicopters have been added to the game!
    You can read more about the patch at the link: https://warthunder.ru/ru/game/changelog/current/2197
    Please use the new banners in your work.

  • 07/30/2018 at 12:59 Attention! New promotion for webmasters in Crossout and War Thunder offers

    The goal is to increase the volume compared to July. The more the webmaster increases, the greater the payout. Both old and new webmasters are involved.

    Earn more with offers from Gaijin Entertainment!

  • 06/21/2018 at 16:37 Attention! New banners in the "WAR THUNDER" offer!


    Art sources are available in good resolution at the link - https://drive.google.com/drive/folders/0B6uqwAjkR6vya2VCWW9aVklRSGM
    Have fun!

  • 05/31/2018 at 13:02 Attention! A NEW LANDING HAS BEEN ADDED TO THE "WAR THUNDER" OFFER!

    A new landing page has been added to the offer!
    Title: Landing_Victory is ours
    Please use it in your work!

  • 02/22/2018 at 12:19 Video in honor of February 23rd in the "War Thunder" offer

    Please use it in your work!

    Happy holiday, fighters!

  • 12/05/2017 at 15:42 Attention! Increased holding time in GAIJIN offers!

    From 12/06/17 in offers:
    Crossout
    Crossout (West)
    War Thunder
    War Thunder(West)
    Star Conflict
    Star Conflict(West)

    The hold time will be increased to 20 days.

  • 07/25/2017 at 15:49 Landing pages from the WAR THUNDER offer!

    There are some malfunctions on the landing page called Ultra landing.

    To increase conversion, it is better to use a landing page called “landing page”

    Please take this into account in your work!

  • 06/28/2017 at 13:57 The War Thunder offer has been transferred to the “Super” tariff.

    The War Thunder offer is now available for the tariff "Super".

  • 04/12/2017 at 12:46 A new landing page has been added to the "War Thunder" offer!

    A special landing page with video and sound has been added to the offer (there is a volume mixer).

    Title: Video-sound Landing

    Have fun!

  • 03/07/2017 at 13:01 Offers WAR THUNDER and STAR CONFLICT added new banners

    Please use them in your work!

  • 02/22/2017 at 17:12 OFFER War Thunder ADDED NEW BANNERS.

    Banners will be active until 02/24/17

    Please use them in your work

  • 12/29/2016 at 12:48 Gaijin Entertainment's "Pray on Your Own" promotion is extended!

    New conditions:


    - Active player - 266 rubles, instead of 190 rubles
    - Active player - 192 rubles, instead of 120 rubles

  • 02.12.2016 at 13:09 Promotion "Ley on Your Own" from Gaijin Entertainment

    Webmaster reward in the War Thunder offer:
    - Active player - 247 rubles, instead of 190 rubles
    Webmaster reward in the Star Conflict offer:
    - Active player - 168 rubles, instead of 120 rubles

    Earn more with offers from Gaijin Ent!

  • 05/12/2016 at 13:19 Technical problems in Gaijin Ent offers.

    for the period from 11.05 to 12.05 are observed technical problems according to statistics on War Thunder and Star Conflict offers

    We apologize for any inconvenience caused, Actionpay team.


  • 05/04/2016 at 12:48 Raising rates on Gaijin Ent. offers!

    Dear webmasters!

    Gaijin congratulates everyone on the May holidays!

    Active Player: 266r

    Entrance: 28 rubles

    Active player: 168 rubles

  • 03/17/2016 at 12:39 New banners have been added to the War Thunder offer!

    Dear webmasters!

    Added new banners in HTML5 format to the "War Thunder" offer

    Join and earn money!

  • 01/12/2016 at 11:57 Resumption of withdrawal from hold to offers from Gaijin Ent.

    Dear webmasters!

    We are pleased to inform you that work on exiting the hold in offers from Gaijin Ent has been resumed.

    War Thunder, Star Conflict, War Thunder(Motivated) and Star Conflict(Motivated) are 100% functional again

    Happy holidays, Actionpay team

  • 05.11.2015 at 14:47 New banners in the War Thunder offer!

    Dear webmasters!

    We are glad to inform you that in connection with the global update, the War Thunder offer has added new banners in HTML5!

    Join and earn money!

  • 10/22/2015 at 6:35 pm New landing page in the War Thunder offer!

    Dear webmasters!

    A new landing page has been added to the War Thunder offer!

    Join and earn money!

  • 10/09/2015 at 17:08 New banners have been added to the War Thunder offer!

    Dear webmasters!

    New high conversion banners have been added to the War Thunder offer!

    Join and earn money!

  • 10/05/2015 at 14:26 Changes in the terms of the War Thunder offer!

    Dear webmasters!

  • 08/17/2015 at 18:29 Allowed types of traffic in the War Thunder offer!

    Dear webmasters, More types of traffic are allowed from today.

    Details in the offer description.

  • 07/24/2015 at 12:15 The War Thunder offer has added new banners!

    Dear webmasters!

    New banners are available in the War Thunder offer!

  • 12/29/2014 at 11:16 Promotion for webmasters from the "War Thunder" offer.

    From December 29, 2014 to January 15, 2015, the reward for an active player is 250 rubles!

  • 09.19.2014 at 19:05

  • 09.19.2014 at 18:56 Dear webmasters! We are pleased to announce a new joint promotion between the ActionPay network and Gaijin Entertainment!

    Description of the promotion: The top three who can attract the largest amount of traffic to the War Thunder offer from September 20 to October 20 will receive a MacBook Air 13".
    Terms: ActionPay reserves the right to change the terms of the promotion. The prize image is for reference only and may differ from appearance actual prize. The prize presentation will take place in Moscow

  • 09/11/2014 at 11:37

    From September 11, 2014, the webmaster’s remuneration is:
    - 20 rubles for entering the game;
    - 190 rubles per active player.

  • 02.09.2014 at 12:59


  • 08/14/2014 at 11:30

  • 07/29/2014 at 16:50 New banners have been added to the "War thunder" offer!

    New up-to-date colorful banners in .jpg and .swf formats have been added to the offer. Please use them in your work!

  • 07/22/2014 at 10:39 New banners have been added to the "War thunder" offer!

    New current colorful banners in .jpg and .swf formats in the amount of 16 pieces have been added to the offer. Please use them in your work!

  • 06/30/2014 at 10:46 Attention! Change of terms and conditions for the “War Thunder” offer.

    Please note that the working conditions for the “War Thunder” offer have changed. Details in the "Additional conditions" section.

  • 06/23/2014 at 12:24 Attention! Increased rewards for the "War Thunder" offer.

  • 06/10/2014 at 16:43 New banners have been added to the "War thunder" offer!

    New up-to-date colorful banners in .jpg and .swf formats have been added to the offer in the amount of 22 pieces.

  • 05/16/2014 at 15:56 Attention! Change according to the "War Thunder" offer.

  • 05/14/2014 at 13:14 Attention! According to the "War Thunder" offer, the promotion has been extended until June 1!
  • 05/06/2014 at 15:56 The holiday continues with War Thunder!

  • 04/17/2014 at 16:58 Added a new landing page for the "War Thunder" offer.

    We ask you to use the new current landing page “Video Landing” in your work.

  • 02/28/2014 at 12:40

    From 02/28/2014 to 03/14/2014 the reward for an active player is 150 rubles

  • 02/07/2014 at 15:47 New banners have been added to the "War Thunder" and "Star Conflict" offers.

    New colorful banners have been added to offers. Please use them in your work!

  • 02/06/2014 at 14:45 Attention! Change of terms and conditions for the “War Thunder” offer!

    From 02/07/2014 the offer is available at the Advanced tariff. The webmaster's remuneration is:
    - 40 rubles for entering the game;

  • 12/24/2013 at 19:07 Attention! Change of terms and conditions for the "War Thunder" offer!

    From December 24, 2013, the reward for an active player is 105 rubles

  • 10/29/2013 at 12:17 Attention! Change according to the "War Thunder" offer.

    From October 29, 2013, it is prohibited to use brand context for the “War Thunder” offer. Please disable this type of traffic!

  • 10.10.2013 at 15:48 Attention! Conditions for the “War Thunder” offer have been improved!

    From 10.10.2013 to 31.10.2013 the reward for an active player was increased to 100 rubles.

  • 10.10.2013 at 15:31 Attention! Change of terms and conditions for the “War Thunder” offer!

    From 10/10/2013 the offer is available at the Advanced tariff. The webmaster's remuneration is:
    - 40 rubles for entering the game;
    - 70 rubles per active player.

  • 09.23.2013 at 11:08

    War Thunder
    67.50 rubles Geo: CIS.

  • 09.20.2013 at 18:47
  • 09.17.2013 at 12:47 The War Thunder game offer has resumed operation.

    War Thunder is a next-generation military MMO game dedicated to combat aviation.
    Reward for logging into the game up to 67.50 rubles Geo: CIS.

  • 09/17/2013 at 10:40 We ask you to urgently suspend traffic to the "War Thunder" offer

    Additional notification will be made when problems are resolved.

  • 08/21/2013 at 11:59 A new offer “War Thunder” has been launched.

    War Thunder is a next-generation military MMO game dedicated to combat aviation.
    Reward for logging into the game up to 67.50 rubles Geo: CIS.

The Gaijin Entertainment studio was able to surprise and delight everyone who is interested in the history of military equipment and simply fans of flight simulators. Her project, the game War Thunder, allows anyone to take the helm of a fighter plane and shoot down an enemy plane, or control a huge bomber and drop several bombs on the enemy. Also, recently, War Thunder is not only sky battles, but also large-scale ground battles. Become a tank commander and destroy enemy vehicles, storm and capture key points, or shoot down planes while controlling an anti-aircraft self-propelled gun. With War Thunder, everyone can feel like a hero of World War II!

The War Thunder game includes 3 completely different modes, which, at first glance, although similar, are in fact radically different in game mechanics and technical characteristics of combat vehicles.
Arcade mode is primarily suitable for all those who love fast active shooters and want to try themselves on the battlefields of the Second World War. In this mode, the performance characteristics of all vehicles are improved, enemies and allies are highlighted with special markers and displayed on the map. Missions and tasks are as simple and straightforward as possible, such as destroying all ground equipment or capturing and holding a point in the center of the map.

Official trailer for the game war thunder:

Fights in realistic mode make the game closer to reality. The maps are larger, the tasks are more complex, the technology behaves more realistically, and many factors and features have to be taken into account. Spotting the enemy is much more difficult, so reconnaissance and teamwork become important. Most players choose this particular mode, since on the one hand it is quite simple to control and master and at the same time quite interesting and realistic.

And finally, the most hardcore mode is simulator battles, as close to reality as possible. In this mode, you can still use a regular keyboard and mouse to control ground equipment, but for aviation you will still need a joystick or an additional controller. There are no markers or symbols in this mode. Identifying an enemy or friend, spotting an ambush, or seeing a plane in the sky is quite difficult. For aircraft, only the view from the pilot’s cockpit is available, while for ground vehicles, the view is from the commander’s cupola and the driver’s view.

Video review War games Thunder:

Special events with unique rules are also available, usually timed to coincide with one of the holidays and lasting a certain period of time. At the end of such competitions, the players who receive the most points are awarded valuable prizes.
Starting to play online in War Thunder (Motivated) is quite simple - the game is free, and the client can be downloaded from the official website or via Steam. For beginners, there is a training mode in which the basic elements of the game will be clearly explained and shown. There is also a dynamic campaign and individual missions designed for one player or a small group of friends, in which you can hone your skills before participating in online battles.
The graphics in the game War Thunder are made using high level, but at the same time system requirements quite low. And for outdated computers There is even a special compatibility mode, everything will certainly not look so colorful, but the game runs even on computers 5-8 years ago.
The War Thunder game is in open beta testing, so updates are released quite often. Each update adds new equipment and locations to the game, as well as minor balance and bug fixes.
Why read a review of the game War Thunder (Motivated) if you can see and try everything yourself? Seize dominance in the sky or defeat the enemy on the ground, become a war hero, go forward into battle and not take a step back!

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