Video summary
The State Of War Thunder, Mid 2026. Issues, and suggestions.
Main summary
Key takeaways
Storyline
This video isn’t a plot walkthrough—it’s a commentary on the current state and future direction of War Thunder in mid-2026. The creator focuses on systemic issues they believe are affecting the game (progression, monetization, matchmaking/design choices) and outlines what improvements could be made.
Gameplay / mode highlights discussed
Core modes and how players behave
- Arcade Battles (AB) and Realistic Battles (RB) remain largely PvP team deathmatch-style.
- Even when PvE objectives exist, the creator argues that in practice players don’t actually pursue PvE goals.
- Those who try are reportedly mocked or criticized in chat and online.
- AB/RB are described as accounting for most daily active matches.
Helicopter PvE mode (added after community requests)
The creator says helicopter PvE is gameplay-wise mostly fine, but:
- Rewards are far too low to justify the time compared to a few regular PvP ground RB matches.
- The mode is structured so it’s nearly impossible to make meaningful progression, which reduces participation.
- It’s hidden deeper in the UI (inside simulator battles), meaning many players—especially newer ones—may not even notice it.
- Because of these factors, the creator expects Gaijin might later remove it, citing low participation (“nobody played it”).
“Advance” asymmetrical ground mode (example of a good mode hidden poorly)
- About four years earlier, the creator praises Advance:
- One team attacks in sequence.
- The other defends using points already held.
- They note a tanks-only version also sounded fun.
- Their claim: it was effectively ignored because it was hidden under simulator tabs and not integrated into normal rotations.
- They argue that if similar modes were mixed into regular RB rotations, they would perform much better.
Nuclear Thunder (April Fools event → problematic “new version”)
The creator distinguishes between the older and newer versions:
- Original Nuclear Thunder (from a few months earlier) was described as one of the most successful events:
- heavy ground target destruction,
- strategic bomber “match finisher” gameplay,
- high-altitude combat to stay outside SAM reach,
- overall aligning with what players ask for (similar to Air RB / “Air RB EC”).
- The new Nuclear Thunder is called unplayable/disastrous, primarily due to:
- SAM threats starting almost immediately after takeoff,
- AI ground vehicles with laser-accurate AA shooting from long distances,
- reliable enemy downing of players/missiles (including fast aircraft around Mach 1),
- a meta shift toward anti-radiation missile salvos against SAM sites because SAMs can shoot down incoming missiles,
- SAM launchers allegedly moving and “blinking” radars, adding artificial difficulty,
- the creator says the “teamwork encouragement” argument doesn’t fit War Thunder’s real player culture,
- strategic bombers removed, which they view as removing in-match goal motivation/progression,
- rewards framed as too weak for meaningful progression in a mostly PvE-focused mode.
Air RB spawn / runway variety concept
The creator suggests reworking air battles so teams don’t all spawn in the same place:
- Use multiple runways/spawn points, similar to ground RB.
They also suggest experiments with:
- earning “spawn points” during the match to join additional aircraft,
- possibly smaller teams (e.g., ~8 players) with limited multi-spawn per player.
Strategies / key tips mentioned (practical guidance)
No formal “how-to” guide is presented, but the creator’s mode/tactical view includes:
- For (new) Nuclear Thunder, success is described as depending on:
- using salvo anti-radiation missiles to destroy individual SAM sites,
- accomplishing this while being attacked by aircraft and while SAM coverage shifts/moves.
- For players frustrated by progression:
- the creator implies PvP is typically optimal, since PvE modes often have worse rewards and slower progression.
Big issues and “design patterns” criticized
1) Progression centered on PvP behavior
- Core claim: progression/carry value is designed to depend on PvP performance.
- PvE exists but is allegedly effectively punished:
- socially (player culture),
- and through rewards/progression systems.
2) Game mode discoverability and UI
- Examples: helicopter PvE and Advance are allegedly too hidden (deep in menus / simulator tab).
- Suggested fix: make alternate modes obvious on the first match-selection screen.
3) Modern vehicle content ceiling
- The creator predicts Gaijin may run out of truly modern vehicles to add around mid-2027, given the current pace and talk of fifth-gen fighters coming “in the second half of this year.”
- They expect workaround tactics such as:
- repeating “iteration premium” approaches (e.g., the F-16 situation) with F-35 variants,
- distributing small differences (like drag chute equivalents) across trees/premiums,
- adding/expanding infantry mode to justify more minor variations.
4) Premium saturation and top-tier monetization pressure
- Premiums are described as becoming a much larger share of added content.
- Concern: it encourages grinding straight to top tier using premiums instead of organic progression.
- Potential downstream effects mentioned:
- reduced variety in matchups,
- incentives to make premiums stronger or awkwardly tiered.
5) Bug reporting / evidence acceptance problems
- The creator argues bug reports often fail because Gaijin allegedly:
- doesn’t show sources/spec reasoning,
- dismisses reports even when players provide evidence,
- may only change things silently much later.
6) Known technical/UX gripes (examples)
- Air RB spotting issues at higher tiers.
- Radar locks snapping to friendly targets despite IFF (“magnet-like” behavior).
- Missile radar cross-section too strong (missiles allegedly “steal” locks unrealistically).
- Ground map design: hallway maps with one cap and limited flanking.
- Spawn-to-spawn sniping early in ground battles.
- Overly intrusive “killed by” pop-up UI.
- Insufficient profile privacy/scouting controls (they want more granular privacy beyond streamer mode).
- Crew lock critique: they question why waiting in the hangar is allowed while “longer queue time” is treated differently elsewhere.
Positive changes recognized
The creator credits several improvements over time, including (high-level):
- Separate countermeasure pops and split ground/air BR handling.
- Research bonuses for later tech trees after unlocking the first.
- Inventory recycling for unused wagers.
- Fuel sliders for aircraft.
- Free backup vehicles.
- Stock countermeasures on higher-tier jets.
- Nerfs to mid-map SPAA in air battles.
- Predator drones moved up in BR.
- Economic updates, such as:
- avoiding repair bill losses per match basis even if you score no points (with premium),
- better outcomes for free accounts compared to earlier periods,
- no repair cost when killed by friendly fire.
- Air research improvements:
- more vehicles moved into folders,
- reduced research costs,
- higher kill streak rewards.
- Maneuver kills added (they’re personally happy about it).
- More ships on air battle maps and more air-to-ship weapon relevance.
- Anti-radiation missiles added (they’re happy about this addition).
- Improvements like maneuver kill tracking showing up in their videos.
Monetization / money discussion points
- The creator says they don’t want War Thunder to “die,” and acknowledges Gaijin is a for-profit company.
- Preferred monetization model:
- renewing premium account annually during the anniversary sale,
- viewed as less predatory than alternatives.
- Premium vehicle pricing:
- premium vehicles are described as too expensive,
- future prices are predicted to become extremely high (they reference “Jetsons wallet” framing for new rank-10 premiums).
- lowering prices could increase sales volume.
- They argue price reductions are unlikely due to backlash from existing owners if prices drop later.
Key suggestions / wishlist
Game mode improvements
- Add more PvE / co-op content, potentially using PvP vehicles as a basis for PvE campaigns.
- Expand Air RB:
- multiple runways/spawn points,
- experimental ARB modes where you can earn additional “spawn points” to bring more than one plane,
- smaller teams with controlled multi-spawn per player (as an experiment).
- Make Nuclear Thunder permanent, but without the unplayable anti-air-focused changes.
Matchmaking / UI / QoL
- Improve match selection visibility:
- don’t bury important modes (e.g., helicopter PvE) behind multiple menus.
- Allow map bans by lineup (not account-wide), possibly reducing extra clicks when switching BR ranges.
- Add an option to toggle off large “killed by” pop-ups after death.
Balance / rewards
- Greatly increase RP rewards for ground battles (creator suggests at least doubling).
- Fix spawn positioning issues for low-tier vehicles on certain maps.
- Increase decompression in BR:
- air BRs up to at least ~16.0,
- more decompression especially around mid tiers (roughly 9–11),
- ground trees also need decompression (creator thinks more needed at higher tiers).
- Consider allowing air spawn advantages forward relative to ground RB at higher tiers to reduce SPAA + SAM spawn pressure.
Systems and player controls
- Provide stronger privacy controls so players can’t scout profiles if they don’t want to be.
- Rework or remove crew lock mechanics instead of relying on longer hangar waiting.
- Allow fuel sliders down to ~1 second minimum for all aircraft (they argue forcing extremely high starting fuel is irrational).
New content ideas
- A World War I tech tree spanning roughly BR 0 to BR 1 for countries (1915–1930), optionally skippable/optional.
- Submarines:
- they want them added but worry they’ll be too slow if implemented realistically,
- suggest either realism compromises (speed adjustments) or a submarine-focused mode with suitable maps,
- they would enthusiastically play naval if done right.
Gamers/sources featured (at the end)
- BVVD (mentioned as the poster who responded to feedback about Nuclear Thunder; name given as BVVD)
- Tim (“Tim with a business degree” referenced by the creator while discussing monetization; presented as the creator’s own perspective/identity)
- Gaijin / “the snail” (the developer/publisher; referenced throughout as a source of decisions and communications)