Fireballs that roll, water that stands
The last bricks on the battlefield were the things the fighting ends in: an explosion was a heap of orange and black crates, a splash a spray of blue bricks, a broadside's blast a hundred orange cubes. Not any more. Fireballs roll, water stands, flak hangs, and every gun speaks.
A kill you can see
When a plane goes up now, you see a white flash, then a fireball that rolls out and cools through orange to deep red, with a second lobe bursting a beat behind the first. The black smoke climbs off it and drifts away on the wind. Only what's actually solid still flies as blocks: scraps of airframe tumbling out of the fire.
Rounds that strike steel crack off it in a white-hot star and a spray of sparks that streak away and cool to amber as they fall. Walk your guns onto a fighter and you'll see exactly where they're biting. And if you ever find yourself at the wrong end of a fighter's guns, every muzzle pointed at you flashes a star.
Bombs on the dirt, bombs in the sea
A bomb on open ground throws a wall of brown earth out round the crater, with clods raining back down, and its fireball climbs into a pall of brown-black smoke. A bomb that misses into the sea stands a white column of water instead. When a jet's missile goes off in open sky, you get just the fireball and its smoke hanging where it burst.
Fall of shot you can read
A battleship's shell into the sea stands a column of white water taller than her masts, and not as one lonely post: the column comes up as a cluster, climbs, tops out, and falls back as spray, with mist rolling off its foot. At gunnery range those columns are how you walk your fire onto a target. Short, over, short, straddle. Smaller shells throw smaller columns, and a fish that breaks up in the water leaves a little one of its own.
The broadside
When the big guns fire, a lance of flame shoots down every barrel and throws a fireball out along the bore. Then a brown-grey cloud of cordite billows off the guns, climbs, and hangs downwind of the ship long after the shells have gone.
The steppe has its own voice now too. Every time a Paladin fires its 120 or a Jackal fires its recoilless rifle, you see the flash, a puff of cordite blown down the barrel, and the dust the blast kicks up off the ground under the muzzle. You can read a hull-down duel by its reports.
Flak that hangs
The 88s' shells now burst when their fuses run out, and each one leaves a black puff hanging in the sky for a few seconds, drifting downwind as it thins. Fly over a defended target and the smudges gather round you, one more every few seconds from every battery that's tracking you. The puff is where a shell missed you. Only a direct hit ever does damage, so fly through them. Just know that every one is a gunner who's got your range.
Fires that burn, smoke that stands
Burning wrecks, crash sites and ships on fire burn with real flame now, and each stands up a column of smoke that leans with the wind. A warship's fire is as big as her deck. A damaged fighter trails one unbroken rope of smoke, thickening from a wisp to a pouring black stream as the engine goes, and a holed tank streams a pale ribbon of fuel beside it. Set one alight and the fire pours back off it in the slipstream like a blowtorch. Smoke screens lie on the water as a soft grey bank that thickens as it's laid and thins away as it burns out.
Everything that burns carries its own light. At dusk a fireball glows against the sunset, and after dark a burning wreck glows like a beacon. With HIGH FIDELITY graphics the fire blooms. Phones get a lighter version of all of it, so the fight stays smooth in your pocket.