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Showing content with the highest reputation on 02/12/2020 in all areas

  1. 4 points
    Ham_

    the Black Market rumor mill

    Welp some kid on the official forum bid 20k thinking he would get a Obj 261 and is now demanding a refund
  2. 2 points
    https://worldoftanks.com/en/news/game-modes/expedition-2020/ Frontlines is to return March-May and Steel Hunter August-November. Four stages each, three points per stage. Twelve points gets you a reward vehicle, which means you have to pick 2 out of 3 at most. The reward vehicles are: AE Phase 1 (again) Obj 777 v2 Char Futur 4, which appears to be what they're now calling the Projet 4-1 I'm certainly looking forward to another chance to grab the AE Phase 1, which looks fun. If I earn enough points, between the other two I'll probably grab the 777 since I performed terribly in the Bat-Chat AP.
  3. 2 points
    The short version of my opinion is that I went into the sandbox server expecting Wargaming to completely screw everything up and expecting that it will take 2+ years for them to fix it if the changes go through. Wargaming did not let me down. About the ammo changes: In reality the problem is not the ammunition. The problem is many corridor maps that forces tanks to fight frontal with limited or no flanking opportunities and a lack of frontal weakspots that can be reliably hit with fully aimed shots on stationary tanks at any distance further away than ~50 meters. Instead of fixing the cause of the problem, Wargaming is focused on fixing the symptom of the problem. Taking HESH penetration away from the UK tanks removes some skill from the game in my opinion. Knowing when you can use HESH and do more damage than the standard ammo is a skilled decision. Also, removing HESH penetration takes away a unique aspect of gameplay in the UK tech tree vehicles. Reducing the damage of gold/special/premium APCR ammo compared to the HP pool of tanks is a buff to wheeled light vehicles. Its much easier to hsi them at 300+ meters with APCR and now players will need more penetrating hits to destroy them. Removing HE and HESH pen is a buff to wheels light vehicles. Now I can't time my shot properly at closer range to have a higher likelihood of penetrating and doing significant damage. I don't think the ammo changes will reduce the gold/special/premium fired by many players because they will still choose more reliable damage over the possibility of higher damage. About the tech tree changes: Wargaming is removing many low tier tanks that had different or unique aspect to their gameplay that were funa s a new player. I have no idea why tier 10's are being removed. The 113 isn't bad and was worth the grind. It just has been power creeped. Now it seems like a worse(slower less armor worse gun handling) 430U. Wargaming is screwing up the game because they don't even know how to play the game and never listen to above average skill players. I bet if Wargaming asked the top 5% of players what they would change in the game, the answers would be different than the proposed changes.
  4. 2 points
    Ham_

    the Black Market rumor mill

    My disappointment is immeasurable and my day is ruined
  5. 2 points
    Kymrel

    the Black Market rumor mill

    Wow. And now that the auction is over it turns out that this tier III shitter was the final offer. Whoever did the lineup for this Black Market needs to be fired.
  6. 2 points
    hall0

    the Black Market rumor mill

    finally it is over. hell this blackmarked was a steaming pile of bs
  7. 2 points
    This seems pretty typical of WG when it comes to major balance changes. At some level, there is some sensible and smart stuff, but they tend to overreach and try to do too much at one go, so it ends up being a bit of a steaming mess. Simplifying the tech trees is a good idea, and removing a lot of the low-tier clutter (which let's be honest, most players don't play) is a decent enough idea. I'm 50-50 on the branch-swapping points, in some cases it meant you could avoid certain tanks you didn't like but it does make the grinds more straightforward. Not too big a fan of removing tier 8 tanks and above, but I understand why they're doing it to simplify the branches. Also not a fan of removing historical/real tanks while leaving some of the made-up ridiculousness in the tech trees just for the sake of 'line consistency'. But on balance seems okay. Then you get the HP changes, and that is a real problem. They want to nerf gold rounds without actually nerfing them, so they 'buff' HP instead while keeping gold round damage the same. Okay, sure. I get it, and in of itself, not stupid. But just straight out flat increasing HP is stupid if they don't make other adjustments for the reasons @Jesse_the_Scout has articulated. HE changes are dumb, personally I think the current mechanics are fine if they are balanced around things like the Blackdog, T49 and HESH on the Cent tanks, as opposed to the Type 4/5d and HESH on the Deathstar. There are many tanks with perfectly fine HE mechanics that are going to have fun gimmicks removed, but then you have the KV2 untouched "for the memes". What's the point? This is a big risk for WG, the changes here have the potential to fundamentally change how the game plays, which might turn off a lot of players as opposed to bring in new ones. The main reason that's happening is because they're trying to do too much at once. Again.
  8. 1 point
    Wanderjar

    the Black Market rumor mill

    yeah 10 mil base was enough. I dont think it sold out or if it did it wasnt by much. 14th and final offer: BT-SV Auction for 10 mil credits starting bid, RU - 20,000 EU - 5,900 NA - 1,200 RU lowball 10 mil credits (didn't sell out) EU lowball 10 mil credits (didn't sell out) NA lowball 10 mil credits (didn't sell out)
  9. 1 point
    echo9835

    the Black Market rumor mill

    10 million for a tier 3... holy shit WG, why not just ask for an arm or something?
  10. 1 point
    Ezz

    the Black Market rumor mill

    I think the tank was a myth.
  11. 1 point
    Never

    the Black Market rumor mill

    It's a fun-ish tank for a solo yolo playstyle. Fast as fuck in a straight line, troll armor, but once you get going pour yourself a drink and remember the good ol' times when you used to be able to turn, cause that's not something you do anymore.
  12. 1 point
    Tarski

    the Black Market rumor mill

    1,200 on NA again.
  13. 1 point
    I feel that given the time already wasted dillydallying around sandbox, etc, it would be simpler just to rebalance everything on a tank by tank basis. Tank removals are unnecessary if you make every tank fun even if not necessarily competitive. Removing tanks because they can't make people play them is just putting the cart before the horse. Classic WG.
  14. 1 point
    Never

    the Black Market rumor mill

    Yep, same. Looking at Reddit, looks like the cutoff for NA was around 13.5k
  15. 1 point
    I think the changes have need to happen since the game launch; you can't balance a tank properly when it has a standard ammo and a "better in every realistic way" ammo. Now whether or not they manage the change alright it up to them, but I think there are more than a few tanks which have been propped up or weighed down by the widespread use of premium ammo. If wargamming plays the whole "collecting data" game they usually do, its going to suck. But if they actually do deliver on their promises in a reasonable time-frame for a change, it could end up leaving game balance in a much better spot.
  16. 1 point
    I'm going to play more battles on the test server, but I'm sure my feedback will be mostly negative. They've taken forever and now they want to rush out a half-baked rework with promises of future adjustments. On stream eekeeboo admitted that the Manticore not getting its shell count adjusted to the new HP pools and shell mechanics was crippling and had nothing to say about plans to fix things like that. The argument eekeeboo advanced in the announcement stream was that the numbers and systems being changed in this patch are the foundation on which other changes can be made, so they'll be able to buff and nerf things as appropriate from here on out with fewer obstacles. But it's hard to trust WG to be remotely prompt with additional changes since they'll "need to gather more data" for ages. And also this foundation doesn't seem like it was thought through very well. I don't doubt that the hit point numbers have some math behind them, like looking at armor use efficiency and balancing same-tier tanks around having similar effective health pools, but the spread in hit point values at tier 10 is surprisingly small relative to the alpha damage of tier 10 shells. Heavy tanks have the same spread of hit point values at tier 10 in the balance patch (1050 Maus-Kranvagn vs. 1000 on the live server) that they have on the live server, meaning the tanks whose advantage was having more health have a proportionally smaller advantage. And for tanks that can be penned by the new high alpha AP shells, that difference is smaller with respect to that proportion as well. Particular tanks' hit point values don't seem tailored to balance them. For example, on the live server the IS-4 has 100 hit points more than the IS-7. On the test server, the IS-4 (+24.0%) has 150 hit points more than the IS-7 (+22.9%). I've heard the line about needing to set a foundation of smoothly scaling health values before more buffs and nerfs are made, but is increasing the IS-4's health by an extra 1.1% the right way to change its stats relative to its more competitive cousin? Meanwhile the TOG has seen its hit points increase by 42.9% for the memes. WG seems to have avoided one of the systemic issues (buffing all health pools the same favors armored vehicles more) in some special cases...at least to some extent. The Maus has seen its health rise by only 18.3%, which is on the low side. That is probably a good thing, but I'd want to see the math behind it. There is another systemic issue that we've been talking about on this forum since at least as early as last year, though: if regular ammo does substantially (~20%) more damage than premium ammo, the advantage that high pen tanks had over low pen tanks goes up. A lot. The Leopard and STRV-103B, for example, love these changes. Meanwhile any tank that made frequent use of its HEAT rounds (as for example the T-54) is getting a large nerf, which has not been compensated in any way by this "good foundation"—at least as far as I've seen.
  17. 1 point
    Jesus. I just logged into the test server and looked things over. If this is the end result, what a disappointment. No apparent nerfs to anything that needs it, they just scaled everything almost flat. At high tier everything has +20% HPs and +20% to damage. Even the arty nerf just basically boils down to forcing people to shoot gold arty shells in order to keep their current damage output. So costing more credits and removing stun is basically it. They haven't changed the cost of ammo at all, so gold ammo appears proportionately more expensive than ever. They haven't even scaled up how much ammo you can carry past tier 5, so the fucking T67 is fine but something like the Type 64 is stuck with even lower potential damage against the hordes of power creeped tier 8 heavies. Basically low tier gameplay might improve because the HPs scale up better, but the three tier spread is actually going to be worse than ever because your gold ammo is weaker. Without compensating for it elsewhere (such as by scaling HPs by class) this is going to make heavies the dominant vehicle and make fighting up suck even more. I was optimistic they had come around, but they really are just steaming forward with the shitty original sandbox plan for World of Red E-100s. EDIT: The more stats I look at the more triggered I get. For a lot of the low tier changes they just moved shit up a tier and gave it some more HPs, maybe +10 view range, blam, this fine. I kid you not they took the Valentine AT which is already bad at tier 3 and just made it a tier 4 with a few more HPs. Same guns, same view range, same everything else. A-20 is now a tier 5 with a few more HPs and +20 view range. Crusader is now a tier 6 light with a few more HPs and maybe +1 RoF. It goes on like this. Amazingly half-assed.
  18. 1 point
    Just imagine failing to address any of the core issues with your game while you’re essentially rebuilding it....
  19. 1 point
    Yeah, I was okay with the pruning when I thought it would amount to combining some of the low tier tanks that are variants of the same tank. Removing 92 tanks, including tier 8, 9, and 10 tanks, is moving backward. One of the most popular things WG ever does is add new tech tree branches to the game, and this undoes that. My first reaction is "too much change and some of it is bad." We'll see how this develops. If memory serves, you were required to have the vehicle in the garage the last couple times this happened.
  20. 0 points
    At least their map design is on point.
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