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  1. Burtak

    Steel Ocean

    Well it's not literally the same game. Since it just released this weekend, it's suspect that you downloaded and played through to high tiers to qualify your, 'It's shit' review. Good initiative on making a snap judgement though. The cash grab status of Steel Ocean is a much stronger sell, though the gameplay is not bad. Gold options: -The game constantly reminds you that you could be doing better by purchasing gold and using the gold to get commanders. -Premium Ammo -Two forms of premium time. One is purchased in battle blocks (number of battles) and offers 100% increase in xp/silver. The other method is the traditional time method where you buy 30 days and get a 50% increase in xp/silver. I don't know if these stack, but I assume they do. -Gold investment. Pay something like 10k gold and it pays you out for objectives. One example is research fully a tier 1 ship, get a one time 10k or 12k bonus of free xp. I believe it gives free xp for researching a ship of each tier. What does this all mean? That this is far more grindy than a Wargaming title. The grind is based on the eastern method of throw more money at something to advance faster, so as you can imagine, the grinds are hefty and the payouts are relatively low without premium or investing. To offset this, there are bonuses for certain events. Purchase your first BB, get a one time bonus of credits, or play your first match in an elited ship, get a one time bonus of credits. The gameplay, however, I actually like more than WoWS. Each gun on the ship has it's own aiming circle that closes down for accuracy. The con to this is that it rewards the player for coming to a complete stop to fire even though you can still fire fairly well on the move. The BB here really shines as it has good armor and health. The main guns act like arty in view and area of effect while the secondaries take care of ships that get close. As stated previously, you control all of your weapon systems. You manually aim and fire your primaries, secondaries, AA, and torpedoes. DD and SS are hard counters to the BB, CL counters DD and SS, etc. For torpedo haters, Steel Ocean features no leading indicator for torps. You have to learn how to lead your targets and torpedoes in this game are much more so an area denial weapon than in WoWS. Subs have limited time to be submerged, most ships have radar and sonar, and cruisers carry depth charges. A spotted sub is really a dead sub with a decent team/platoon. Steel Ocean does allow mods, it's eastern based, so expect some pretty hefty 24/7 bots that aren't stamped out by moderators as botting is usually what eastern mmo's are designed with in mind. The only server is located in the US as well. The graphics aren't phenomenal, but they aren't 16 Bit either. They are decent. There you go masterpupil, an actual review that isn't shit of a title that isn't shit. I forget to add, the tutorials for Steel Ocean at least exist for each class of ship. You get rewarded in silver for playing the tutorials, and trust me, you'll need those rewards. The battles often resolve much faster than WoWS. Expect 5-10 minute matches and expect, at least currently, the final ship count to be fairly close. One game mode is essentially team deathmatch where you continually spawn in the same ship until a kill count or the timer is met. This is an interesting mode, but sucks if you are in a ship you just wanted to play for one match.
  2. I'd be interested to see if you can maintain that WR up to 100 battles Shewdor, as 32 is still a small sample and 100 is the usual reference point before making statements about a tank. 100 battles solo in it and a 70% WR+ and I'd be more inclined to believe you, but since you have some battles in WoT under your belt, you have an understanding of how tonks plays. Artillery isn't OP. You get a warning, move. Most shitters sit in the back and the shell has a 3 second + travel time. Smoke and Illumination rounds don't insta-load, so team oriented arty gets even less time to damage stuff. IFVs and Light tanks that run up on you will wreck you anyways. Is arty cancerous? I guess. Can the ATGMs be cancerous? Probably. All in all, I haven't been one shot by an Arty yet, so I largely ignore them.
  3. Paaranoja, One thing you are failing to account for in your marketing is customer service when you make your comparisons. The western world has nailed down customer service pretty hard. In fact, where I live (Las Vegas), we call it the Service Industry (Any job that makes tips, tokes, or services customers). I love WoT, despite being a shitter that can't compensate for a team full of shittier shitters, but AW seems to be, so far, being much more customer oriented than WoT was early on and, in some respects, even today. Same thing with overpriced iPhone. The Apple pros, or whatever the name is for the employees that fix your shit there, provide a level of service that you don't get with Motorola, HTC, etc. Apple doesn't let carriers dictate to them what goes on their phone while every other manufacturer of phones, exception of the Google Branded Nexus line, allows bloatware. People pay extra for the service and protection from their cellular carriers. You're using a very superficial look at economics and markets to make your point and I'm touching on one very small area that heavily influences customer choice. I don't own an iPhone btw, but I understand the role of Apple in the market. It's just an easy item that you've used to help explain it. Capitalism used to be something the western world excelled at. Unfortunately, it wasn't a secret or magical formula that consumers help determine value. The difficulty is in the company 'helping' the customer see that value eg. Beats by Dre. Currently I work for a very large online retailer and you would not be surprised at how many Beats get returned. It's a shitty product given it's value by pop culture. The eastern world has gotten much better at playing Capitalism, but it's yet to make progress in customer service.
  4. Just to chime in on the Tirpitz, I specifically didn't buy it because of the cost/bundle. I wanted only the ship, not a forced bundle. 5 bucks less and just the ship and I would have bought it. I was bothered by the bundle enough to pass on it. The possibility that the game would die based on a small playerbase was also an issue that prevents me from sinking 60+ bucks in one shot on it.
  5. One 'problem' of WoT is the rush to high tiers and the current 'damage and kills centric' metric to skill. My understanding was that low tiers are still quite playable in WoWS because of the game structure and that there isn't a whole lot of finger pointing at reds yet. I'd like some DD experience based on spotting too so I can run around undetected screening. So, adding tier 1-6 national ships sounds like a pretty good fukn idea to me broski because we aren't yet fully penalized here for not averaging high damage per game with the current metric out that's kinda half-assed so far due to the lack of complete data available to metric makers. As an aside, being a veteran of the US armed forces, it's ultimately enjoyable to me to see all of the ships/tanks/etc that I never needed to know about while serving. Since I'm not a vehicle afficianado, my exposure to foreign vehicles/ships is really through WG titles. That means bring on the Polish ships I've never heard of. There's a modern Greek Navy that has to have it's roots somewhere , and many countries that have variants that I would like to learn about while playing them. My vehicle silhouette cards were based on USSR tanks/IFVs so I knew what to shoot, and I never needed to really learn about allied vehicles. Bring on ships of all nations ships and give me a reason to keep playing tier 1-4 please. Any added ships, even with minor stat differences, are welcome.
  6. I'm not sure what all the salt is about. I don't think a 'majority' are against Cunicularius on this. I've also found that, often in WG games, people say one thing about a mod while downloading it and using it with the other hand. I see no problem with this mod. It's no different than the new arty view in WoT. Enabling the alternate view to get shell time without hitting alt has a warning that it may reduce performance. Those people should be penalized for not having it up all the time? People who have a hard time hitting alt while in the middle of a firefight should also be penalized? This mod literally does nothing game breaking. It just removes the need for the person to read the shell speed and calculate it against their sight. Given how badly RNG can fuck you in a game, and I've had games where I know I'm aiming properly, with landing your shots just short and just over a ship in the same salvo, I think this mod is fine. It removes one calculation, which really is a calculation that's already in the game, to free your mind up for other things. Things like not running your ship into an island, or running your shitty ship into mine because you can't walk and chew bubble gum. Maybe you wont broadside me with your friendly torpedo salvo or drive in front of my guns because your brain has room for other things. I had to watch a video to figure out what the sights and flight times were for anyways. A member of the community had to give me insight into a basic, and necessary game mechanic, that should have been force fed to me before I played by the people producing the game who, by the way, are pretty shitty in general about explaining their game in general. People in closed beta could have had hundreds of battles under their belt before a video was released showing that you can click on the UI in dock to expand stats on specific areas of your ship. Given that the very best players here largely play in divisions, a serious advantage, and that any people who play competitively will not be allowed to use mods in official tournaments, I think we can all drop the 'holier than thou my skill shalt trump your mod usage pleb' mentality. FFS, the reason streamers and mod pack makers dropped certain mods was only because WG was monitoring and punishing them. Had they not been streaming or publishing them to wotlabs, they'd still be using those 'illegal' mods. You either like mods or you don't. All mods introduce something that makes the person's game easier. Modding is here to stay so just say once, 'I think this mod is crap' and move on. Don't harass someone about it.
  7. I'm not super familiar with the more modern ships, but most early era ships, by this I mean the ones still in service in the early 2000s, used this style of bedding, the cots on chains or rope cots. Navy side may have had overhauls to the 'coffin rack' style, but troop bedding was usually stacked 4-5 high with a cot woven with rope onto a metal tube frame. An upgrade to this was a thin mattress. FYI, sleeping out on the deck on a blacked out ship for night operations is scary as shit when you know that they'll probably never find you if you were to fall overboard. We would sneak out the O-2 Level at night and climb up into the Phalanx (maybe, it looked just like that at least) retrofit system well to smoke and I remember us having to literally navigate by touch and hope the ship didn't rock too far in stormy waters to throw us over the braided steel ropes that made up the handrail system. You don't do that too many times before you find inventive ways to steal a smoke break that don't involve the inky black night. Most ships I were on had the same restrictions for private rooms. Officers were bunked two to a room and I think the Chiefs were pretty similar in a minimum of two to a space, if not more. I never was put on a detail into Chief/Staff country and I only visited the O-Levels for a duty shift or if I needed to act as a runner for our Lt. I would assume only carrier size ships give the luxury of individual quarters for the lower officer ranks? Ships that were put into service later would have coffin racks with the cloth drapes to provide 'privacy'. Spend time in the hole on a troop carrier and then the open bays of an LHA with it's coffin racks is palatial. Seriously. It's like smurfberries and rainbows all day, every day.
  8. Haha, fair enough. Thanks Deus. I figured it never happened because of the NDA.
  9. I know this may be a lot to ask, but is there a chance of getting this forum split with some sub forums? For example, tonks has sub forums for nations so that each nations vehicles can be discussed, and has a core mechanics sub forum. I played two games last night and I literally have no idea what I'm doing. There are many others, Deus, Tedster, and Assassin7 to name a few that I have name recognition for, that seem to have a lot of experience with this game and know the mechanics pretty well and it would be nice to see a comprehensive breakdown of this game so people can: A) Figure out what ships they really want to play (Carriers appear to have no interest for me due to the micromanaging required, but I could be, and frequently am, wrong) B) Have a better working knowledge of the game so they don't splat-turd their way through it. There seems to be a lot to this game from deciding whether to try and set fires or use ap rounds to knowing what your actual role is and what spacing to keep from other ships. I understand that there is probably a lot of stuff here in the forum, but it would be nice to organize it and now, since it's Open Beta, the people from CBT can really share the info they have instead of alluding to it.
  10. Burtak

    Brutal Doom

    Erm, FlorbFnarb, we had 5.25" drives on the Commodore 64. We just never had a 3.5". The cassettes that plugged directly into the keyboard were actually pretty far and few inbetween. I only had one of them, and that cassette was so I could program binary games in from the Commodore magazine. Those games were saved to 5.25" drive. The cassettes were also lightning quick to load if I remember correctly. With that said, we used to be able to rent games on disk and copy them, long before the online verification was a thing. My favorite game was a fantasy baseball sim, I have long forgotten the name, that we had to buy every year for updated player stats that we could make crazy legacy teams with old players and new combined.
  11. If you can't let scouts, well, scout, then remove the IFV. It should be completely useless otherwise. Unless they are going to get a mortar on the back. Scout tanks in WoT also get good guns for the most part. The AMX series in particular comes to mind with clipping and clean up and the new scouts with power creep are just abominable. A scout tank should be almost ineffective at damaging, but get it's experience from lighting tanks. My personal experience in the battles was that I could be extremely useful as a scout tank by lighting and backing, lighting and backing. I like the tank having that clearly defined role. I'm happy if they knock it's damage off to next to nothing except against light tanks. In fact, getting to provide vision control, while not doing large amounts of damage, is what makes scout play rewarding. It's like playing a medic in Battlefield. Sometimes you get to machine gun people, but you get to enjoy playing support because it's rewarded well. I'm of a different opinion. IDGAF about the 'solo carry'. Yes, I want to do extremely well, but I'd also like to feel like part of a team. I've got 10 FPS's installed that I can go feel like a commando in, in tanks I want to feel part of a team. You know, kind of how it really is on the battlefield? Online gaming, in my opinion, really shines when played with others and not just 1 against 29. Marginalizing the scout tank role just means that you think it should be removed because the only options so far is to hit it with a vision nerf bat so hard it's useless and just something to feel pain in at tier 1-3. I, also, was shredded by invisi-tanks. I get it. First battle in the M60 I took a forward position, thinking my scouts would actually do something, and they shit the bed preferring to sit long range and act like asshats letting me lose the vision game. It's frustrating, but I moved to the next battle and then finished Splinter Cell: Blacklist when I got frustrated. I suppose the maps could be exponentially larger giving scouts something to do, but I doubt anyone wants to play a 30 minute match while scouts find enemy positions, arty fires for effect, and tanks respond to the map as the battlefield unfolds. Invisitanks and vision has always been an issue in WoT. The team providing better vision control tends to win. You learned to abuse your pubbies in WoT, you'll do the same in AW.
  12. I disagree with this being considered more akin to an Alpha. It's closed beta, which in theory, can go on for quite a while. An Alpha build, to me, would be more of the terrain bugged, hitbox detection, glitching, etc.This clearly was a way to monetize (and it wasn't a horrible money grab either with a 14.99 low end buy in for access) the real desire for many of us to play what they were working on. It's far more complete than probably over half the steam early access games which I would consider, in most cases, to be more akin to an alpha build. You compared it to WoT's open beta, this is closed I don't think they've placed a timeline on open beta yet? It feels like an open beta because some many people jumped in on the monetization and, of course, so many wotlabbers are recognizable in game that it feels familiar. I don't think they're letting anyone buy any sort of premium yet. I did see premium tanks in play and these were dev accounts. I'm seeing, in this thread, a lot of stuff about vision. In the 50 or so games I played I came to realize that a good scout in a platoon, which was previously stated in this thread, will just cause havok. I think they should crank down on the non-scout tanks vision even more and force teams to be dependent on scouts. Let's face it, most of us play platooned when we can anyways. We play solo when we're feeling anti-social or just want to get a few games in. The closed alpha players was a much smaller pool and they learned how to work the mechanics in play is my assumption. This huge field of players is probably going to help a lot. Especially with many notable WoT players putting their voices in and I think this is where the mechanics may see some radical changing. For example, that scorpion needs a nerf and the lav-150 a buff. I know deusmortis and a couple others say it's OP, but hell, I was out of the scorpion (which was a joy to play) somewhere between 5-10 battles with the damage output it has. I was 10-20 in the LAV-150 and I hated the thing. I would have loved it more if spotting had been weighted more than damage for scouts than it currently is. Many of the flaws we found are already known like the zoomed in mouse being twitchy or the sideways turret on the LAV-150 when zoomed. And Fiaura, you know that WoT was full of imbalance (many would say still full of imbalance) when it was released. The game has changed so radically from release that it's hardly even the same game. From a complete graphics overhaul to physics, WoT is just a completely different game. The power creep isn't handled well and that nerf hammer comes way too long after tanks have been abused. It's not fair to compare the games at all at this point, and it really never will be. So far the intention with AW is to make the roles of the tank classes more defined with the vision, smoke, special arty rounds, etc. This is really necessary considering the MBT was the end of tank evolution. I mean, the M1 was, until the most recent Russian MBT release (T-14), the pinnacle of tank engineering since 1980. For 35 years one tank has ruled the battlefield and no amount of IFVs, light tanks, arty, tank destroyers, or (insert vehicle type here) held a candle to it. A modern tank game, before this year, ended at the M1A2 and that was that. I think the T-14 is exciting because it means US tankers have to get off their asses and start taking other tanks more serious tl;dr Let's get through the next year of AW and then rip on it. It's likely going to change radically from what we've seen so far.
  13. Sorph, I don't like you. Or the horse you rode in on. That's completely why I keep this avatar. Be less of an @55hole to people and maybe they won't go out of their way to antagonize you.
  14. Just in case anyone out there plays tabletop with mutants and masterminds, icon, or any other super hero system: https://www.kickstarter.com/projects/412792115/the-super-villain-handbook/ It's my understanding the book is system neutral, so you can convert it to any system you like. I don't play any of these systems, but Jason Tondro is a friend of mine and I play Ars Magica and 5th Edition DnD with him playtesting his module he's writing for that. Jason is probably one of the funnest players/gm's I've ever played with. Jason's roots are pretty deep in the comics and tabletop communities. Come on, his doctorate thesis was on comic connections to medieval and rennaisance literature so you know he's a gamers geek. I figured I'd throw this link in here for any tabletop people to check out and see if they want to fund. The illustrated pdf is $10 through the kickstarter and the unillustrated version is only $1 if I read it right. If you have the money, throwing 150 at it for a session with Jason is worth it. If someone could GM professionally for a living, he'd be it. You can read his blog here (when he's keeping up with it): http://doctorcomics.blogspot.com/ and catch him in podcasts with other game designers from time to time at: http://mikelaff.podbean.com/
  15. He gets so much love because of the Golden Age. Wing Commander was pretty much a groundbreaking experience for us nerds. I remember spending the night over at a friends house and us taking turns napping while we installed games from 3.5" floppy disks because they took so long to transfer the data onto his 386 computer. Our programming classes in High School started with Basic and progressed to Turbo Pascal in year 2. I want you to look at games today and then look back at the games of yore and realize that when Wing Commander incorporated Hamill with live action cutscenes, it was unbelievable for us. Our best SF franchise during this era was still Star Wars IV-VI and Return of the Jedi was released in 1983. Hamill was IT for SF, Ford was our action hero from Indiana Jones, and every kid tried to rub one out to Fisher in her slave outfit. In fact, many of us today still make our wives/gf's at least Leia up during Halloween if they know what's good for them. Chris Roberts is representative of the frontier of video games and thus we associate him with gummi bears, something good. Flash forward to today, and to address some of the other comments, how much did WG modify the BigWorld engine in the beginning compared to how SC is modifying the CryEngine? It's my understanding that WG didn't actually modify BigWorld, but just used it instead of trying to create theoretical physics for thrusters we don't even have in use today. I mean, SC is based on a lot of theory craft. The Havok engine is also something that WG incoporated into their game, but how much did they actually modify it? It's pretty intensive, labor wise, to do all that they do. On top of it, I'd say they keep in touch with the base far more than any game I have ever seen. Roberts has his 10 with the Chairman frequently, they attend all of the conventions, and I think they even create their own to keep in touch with the players? I mean, he went to the point of hiring a semi-attractive PR chick to give the gamers a chubby for stuff other than space ships. Do I think early on they overextended themselves? For sure. He took his idea and let the fans run amok with it and they added a whole hell of a lot. The FPS component wasn't even initially something that was going to be in the game from what I remember. I don't remember seeing anything about it anyways. They are trying to create a universe as epic in scope and as deep in lore as the Star Wars or Wing Commander universes. My friend writes for RPGs, is a full time professor, and is very well versed in game balance and design for pen and paper games. We're at about 6 months in his development cycle for the 5th edition DnD Module he's writing. Every game session forces him to rethink how his world works against the characters designed in 5th edition. Now, he isn't trying to rush his development, but I can see how something gets tested and tweaked. Just saying it takes time.
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