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kolni

Got Fired
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  1. Upvote
    kolni got a reaction from M4A3E8sherman in Unconventional WoT Opinions 3   
    Yeah, I know and that's probably in line with the same time period with the big sponsors dropping the game in eSports if I'm not mistaken - not necessarily linked but that's the point where basically half of the best players everywhere just straight up quit the game when the game had no real future in pro gaming and didn't look back - at least it couldn't have been good for the forum is all I'm saying. 
    What I meant is that with the ban there just wasn't anyone left that made a lot of well-written content left (the asshole couldn't delete his posts when he threw hissyfits so every guide was edited to some stupid GoT reference - so if WotLabs wanted to keep content the site needed rollbacks). I know Patient0, Kewei, more people and I kept that torch of making NEW (game concept content, not news.. the difference needs to be mentioned) content alive a bit more but the game was so figured out at this point and unlike Garbad that used WotLabs as a means to charge money in exchange for content compared to the official forums (part of why he was here) and that's not how anyone else made content (for free) during his stay - also to share his replays (that weren't even that good). He was a cancer that anyone that would take a look into his history (this requires complete ModCP access though and not many have that) knew that he really had to go. 
    I never liked the guy, he was a complete idiot and many of his opinions were just wrong and when called on it he kept trying to live on past merits to make his points. X3N4 called him out on stuff like the CDC/110 where he was just a much, much better player that Garbad couldn't weasel out of being wrong and having to admit it and threw tantrums the size of Jupiter instead. Remember him claiming 110 being better than IS-3? That statement has literally never even been remotely close to true during the history of WoT. 
    It was at least funny watching him whine about EU snipe server as a result and having X3N4 jump over to NA and literally clap Garbads stats by four digit numbers and 250 (he played NA West) ping while doing it. This has little to do with the thread - but it's a nice trip down memory lane so I thought I'd share it
  2. Upvote
    kolni got a reaction from Archaic_One in Unconventional WoT Opinions 3   
    Nah, I think it's a topic that's very divided in opinion - I liked every game that didn't pen(oneshot) me with arty better with how it was before, but if arty has it in for me (which it did, FAME tag and XVM before anonymizer) then the current way of arty is so much more better to survive/fight. It's not instadeath - I take 3-600 HP which sucks dick and they can do it more reliably, but at least I get a warning that the fucking shitter is aiming at me for next time - similar to why ammoracks from full HP and 183s really shit the bed in gameplay - because you don't get a chance to react and save it like this entire game fundamental approach to strategy is based on. (Gather info - make a move - take in new info - readjust to new situation) and this cycle just ends with oneshots instead of having some methodical explanation to dying. 
    I had a Prokh game in shitbarn before it got nerfed without arty, I played mid and had oneshot 5 tanks with 5 shells within the first second they were spotted and that's exactly what I mean. (That Tortoise driving up the hill getting lit for a second has his game ended, was the same for 4 other people on their team) - the shitty thing is that doing this to people feels fucking fun but the opposing end really hates it. 
  3. Like
    kolni got a reaction from Archaic_One in New Tech Tree Tank Rebalance (140/E50M/121 ect.)   
    can we get an m46 patton 311 APCR gold round now please i'd like to play that tank again without rolling out on the battlefield in a wheelchair
  4. Upvote
    kolni got a reaction from Panzergraf in Unconventional WoT Opinions 3   
    I think every competent player who fundamentally understands the matchmaking why premiums should be worse. (When’s the last time you had a full tier 8 without a Progetto?) I think that shouldn’t have to be considered controversial as it should be common sense. 
     
    I have some serious ones too:
    - Credit inflation (while a result of good things, like SHs and FL) made the game worse. It’s an easier time for everyone, that’s why it’s worse. 
     
    - serB was good for the game
    - Tier 10 should be more expensive to play, doubling the cost of dying but survived damage repair and ammo costs being the same
    - tier 8 needs an MM nerf (it is like playing tennis with the net down guys, admit it) - every third of what would be a full t8 game right now as a t8 player should be 357 (7-8-9)
    tier 10 isn’t bad, just hard 
    - mechanical prowess is finite in wot, turret  rotation and bloom bottlenecks hand-eye and reaction time - it’s a tank (i get it) so it’s a necessary evil but intuition (to anticipate and make up for the fact that it is a tank) isn’t something you can build gameplay reliably upon and i think it’s much of the reason the game is in it’s current state
     
    pretty much the entire playerbase is blaming way too many of their own misplays and chalk it up to arty when it’s not
    HE ammo as a concept might have done wonders IRL but in game it is literally in 99 of cases a big old ”let me feel relevant so i can feel as a better player button” - removing it and everything that has to do with it (tanks that can fire other rounds can stay)
    games should be 20 minutes, 15 on assault
    garbad ban killed forum activity (Guy had to go, but I still think it’s true)
     
     
  5. Upvote
    kolni got a reaction from RC_Tank in Unconventional WoT Opinions 3   
    I think every competent player who fundamentally understands the matchmaking why premiums should be worse. (When’s the last time you had a full tier 8 without a Progetto?) I think that shouldn’t have to be considered controversial as it should be common sense. 
     
    I have some serious ones too:
    - Credit inflation (while a result of good things, like SHs and FL) made the game worse. It’s an easier time for everyone, that’s why it’s worse. 
     
    - serB was good for the game
    - Tier 10 should be more expensive to play, doubling the cost of dying but survived damage repair and ammo costs being the same
    - tier 8 needs an MM nerf (it is like playing tennis with the net down guys, admit it) - every third of what would be a full t8 game right now as a t8 player should be 357 (7-8-9)
    tier 10 isn’t bad, just hard 
    - mechanical prowess is finite in wot, turret  rotation and bloom bottlenecks hand-eye and reaction time - it’s a tank (i get it) so it’s a necessary evil but intuition (to anticipate and make up for the fact that it is a tank) isn’t something you can build gameplay reliably upon and i think it’s much of the reason the game is in it’s current state
     
    pretty much the entire playerbase is blaming way too many of their own misplays and chalk it up to arty when it’s not
    HE ammo as a concept might have done wonders IRL but in game it is literally in 99 of cases a big old ”let me feel relevant so i can feel as a better player button” - removing it and everything that has to do with it (tanks that can fire other rounds can stay)
    games should be 20 minutes, 15 on assault
    garbad ban killed forum activity (Guy had to go, but I still think it’s true)
     
     
  6. Like
    kolni got a reaction from sohojacques in Unconventional WoT Opinions 3   
    Yeah, I know and that's probably in line with the same time period with the big sponsors dropping the game in eSports if I'm not mistaken - not necessarily linked but that's the point where basically half of the best players everywhere just straight up quit the game when the game had no real future in pro gaming and didn't look back - at least it couldn't have been good for the forum is all I'm saying. 
    What I meant is that with the ban there just wasn't anyone left that made a lot of well-written content left (the asshole couldn't delete his posts when he threw hissyfits so every guide was edited to some stupid GoT reference - so if WotLabs wanted to keep content the site needed rollbacks). I know Patient0, Kewei, more people and I kept that torch of making NEW (game concept content, not news.. the difference needs to be mentioned) content alive a bit more but the game was so figured out at this point and unlike Garbad that used WotLabs as a means to charge money in exchange for content compared to the official forums (part of why he was here) and that's not how anyone else made content (for free) during his stay - also to share his replays (that weren't even that good). He was a cancer that anyone that would take a look into his history (this requires complete ModCP access though and not many have that) knew that he really had to go. 
    I never liked the guy, he was a complete idiot and many of his opinions were just wrong and when called on it he kept trying to live on past merits to make his points. X3N4 called him out on stuff like the CDC/110 where he was just a much, much better player that Garbad couldn't weasel out of being wrong and having to admit it and threw tantrums the size of Jupiter instead. Remember him claiming 110 being better than IS-3? That statement has literally never even been remotely close to true during the history of WoT. 
    It was at least funny watching him whine about EU snipe server as a result and having X3N4 jump over to NA and literally clap Garbads stats by four digit numbers and 250 (he played NA West) ping while doing it. This has little to do with the thread - but it's a nice trip down memory lane so I thought I'd share it
  7. Upvote
    kolni got a reaction from nikorda13 in Unconventional WoT Opinions 3   
    I think every competent player who fundamentally understands the matchmaking why premiums should be worse. (When’s the last time you had a full tier 8 without a Progetto?) I think that shouldn’t have to be considered controversial as it should be common sense. 
     
    I have some serious ones too:
    - Credit inflation (while a result of good things, like SHs and FL) made the game worse. It’s an easier time for everyone, that’s why it’s worse. 
     
    - serB was good for the game
    - Tier 10 should be more expensive to play, doubling the cost of dying but survived damage repair and ammo costs being the same
    - tier 8 needs an MM nerf (it is like playing tennis with the net down guys, admit it) - every third of what would be a full t8 game right now as a t8 player should be 357 (7-8-9)
    tier 10 isn’t bad, just hard 
    - mechanical prowess is finite in wot, turret  rotation and bloom bottlenecks hand-eye and reaction time - it’s a tank (i get it) so it’s a necessary evil but intuition (to anticipate and make up for the fact that it is a tank) isn’t something you can build gameplay reliably upon and i think it’s much of the reason the game is in it’s current state
     
    pretty much the entire playerbase is blaming way too many of their own misplays and chalk it up to arty when it’s not
    HE ammo as a concept might have done wonders IRL but in game it is literally in 99 of cases a big old ”let me feel relevant so i can feel as a better player button” - removing it and everything that has to do with it (tanks that can fire other rounds can stay)
    games should be 20 minutes, 15 on assault
    garbad ban killed forum activity (Guy had to go, but I still think it’s true)
     
     
  8. Triggered
    kolni got a reaction from arceusdrago in Unconventional WoT Opinions 3   
    every single player but me sucks
    by that i mean come at me stanlock eu servers and i'll school you
  9. Like
    kolni got a reaction from Vindi in New Tech Tree Tank Rebalance (140/E50M/121 ect.)   
    can we get an m46 patton 311 APCR gold round now please i'd like to play that tank again without rolling out on the battlefield in a wheelchair
  10. Upvote
    kolni got a reaction from Vindi in Unconventional WoT Opinions 3   
    every single player but me sucks
    by that i mean come at me stanlock eu servers and i'll school you
  11. Upvote
    kolni got a reaction from ZXrage in Unconventional WoT Opinions 3   
    I think every competent player who fundamentally understands the matchmaking why premiums should be worse. (When’s the last time you had a full tier 8 without a Progetto?) I think that shouldn’t have to be considered controversial as it should be common sense. 
     
    I have some serious ones too:
    - Credit inflation (while a result of good things, like SHs and FL) made the game worse. It’s an easier time for everyone, that’s why it’s worse. 
     
    - serB was good for the game
    - Tier 10 should be more expensive to play, doubling the cost of dying but survived damage repair and ammo costs being the same
    - tier 8 needs an MM nerf (it is like playing tennis with the net down guys, admit it) - every third of what would be a full t8 game right now as a t8 player should be 357 (7-8-9)
    tier 10 isn’t bad, just hard 
    - mechanical prowess is finite in wot, turret  rotation and bloom bottlenecks hand-eye and reaction time - it’s a tank (i get it) so it’s a necessary evil but intuition (to anticipate and make up for the fact that it is a tank) isn’t something you can build gameplay reliably upon and i think it’s much of the reason the game is in it’s current state
     
    pretty much the entire playerbase is blaming way too many of their own misplays and chalk it up to arty when it’s not
    HE ammo as a concept might have done wonders IRL but in game it is literally in 99 of cases a big old ”let me feel relevant so i can feel as a better player button” - removing it and everything that has to do with it (tanks that can fire other rounds can stay)
    games should be 20 minutes, 15 on assault
    garbad ban killed forum activity (Guy had to go, but I still think it’s true)
     
     
  12. Like
    kolni got a reaction from ZXrage in New Tech Tree Tank Rebalance (140/E50M/121 ect.)   
    can we get an m46 patton 311 APCR gold round now please i'd like to play that tank again without rolling out on the battlefield in a wheelchair
  13. Upvote
    kolni got a reaction from echo9835 in Unconventional WoT Opinions 3   
    I think every competent player who fundamentally understands the matchmaking why premiums should be worse. (When’s the last time you had a full tier 8 without a Progetto?) I think that shouldn’t have to be considered controversial as it should be common sense. 
     
    I have some serious ones too:
    - Credit inflation (while a result of good things, like SHs and FL) made the game worse. It’s an easier time for everyone, that’s why it’s worse. 
     
    - serB was good for the game
    - Tier 10 should be more expensive to play, doubling the cost of dying but survived damage repair and ammo costs being the same
    - tier 8 needs an MM nerf (it is like playing tennis with the net down guys, admit it) - every third of what would be a full t8 game right now as a t8 player should be 357 (7-8-9)
    tier 10 isn’t bad, just hard 
    - mechanical prowess is finite in wot, turret  rotation and bloom bottlenecks hand-eye and reaction time - it’s a tank (i get it) so it’s a necessary evil but intuition (to anticipate and make up for the fact that it is a tank) isn’t something you can build gameplay reliably upon and i think it’s much of the reason the game is in it’s current state
     
    pretty much the entire playerbase is blaming way too many of their own misplays and chalk it up to arty when it’s not
    HE ammo as a concept might have done wonders IRL but in game it is literally in 99 of cases a big old ”let me feel relevant so i can feel as a better player button” - removing it and everything that has to do with it (tanks that can fire other rounds can stay)
    games should be 20 minutes, 15 on assault
    garbad ban killed forum activity (Guy had to go, but I still think it’s true)
     
     
  14. Upvote
    kolni got a reaction from monjardin in Unconventional WoT Opinions 3   
    I think every competent player who fundamentally understands the matchmaking why premiums should be worse. (When’s the last time you had a full tier 8 without a Progetto?) I think that shouldn’t have to be considered controversial as it should be common sense. 
     
    I have some serious ones too:
    - Credit inflation (while a result of good things, like SHs and FL) made the game worse. It’s an easier time for everyone, that’s why it’s worse. 
     
    - serB was good for the game
    - Tier 10 should be more expensive to play, doubling the cost of dying but survived damage repair and ammo costs being the same
    - tier 8 needs an MM nerf (it is like playing tennis with the net down guys, admit it) - every third of what would be a full t8 game right now as a t8 player should be 357 (7-8-9)
    tier 10 isn’t bad, just hard 
    - mechanical prowess is finite in wot, turret  rotation and bloom bottlenecks hand-eye and reaction time - it’s a tank (i get it) so it’s a necessary evil but intuition (to anticipate and make up for the fact that it is a tank) isn’t something you can build gameplay reliably upon and i think it’s much of the reason the game is in it’s current state
     
    pretty much the entire playerbase is blaming way too many of their own misplays and chalk it up to arty when it’s not
    HE ammo as a concept might have done wonders IRL but in game it is literally in 99 of cases a big old ”let me feel relevant so i can feel as a better player button” - removing it and everything that has to do with it (tanks that can fire other rounds can stay)
    games should be 20 minutes, 15 on assault
    garbad ban killed forum activity (Guy had to go, but I still think it’s true)
     
     
  15. Like
    kolni got a reaction from monjardin in New Tech Tree Tank Rebalance (140/E50M/121 ect.)   
    can we get an m46 patton 311 APCR gold round now please i'd like to play that tank again without rolling out on the battlefield in a wheelchair
  16. Upvote
    kolni got a reaction from Madner Kami in New Tech Tree Tank Rebalance (140/E50M/121 ect.)   
    this isn't true, top players tried and used it - to similar effect but most people just wound up opting for the playstyle that lets play with less exposure, you wound up playing like a mobile tortoise with tiny alpha and this is actually a big one because a one for one is 40 instead of 80 against russian meds, and you sure as shit win the extended trade
    i'm probably sticking with the 10,5 but i think not giving the 8,8 a shot is ludicrous when the potential is huge, i hate low rof low alpha because of the amount of exposure in this type of meta but that is going to be like a medium tank caern at tier 9 in damage output - and the caern wins 1v1s against actual tier 10s today still
    lemme just remind people here that after the caern got this type of gun buff it went from barely 2kable to 3,5k+able - it's still a shit platform and everything but the gun sucks but the gun is enough to make the tank - russian tortoise players doing 5k per game can speak to that
     
    i can't see them buffing the alpha by 40 without touching the RoF or handling at least slightly because that type of handling with that type of RoF means you'll be driving so many players batshit crazy with all the double tracking bs you can do and it'll be the only platform in the game that is mobile enough to actually play the map while doing so - it might end up being as good as the 10,5, or slightly worse but in this case I'd still call the E 50 A tier with the 8,8, only reason it's not S-tier is because it lacks a competent gold round and that doesn't change regardless of which gun you use
    my guess is if you've tried the type 61 lately and figured out how to play (few have to be honest) you'll see my point, they made that thing basically shit to every other med in tier but raw dpm and it's still a top 3 farmer in the entire game - the stat doesn't matter as much until it hits that breaking point where you just can't fight it anymore and if they do this alpha buff the same will be true for the e50, just that it's also on a platform with an ability to negate damage taken in so many more ways than most tier 9 mediums (kpz excluded and tied with 430)
  17. Upvote
    kolni got a reaction from ZXrage in [FREE] Replay Reviews - 3 Games per Player   
    @ZXrage 
    streamlabs keeps bugging out and no matter my onboard volume on music (media player at 2% and tanks at 5% of volume and this still happens) it refuses to go down so it's a bit louder than i wanted but you should be able to hear me loud and clear at least, hope you don't mind trance music and loud as fuck gun shots
  18. Upvote
    kolni got a reaction from ZXrage in Assault and Encounter in 2020   
    No, Ghost Town has assault. Otherwise it's right. Kharkov has also had attack/defense but I'm not sure if that ever went public outside of 7v7. Wasn't too stupid honestly. Maps designed today can't really work with assault modes because they are too crammed with shit everywhere to change the gameplay of the map even if you place the spawn points elsewhere. (How would Paris look if spawns were north and south? Think about it and you'll see what I mean).
    Furthering on @Snoregasm2 's (mostly valid points, I agree with about 90% with the assessments) post and here's how I feel per map (I don't have the list of all of 'em, so I am just doing this by memory, feel free to point one I missed out and I will add it). I'm doing the Stnd + Encounter's first, Stnd + Assault's after and the one's with all 3 last.
    Prokh: Exists in 2 modes - downside on encounter being it's brain dead cappable and without hill contestion from south (have the balls to cross the rail mid when you see an opening if cap is running low to pro-long even if it puts you in a worse position for damage), it's hard to deal with from one spawn but generally a good game regardless which makes the map put an overall total positive to having encounter enabled for doubling the odds of getting the map (more particularly getting it more times when it's in rotation - this is info is hard to do anything with as a player but make the judgment call. Statistically this map has 4 possitibilies with 2 spawns in 2 modes, and only one of them is problematic - 75% chance of setting you up for a good game. Makes it a plus for enabling encounter. 
    Mali: Encounter mode saves everyone the trouble of the 2 minute drive up the hill and if you're in something slow you can still get in there and make a difference - positive. Negative being 80% of map is basically neglected and putting the cap circle B8 (uncontestable unless you get map control or win hill) could solve it. At the mercy of arty while playing hill on both modes. Encounter is more predictable, so it's in my eyes a better version of the map as it also gives you a way to win without having to break a 1line bushwank camp and other balance problems. Another point in the encounter enable bucket.
    Steppes: Better in every way on encounter, I have 5k+ reliably regardless of tank pick close to every time I get it in 9s and up. Better than it's standard counterpart because of how BS they made A9 and H0 and so on... spawning further away from that drivel is better. + Encounter yet again. 
    Ensk: Different spin on a map with very much variance. You have great games, you have really shit games. Ensk encounter doesn't seem to be anyone's favourite but I have yet to see it banned unless you are playing lights. I am not fond of it, I like standard Ensk better as it gives more tank types a chance to be viable so I'd say encounter is a negative here - although a small one I would rather have 1 Ensk draw in the map pool than 2.
    Mines: Do I even need to say it? HUGE negative, map is playable on standard so having that one in your map pool isn't bad but having the encounter one really is as 50% of the time you will have little to no control over the game. The other 50 isn't worth the shitshow of south spawn as it isn't good enough to make up for it. 
    Ruinberg: They fucked it by adding south inclusion into the mid road making field impossible to play if just one tank with a strong turret makes it here from one side. Encounter version used to be free farm before they changed the spawns and the middle road dividing the territory - negative. Still playable and not a huge problem to have in your map pool but north spawn in paper meds is impossible with a middle window rush from south. You get the crossing damage but after that you can't play anywhere else but A-line buildings at the base with your TDs for the rest of the game. I would rather have the 1 standard Ruin in my map pool than both even though I think the map is better on average.
    El Halluf: Plays almost identically outside the fact that lights are contesting the base early making it more likely for either team to dive into the northwest "dip" for resets and commit harder to winning the flank - different dynamic that makes the other parts of the map more relevant (you can play almost any area but north is always a safe bet for a place with enough damage to get a good game - if you play it right. Positive to have two versions that play similarly and is a good map, doubling your chances of getting it is IMO good in almost any tank. 
    Sand River: This is good, nice twist and changes the dynamic of the map for not necessarily the better but at least a refresher -doubling odds of appearing is good even though I would rate the encounter map above the standard in quality which is a bigger plus to enabling the mode than not since standard can't be turned off (I would if I could).
    Empire's Border: fuck this map in any shape or form - huge negative to double appearance rate
    Cliff: I used to love this map, 1.0 fucked it. Encounter gameplay is the same as Standard except mid + donut contestion is higher which makes it even worse to play. Encounter negative.
    Redshire: Another redshire in my map pool? Heck yeah - dmg to farm almost regardless of how shit your team is, positive
    Murovanka: Big positive, map with huge big game potential and that doesn't change with encounter - the only real difference is that south spawn will reliably contest the forest and the game is typically won there rather than seeing which flank gets to clean up and surround the other team - better on encounter while still good standard. Doubling it is good.
    Lakeville: Bad map through and through IMO, cap is awkwardly placed (as a single player you can't defend since you have to cover multiple angles which isn't possible unless you have teammates backing you up) - negative to double, by quite a large margin too imo
    Himmels: Encounter is fine, standard is better but encounter isn't bad enough to warrant having it off IMO - it's still Himmelsdorf and it's 2020 - the map has had a great WR in both pub and pro games in balance terms, while you might not like playing it the map is fairly designed for both sides leaving you with your own choices to have a good game, but they're never gonna run into to you for free like other maps. Is positive/negative depending on your tank pick, the worse gun the worse the map is IMO. 
    (I have memory of both Kharkov. Minsk, Overlord, and Mannerheim Line (Arctic Region) having encounter modes but I haven't gotten them in so long and after turning the mode off I can't honestly say whether they've been removed long ago or if I just imagined it, I also remember Karelia but that might be from the Domination mode)
    Take this into consideration with enabling encounter that you can't ban any of these maps if you want efficient map bans with the mode enabled. Cliff, Lakeville, Empire and Mines all make up for too many negatives for my taste to warrant having the mode enabled despite other maps' positives so it's not worth the hassle IMO. If I could specifically just use a ban on Mines and Empire Encounter I would enable the mode again. 
    Just Standard/assault:
    Karelia: Fun to play, nice spin on the standard map and while the middle rush on assault needs balancing - still better than much out there. Worth keeping. This is the only map with these two modes.. right? I'm drawing blank on the rest. Anyway, the dynamic on this map ends up with the clock having a bigger impact than normal making this one of the best map/mode combos from both spawns to have literally insane games. 20% of my best games ever have been on this map on the attacking side, and I find it consistent as a defender too (less, but still consistent)
    All 3 modes:
    Siegfried Line: Standard is the worst version, Encounter feels like a real fight over a city - themery suits it well for an encounter which has little to do with gameplay but pure logic makes it a positive. It's a bit in the same line of thinking of how who would build a castle on Redshire where it is when you have a hill with a fucking moat and a mountainside covering your back 800m away. Has fuck all to do with game balance but it just doesn't make sense and Siegfried encounter instead does this well. 
    The Assault mode is my favourite map on both sides, defending by far in the game - over Prokh any day. It's also thematically good - it's a literal assault on a city you're defending and balanced well. I considered banning this to get the regular Siegfried out of my map pool but keep the other two. This one alone makes assault worthwhile since the pool is small and all maps but one are good.
    Ghost Town: Normal is iffy, encounter is better and assault is great from one side and so-so from the other. Mixed bag but they are farmable maps for sure, you can rotate and prolong games easily and squeeze damage out on any mode and it is mirrored on standard, making it an interesting twist on assault while not exactly fair, makes it come down to mind-games on where you think people are going to go for upping your chances of a successful game. I like mind games. 
    Erlenberg: Oh god. If bans took all 3 versions out this'd be perma'd and never unbanned again for me - but since I play it because I favour assault I might as well play it standard as it's fairly similar when I can't get rid of it anyway. Encounter sucks. 
     
    Overall conclusion:
    For variety you should pick every mode and ban whatever standard map fucks the tank you're going to play the next 4 hours over (Pilsen, Berlin, Abbey, Airfield, Minsk and Kharkov being my rotation depending on tank picks)
    For maximizing your odds of a favourable map/matchup I suggest turning encounter off - too many scenarios that end up shit with nothing to do about it. There's great maps here - the shit just ones just suck so fucking much it outweighs the good. I suggest turning assault on, learning how to live with Erlenberg and make the most out of those games once you get them (rare these days).  
    Standard is still the worst mode in the game, 20 maps need severe reworks to even be considered playable with their design flaws. I miss the two days of a patch where you could actually cut standard out of your queue and only play assault if you wanted. Best fucking fun in WoT I've ever had getting Sand River assault every third game. That was some fucking fun. 
     
    When it comes to banning maps I recommend banning the tilter over the statistically least performing map - if you contain yourself to playing a tank per session then ban the map you will get mad at seeing load up (Pilsen, Minsk, Studzi, Airfield, Cliff, and so on) over something typically hard to play out (like Mountain Pass) as you want to limit the maps where you can't impact the game without either throwing HP away (Pilsen campfest until someone rushes the 0 line feel familiar to anybody?) and instead just bite the bullet and make your map pool give you as many effective chances to a good game as possible. IMO that means taking the tricky map over the bad map every day of the week. 
    I generally ban Berlin and Kharkov because I'm lazy, hate the designs and don't want to learn the shitty maps in the first place, swap Kharkov out for Abbey if I'm playing a TD or Airfield if triple arty is impossible to elude on the day)
     
     
     
     
     
  19. Triggered
    kolni got a reaction from ZXrage in Unconventional WoT Opinions 3   
    every single player but me sucks
    by that i mean come at me stanlock eu servers and i'll school you
  20. Upvote
    kolni got a reaction from tajj7 in Assault and Encounter in 2020   
    No, Ghost Town has assault. Otherwise it's right. Kharkov has also had attack/defense but I'm not sure if that ever went public outside of 7v7. Wasn't too stupid honestly. Maps designed today can't really work with assault modes because they are too crammed with shit everywhere to change the gameplay of the map even if you place the spawn points elsewhere. (How would Paris look if spawns were north and south? Think about it and you'll see what I mean).
    Furthering on @Snoregasm2 's (mostly valid points, I agree with about 90% with the assessments) post and here's how I feel per map (I don't have the list of all of 'em, so I am just doing this by memory, feel free to point one I missed out and I will add it). I'm doing the Stnd + Encounter's first, Stnd + Assault's after and the one's with all 3 last.
    Prokh: Exists in 2 modes - downside on encounter being it's brain dead cappable and without hill contestion from south (have the balls to cross the rail mid when you see an opening if cap is running low to pro-long even if it puts you in a worse position for damage), it's hard to deal with from one spawn but generally a good game regardless which makes the map put an overall total positive to having encounter enabled for doubling the odds of getting the map (more particularly getting it more times when it's in rotation - this is info is hard to do anything with as a player but make the judgment call. Statistically this map has 4 possitibilies with 2 spawns in 2 modes, and only one of them is problematic - 75% chance of setting you up for a good game. Makes it a plus for enabling encounter. 
    Mali: Encounter mode saves everyone the trouble of the 2 minute drive up the hill and if you're in something slow you can still get in there and make a difference - positive. Negative being 80% of map is basically neglected and putting the cap circle B8 (uncontestable unless you get map control or win hill) could solve it. At the mercy of arty while playing hill on both modes. Encounter is more predictable, so it's in my eyes a better version of the map as it also gives you a way to win without having to break a 1line bushwank camp and other balance problems. Another point in the encounter enable bucket.
    Steppes: Better in every way on encounter, I have 5k+ reliably regardless of tank pick close to every time I get it in 9s and up. Better than it's standard counterpart because of how BS they made A9 and H0 and so on... spawning further away from that drivel is better. + Encounter yet again. 
    Ensk: Different spin on a map with very much variance. You have great games, you have really shit games. Ensk encounter doesn't seem to be anyone's favourite but I have yet to see it banned unless you are playing lights. I am not fond of it, I like standard Ensk better as it gives more tank types a chance to be viable so I'd say encounter is a negative here - although a small one I would rather have 1 Ensk draw in the map pool than 2.
    Mines: Do I even need to say it? HUGE negative, map is playable on standard so having that one in your map pool isn't bad but having the encounter one really is as 50% of the time you will have little to no control over the game. The other 50 isn't worth the shitshow of south spawn as it isn't good enough to make up for it. 
    Ruinberg: They fucked it by adding south inclusion into the mid road making field impossible to play if just one tank with a strong turret makes it here from one side. Encounter version used to be free farm before they changed the spawns and the middle road dividing the territory - negative. Still playable and not a huge problem to have in your map pool but north spawn in paper meds is impossible with a middle window rush from south. You get the crossing damage but after that you can't play anywhere else but A-line buildings at the base with your TDs for the rest of the game. I would rather have the 1 standard Ruin in my map pool than both even though I think the map is better on average.
    El Halluf: Plays almost identically outside the fact that lights are contesting the base early making it more likely for either team to dive into the northwest "dip" for resets and commit harder to winning the flank - different dynamic that makes the other parts of the map more relevant (you can play almost any area but north is always a safe bet for a place with enough damage to get a good game - if you play it right. Positive to have two versions that play similarly and is a good map, doubling your chances of getting it is IMO good in almost any tank. 
    Sand River: This is good, nice twist and changes the dynamic of the map for not necessarily the better but at least a refresher -doubling odds of appearing is good even though I would rate the encounter map above the standard in quality which is a bigger plus to enabling the mode than not since standard can't be turned off (I would if I could).
    Empire's Border: fuck this map in any shape or form - huge negative to double appearance rate
    Cliff: I used to love this map, 1.0 fucked it. Encounter gameplay is the same as Standard except mid + donut contestion is higher which makes it even worse to play. Encounter negative.
    Redshire: Another redshire in my map pool? Heck yeah - dmg to farm almost regardless of how shit your team is, positive
    Murovanka: Big positive, map with huge big game potential and that doesn't change with encounter - the only real difference is that south spawn will reliably contest the forest and the game is typically won there rather than seeing which flank gets to clean up and surround the other team - better on encounter while still good standard. Doubling it is good.
    Lakeville: Bad map through and through IMO, cap is awkwardly placed (as a single player you can't defend since you have to cover multiple angles which isn't possible unless you have teammates backing you up) - negative to double, by quite a large margin too imo
    Himmels: Encounter is fine, standard is better but encounter isn't bad enough to warrant having it off IMO - it's still Himmelsdorf and it's 2020 - the map has had a great WR in both pub and pro games in balance terms, while you might not like playing it the map is fairly designed for both sides leaving you with your own choices to have a good game, but they're never gonna run into to you for free like other maps. Is positive/negative depending on your tank pick, the worse gun the worse the map is IMO. 
    (I have memory of both Kharkov. Minsk, Overlord, and Mannerheim Line (Arctic Region) having encounter modes but I haven't gotten them in so long and after turning the mode off I can't honestly say whether they've been removed long ago or if I just imagined it, I also remember Karelia but that might be from the Domination mode)
    Take this into consideration with enabling encounter that you can't ban any of these maps if you want efficient map bans with the mode enabled. Cliff, Lakeville, Empire and Mines all make up for too many negatives for my taste to warrant having the mode enabled despite other maps' positives so it's not worth the hassle IMO. If I could specifically just use a ban on Mines and Empire Encounter I would enable the mode again. 
    Just Standard/assault:
    Karelia: Fun to play, nice spin on the standard map and while the middle rush on assault needs balancing - still better than much out there. Worth keeping. This is the only map with these two modes.. right? I'm drawing blank on the rest. Anyway, the dynamic on this map ends up with the clock having a bigger impact than normal making this one of the best map/mode combos from both spawns to have literally insane games. 20% of my best games ever have been on this map on the attacking side, and I find it consistent as a defender too (less, but still consistent)
    All 3 modes:
    Siegfried Line: Standard is the worst version, Encounter feels like a real fight over a city - themery suits it well for an encounter which has little to do with gameplay but pure logic makes it a positive. It's a bit in the same line of thinking of how who would build a castle on Redshire where it is when you have a hill with a fucking moat and a mountainside covering your back 800m away. Has fuck all to do with game balance but it just doesn't make sense and Siegfried encounter instead does this well. 
    The Assault mode is my favourite map on both sides, defending by far in the game - over Prokh any day. It's also thematically good - it's a literal assault on a city you're defending and balanced well. I considered banning this to get the regular Siegfried out of my map pool but keep the other two. This one alone makes assault worthwhile since the pool is small and all maps but one are good.
    Ghost Town: Normal is iffy, encounter is better and assault is great from one side and so-so from the other. Mixed bag but they are farmable maps for sure, you can rotate and prolong games easily and squeeze damage out on any mode and it is mirrored on standard, making it an interesting twist on assault while not exactly fair, makes it come down to mind-games on where you think people are going to go for upping your chances of a successful game. I like mind games. 
    Erlenberg: Oh god. If bans took all 3 versions out this'd be perma'd and never unbanned again for me - but since I play it because I favour assault I might as well play it standard as it's fairly similar when I can't get rid of it anyway. Encounter sucks. 
     
    Overall conclusion:
    For variety you should pick every mode and ban whatever standard map fucks the tank you're going to play the next 4 hours over (Pilsen, Berlin, Abbey, Airfield, Minsk and Kharkov being my rotation depending on tank picks)
    For maximizing your odds of a favourable map/matchup I suggest turning encounter off - too many scenarios that end up shit with nothing to do about it. There's great maps here - the shit just ones just suck so fucking much it outweighs the good. I suggest turning assault on, learning how to live with Erlenberg and make the most out of those games once you get them (rare these days).  
    Standard is still the worst mode in the game, 20 maps need severe reworks to even be considered playable with their design flaws. I miss the two days of a patch where you could actually cut standard out of your queue and only play assault if you wanted. Best fucking fun in WoT I've ever had getting Sand River assault every third game. That was some fucking fun. 
     
    When it comes to banning maps I recommend banning the tilter over the statistically least performing map - if you contain yourself to playing a tank per session then ban the map you will get mad at seeing load up (Pilsen, Minsk, Studzi, Airfield, Cliff, and so on) over something typically hard to play out (like Mountain Pass) as you want to limit the maps where you can't impact the game without either throwing HP away (Pilsen campfest until someone rushes the 0 line feel familiar to anybody?) and instead just bite the bullet and make your map pool give you as many effective chances to a good game as possible. IMO that means taking the tricky map over the bad map every day of the week. 
    I generally ban Berlin and Kharkov because I'm lazy, hate the designs and don't want to learn the shitty maps in the first place, swap Kharkov out for Abbey if I'm playing a TD or Airfield if triple arty is impossible to elude on the day)
     
     
     
     
     
  21. Upvote
    kolni got a reaction from sohojacques in New Tech Tree Tank Rebalance (140/E50M/121 ect.)   
    this isn't true, top players tried and used it - to similar effect but most people just wound up opting for the playstyle that lets play with less exposure, you wound up playing like a mobile tortoise with tiny alpha and this is actually a big one because a one for one is 40 instead of 80 against russian meds, and you sure as shit win the extended trade
    i'm probably sticking with the 10,5 but i think not giving the 8,8 a shot is ludicrous when the potential is huge, i hate low rof low alpha because of the amount of exposure in this type of meta but that is going to be like a medium tank caern at tier 9 in damage output - and the caern wins 1v1s against actual tier 10s today still
    lemme just remind people here that after the caern got this type of gun buff it went from barely 2kable to 3,5k+able - it's still a shit platform and everything but the gun sucks but the gun is enough to make the tank - russian tortoise players doing 5k per game can speak to that
     
    i can't see them buffing the alpha by 40 without touching the RoF or handling at least slightly because that type of handling with that type of RoF means you'll be driving so many players batshit crazy with all the double tracking bs you can do and it'll be the only platform in the game that is mobile enough to actually play the map while doing so - it might end up being as good as the 10,5, or slightly worse but in this case I'd still call the E 50 A tier with the 8,8, only reason it's not S-tier is because it lacks a competent gold round and that doesn't change regardless of which gun you use
    my guess is if you've tried the type 61 lately and figured out how to play (few have to be honest) you'll see my point, they made that thing basically shit to every other med in tier but raw dpm and it's still a top 3 farmer in the entire game - the stat doesn't matter as much until it hits that breaking point where you just can't fight it anymore and if they do this alpha buff the same will be true for the e50, just that it's also on a platform with an ability to negate damage taken in so many more ways than most tier 9 mediums (kpz excluded and tied with 430)
  22. Upvote
    kolni got a reaction from Rexxie in New Tech Tree Tank Rebalance (140/E50M/121 ect.)   
    this isn't true, top players tried and used it - to similar effect but most people just wound up opting for the playstyle that lets play with less exposure, you wound up playing like a mobile tortoise with tiny alpha and this is actually a big one because a one for one is 40 instead of 80 against russian meds, and you sure as shit win the extended trade
    i'm probably sticking with the 10,5 but i think not giving the 8,8 a shot is ludicrous when the potential is huge, i hate low rof low alpha because of the amount of exposure in this type of meta but that is going to be like a medium tank caern at tier 9 in damage output - and the caern wins 1v1s against actual tier 10s today still
    lemme just remind people here that after the caern got this type of gun buff it went from barely 2kable to 3,5k+able - it's still a shit platform and everything but the gun sucks but the gun is enough to make the tank - russian tortoise players doing 5k per game can speak to that
     
    i can't see them buffing the alpha by 40 without touching the RoF or handling at least slightly because that type of handling with that type of RoF means you'll be driving so many players batshit crazy with all the double tracking bs you can do and it'll be the only platform in the game that is mobile enough to actually play the map while doing so - it might end up being as good as the 10,5, or slightly worse but in this case I'd still call the E 50 A tier with the 8,8, only reason it's not S-tier is because it lacks a competent gold round and that doesn't change regardless of which gun you use
    my guess is if you've tried the type 61 lately and figured out how to play (few have to be honest) you'll see my point, they made that thing basically shit to every other med in tier but raw dpm and it's still a top 3 farmer in the entire game - the stat doesn't matter as much until it hits that breaking point where you just can't fight it anymore and if they do this alpha buff the same will be true for the e50, just that it's also on a platform with an ability to negate damage taken in so many more ways than most tier 9 mediums (kpz excluded and tied with 430)
  23. Upvote
    kolni got a reaction from Rexxie in Unconventional WoT Opinions 3   
    every single player but me sucks
    by that i mean come at me stanlock eu servers and i'll school you
  24. Upvote
    kolni got a reaction from Rexxie in Assault and Encounter in 2020   
    No, Ghost Town has assault. Otherwise it's right. Kharkov has also had attack/defense but I'm not sure if that ever went public outside of 7v7. Wasn't too stupid honestly. Maps designed today can't really work with assault modes because they are too crammed with shit everywhere to change the gameplay of the map even if you place the spawn points elsewhere. (How would Paris look if spawns were north and south? Think about it and you'll see what I mean).
    Furthering on @Snoregasm2 's (mostly valid points, I agree with about 90% with the assessments) post and here's how I feel per map (I don't have the list of all of 'em, so I am just doing this by memory, feel free to point one I missed out and I will add it). I'm doing the Stnd + Encounter's first, Stnd + Assault's after and the one's with all 3 last.
    Prokh: Exists in 2 modes - downside on encounter being it's brain dead cappable and without hill contestion from south (have the balls to cross the rail mid when you see an opening if cap is running low to pro-long even if it puts you in a worse position for damage), it's hard to deal with from one spawn but generally a good game regardless which makes the map put an overall total positive to having encounter enabled for doubling the odds of getting the map (more particularly getting it more times when it's in rotation - this is info is hard to do anything with as a player but make the judgment call. Statistically this map has 4 possitibilies with 2 spawns in 2 modes, and only one of them is problematic - 75% chance of setting you up for a good game. Makes it a plus for enabling encounter. 
    Mali: Encounter mode saves everyone the trouble of the 2 minute drive up the hill and if you're in something slow you can still get in there and make a difference - positive. Negative being 80% of map is basically neglected and putting the cap circle B8 (uncontestable unless you get map control or win hill) could solve it. At the mercy of arty while playing hill on both modes. Encounter is more predictable, so it's in my eyes a better version of the map as it also gives you a way to win without having to break a 1line bushwank camp and other balance problems. Another point in the encounter enable bucket.
    Steppes: Better in every way on encounter, I have 5k+ reliably regardless of tank pick close to every time I get it in 9s and up. Better than it's standard counterpart because of how BS they made A9 and H0 and so on... spawning further away from that drivel is better. + Encounter yet again. 
    Ensk: Different spin on a map with very much variance. You have great games, you have really shit games. Ensk encounter doesn't seem to be anyone's favourite but I have yet to see it banned unless you are playing lights. I am not fond of it, I like standard Ensk better as it gives more tank types a chance to be viable so I'd say encounter is a negative here - although a small one I would rather have 1 Ensk draw in the map pool than 2.
    Mines: Do I even need to say it? HUGE negative, map is playable on standard so having that one in your map pool isn't bad but having the encounter one really is as 50% of the time you will have little to no control over the game. The other 50 isn't worth the shitshow of south spawn as it isn't good enough to make up for it. 
    Ruinberg: They fucked it by adding south inclusion into the mid road making field impossible to play if just one tank with a strong turret makes it here from one side. Encounter version used to be free farm before they changed the spawns and the middle road dividing the territory - negative. Still playable and not a huge problem to have in your map pool but north spawn in paper meds is impossible with a middle window rush from south. You get the crossing damage but after that you can't play anywhere else but A-line buildings at the base with your TDs for the rest of the game. I would rather have the 1 standard Ruin in my map pool than both even though I think the map is better on average.
    El Halluf: Plays almost identically outside the fact that lights are contesting the base early making it more likely for either team to dive into the northwest "dip" for resets and commit harder to winning the flank - different dynamic that makes the other parts of the map more relevant (you can play almost any area but north is always a safe bet for a place with enough damage to get a good game - if you play it right. Positive to have two versions that play similarly and is a good map, doubling your chances of getting it is IMO good in almost any tank. 
    Sand River: This is good, nice twist and changes the dynamic of the map for not necessarily the better but at least a refresher -doubling odds of appearing is good even though I would rate the encounter map above the standard in quality which is a bigger plus to enabling the mode than not since standard can't be turned off (I would if I could).
    Empire's Border: fuck this map in any shape or form - huge negative to double appearance rate
    Cliff: I used to love this map, 1.0 fucked it. Encounter gameplay is the same as Standard except mid + donut contestion is higher which makes it even worse to play. Encounter negative.
    Redshire: Another redshire in my map pool? Heck yeah - dmg to farm almost regardless of how shit your team is, positive
    Murovanka: Big positive, map with huge big game potential and that doesn't change with encounter - the only real difference is that south spawn will reliably contest the forest and the game is typically won there rather than seeing which flank gets to clean up and surround the other team - better on encounter while still good standard. Doubling it is good.
    Lakeville: Bad map through and through IMO, cap is awkwardly placed (as a single player you can't defend since you have to cover multiple angles which isn't possible unless you have teammates backing you up) - negative to double, by quite a large margin too imo
    Himmels: Encounter is fine, standard is better but encounter isn't bad enough to warrant having it off IMO - it's still Himmelsdorf and it's 2020 - the map has had a great WR in both pub and pro games in balance terms, while you might not like playing it the map is fairly designed for both sides leaving you with your own choices to have a good game, but they're never gonna run into to you for free like other maps. Is positive/negative depending on your tank pick, the worse gun the worse the map is IMO. 
    (I have memory of both Kharkov. Minsk, Overlord, and Mannerheim Line (Arctic Region) having encounter modes but I haven't gotten them in so long and after turning the mode off I can't honestly say whether they've been removed long ago or if I just imagined it, I also remember Karelia but that might be from the Domination mode)
    Take this into consideration with enabling encounter that you can't ban any of these maps if you want efficient map bans with the mode enabled. Cliff, Lakeville, Empire and Mines all make up for too many negatives for my taste to warrant having the mode enabled despite other maps' positives so it's not worth the hassle IMO. If I could specifically just use a ban on Mines and Empire Encounter I would enable the mode again. 
    Just Standard/assault:
    Karelia: Fun to play, nice spin on the standard map and while the middle rush on assault needs balancing - still better than much out there. Worth keeping. This is the only map with these two modes.. right? I'm drawing blank on the rest. Anyway, the dynamic on this map ends up with the clock having a bigger impact than normal making this one of the best map/mode combos from both spawns to have literally insane games. 20% of my best games ever have been on this map on the attacking side, and I find it consistent as a defender too (less, but still consistent)
    All 3 modes:
    Siegfried Line: Standard is the worst version, Encounter feels like a real fight over a city - themery suits it well for an encounter which has little to do with gameplay but pure logic makes it a positive. It's a bit in the same line of thinking of how who would build a castle on Redshire where it is when you have a hill with a fucking moat and a mountainside covering your back 800m away. Has fuck all to do with game balance but it just doesn't make sense and Siegfried encounter instead does this well. 
    The Assault mode is my favourite map on both sides, defending by far in the game - over Prokh any day. It's also thematically good - it's a literal assault on a city you're defending and balanced well. I considered banning this to get the regular Siegfried out of my map pool but keep the other two. This one alone makes assault worthwhile since the pool is small and all maps but one are good.
    Ghost Town: Normal is iffy, encounter is better and assault is great from one side and so-so from the other. Mixed bag but they are farmable maps for sure, you can rotate and prolong games easily and squeeze damage out on any mode and it is mirrored on standard, making it an interesting twist on assault while not exactly fair, makes it come down to mind-games on where you think people are going to go for upping your chances of a successful game. I like mind games. 
    Erlenberg: Oh god. If bans took all 3 versions out this'd be perma'd and never unbanned again for me - but since I play it because I favour assault I might as well play it standard as it's fairly similar when I can't get rid of it anyway. Encounter sucks. 
     
    Overall conclusion:
    For variety you should pick every mode and ban whatever standard map fucks the tank you're going to play the next 4 hours over (Pilsen, Berlin, Abbey, Airfield, Minsk and Kharkov being my rotation depending on tank picks)
    For maximizing your odds of a favourable map/matchup I suggest turning encounter off - too many scenarios that end up shit with nothing to do about it. There's great maps here - the shit just ones just suck so fucking much it outweighs the good. I suggest turning assault on, learning how to live with Erlenberg and make the most out of those games once you get them (rare these days).  
    Standard is still the worst mode in the game, 20 maps need severe reworks to even be considered playable with their design flaws. I miss the two days of a patch where you could actually cut standard out of your queue and only play assault if you wanted. Best fucking fun in WoT I've ever had getting Sand River assault every third game. That was some fucking fun. 
     
    When it comes to banning maps I recommend banning the tilter over the statistically least performing map - if you contain yourself to playing a tank per session then ban the map you will get mad at seeing load up (Pilsen, Minsk, Studzi, Airfield, Cliff, and so on) over something typically hard to play out (like Mountain Pass) as you want to limit the maps where you can't impact the game without either throwing HP away (Pilsen campfest until someone rushes the 0 line feel familiar to anybody?) and instead just bite the bullet and make your map pool give you as many effective chances to a good game as possible. IMO that means taking the tricky map over the bad map every day of the week. 
    I generally ban Berlin and Kharkov because I'm lazy, hate the designs and don't want to learn the shitty maps in the first place, swap Kharkov out for Abbey if I'm playing a TD or Airfield if triple arty is impossible to elude on the day)
     
     
     
     
     
  25. Upvote
    kolni got a reaction from Archaic_One in Assault and Encounter in 2020   
    (You should add a Standard only pick to the poll as my platooning days taught me that a huge part of the playerbase keep everything but standard off)
    Assault map pool is so much better than standard, so by enabling there aren't only dynamic gameplay changes (attack/defense is MUCH better for damage) the map pool for assault maps is considerably better than standard - making your total map pool a bit better overall. This goes for both attacking and defending.
    The case of not being able to ban Erlenberg (or other bad maps with several modes making them even more common with all modes enabled) with any mode enabled but Standard sucks, but the map seems to have stabilised in meta (still sucks) and in typical WG fashion they made other maps more necessary to ban anyway, so it's kind of moot. 
    Enabling Encounter for example practically doubles your chances of getting Prokh and Mali - but every goddamn encounter map (outside El Halluf) has cap circle or spawn point design flaws making them close to unplayable almost regardless of your actions. You can literally be firing on reload non-stop from battle start to finish and carry 14 people at the same time and still have absolutely zero chance of winning a Mines/Prokh/Erlen/Sand River and the list goes on. 
    This is why I disabled encounter, I like the change in spawn and how it changes strong points of the map but if I play literally a perfect game and still lose out because there is no physical way for me to decap a Mines north cap rush when I spawn south without throwing my life away - it's the very definition of shit game design so I turned it off
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