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tajj7

Verified Tanker [EU]
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  1. Upvote
    tajj7 got a reaction from Vindi in WG Fest 2019 - Change of gold amo and much more   
    The APCR to AP thing is pretty much a minor buff to all those tanks as they all have high APCR pen generally higher than most AP rounds, but with worse normalisation, they now have the best of both rounds, AP normalisation and APCR speed. 
    Type 4 and 5 'nerfs' are only to their guns, yes less HE damage, they now become basically like the O-Ho, so instead of like 400 - 600, its more going to be like 300-400 on non-pen hits, so against other heavies less annoying.
    But vs meds and lower tiers, it's a buff, because they now basically have HESH and can reliably do 750 damage to a lot of paper stuff and lower tiers, like a Type 5 would never pen an IS3 with HE currently, it's near impossible, but now they might pen it for 750, and it is unlikely to frontally pen a Leo 1, but now it is much likely.
    Plus of course those tanks shooting back still can't reliably pen it, or if they do they lose 25% of their damage.
    You also have to love that WG confirm that Super Heavies basically were OP, but apparently they are not 'now', oh really so aside the Maus nerf, which was minor and did nothing to it's armour, what changed to suddenly make these super heavies not OP?  
    Sounds like BS if you ask me to excuse these stupid changes. Type 5 still over performs, as does Maus a little, Mauschen does, VK 1001 P does, of course Defender does, O-Ni does, O-I still does, Panzer VII is borderline, etc.  and now you are giving these tanks basically a 25-30% hit points buff.
    If they came out tomorrow and slapped 700-800 hit points on a Maus, we know it would over perform, as it was over performing with 200 HP extra and a little more DPM than it has now, but a global premium ammo damage nerf which basically does the same thing won't?
    BS IMO.
     
    What is becoming clear to me that this change is not trying to address balance issues with prem ammo, this change is trying to increase credit drain.
    If you deliberately ignore what is causing premium spam, i.e. your weakspot free OP armour and corridor maps, then you clearly do not care about balance and really you just want to force people to spam more premium ammo to do the same job and thus spend more credits. 
    Oh and the WOT playerbase is completely dumb and has got dumber over the years, far more bads IMO than there used to be and the standard of a 48-49% player these days is like a 45% compared to how they were 3-4 years ago. When I first started playing I played with another guy quite a lot who was about 49% overall, he was far more competent than the 'average' player you meet today, he could recognise stuff like map control, he could vaguely do his HP in damage unless he made a big muck up, he knew most of the mechanics even if he couldn't always use them etc. etc.
    The average 48% er these days seems barely able to string two shots of damage together and can basically either hard camp or yolo.  
  2. Upvote
    tajj7 got a reaction from Tarski in WG Fest 2019 - Change of gold amo and much more   
    The APCR to AP thing is pretty much a minor buff to all those tanks as they all have high APCR pen generally higher than most AP rounds, but with worse normalisation, they now have the best of both rounds, AP normalisation and APCR speed. 
    Type 4 and 5 'nerfs' are only to their guns, yes less HE damage, they now become basically like the O-Ho, so instead of like 400 - 600, its more going to be like 300-400 on non-pen hits, so against other heavies less annoying.
    But vs meds and lower tiers, it's a buff, because they now basically have HESH and can reliably do 750 damage to a lot of paper stuff and lower tiers, like a Type 5 would never pen an IS3 with HE currently, it's near impossible, but now they might pen it for 750, and it is unlikely to frontally pen a Leo 1, but now it is much likely.
    Plus of course those tanks shooting back still can't reliably pen it, or if they do they lose 25% of their damage.
    You also have to love that WG confirm that Super Heavies basically were OP, but apparently they are not 'now', oh really so aside the Maus nerf, which was minor and did nothing to it's armour, what changed to suddenly make these super heavies not OP?  
    Sounds like BS if you ask me to excuse these stupid changes. Type 5 still over performs, as does Maus a little, Mauschen does, VK 1001 P does, of course Defender does, O-Ni does, O-I still does, Panzer VII is borderline, etc.  and now you are giving these tanks basically a 25-30% hit points buff.
    If they came out tomorrow and slapped 700-800 hit points on a Maus, we know it would over perform, as it was over performing with 200 HP extra and a little more DPM than it has now, but a global premium ammo damage nerf which basically does the same thing won't?
    BS IMO.
     
    What is becoming clear to me that this change is not trying to address balance issues with prem ammo, this change is trying to increase credit drain.
    If you deliberately ignore what is causing premium spam, i.e. your weakspot free OP armour and corridor maps, then you clearly do not care about balance and really you just want to force people to spam more premium ammo to do the same job and thus spend more credits. 
    Oh and the WOT playerbase is completely dumb and has got dumber over the years, far more bads IMO than there used to be and the standard of a 48-49% player these days is like a 45% compared to how they were 3-4 years ago. When I first started playing I played with another guy quite a lot who was about 49% overall, he was far more competent than the 'average' player you meet today, he could recognise stuff like map control, he could vaguely do his HP in damage unless he made a big muck up, he knew most of the mechanics even if he couldn't always use them etc. etc.
    The average 48% er these days seems barely able to string two shots of damage together and can basically either hard camp or yolo.  
  3. Upvote
    tajj7 got a reaction from MacusFlash in WG Fest 2019 - Change of gold amo and much more   
    The APCR to AP thing is pretty much a minor buff to all those tanks as they all have high APCR pen generally higher than most AP rounds, but with worse normalisation, they now have the best of both rounds, AP normalisation and APCR speed. 
    Type 4 and 5 'nerfs' are only to their guns, yes less HE damage, they now become basically like the O-Ho, so instead of like 400 - 600, its more going to be like 300-400 on non-pen hits, so against other heavies less annoying.
    But vs meds and lower tiers, it's a buff, because they now basically have HESH and can reliably do 750 damage to a lot of paper stuff and lower tiers, like a Type 5 would never pen an IS3 with HE currently, it's near impossible, but now they might pen it for 750, and it is unlikely to frontally pen a Leo 1, but now it is much likely.
    Plus of course those tanks shooting back still can't reliably pen it, or if they do they lose 25% of their damage.
    You also have to love that WG confirm that Super Heavies basically were OP, but apparently they are not 'now', oh really so aside the Maus nerf, which was minor and did nothing to it's armour, what changed to suddenly make these super heavies not OP?  
    Sounds like BS if you ask me to excuse these stupid changes. Type 5 still over performs, as does Maus a little, Mauschen does, VK 1001 P does, of course Defender does, O-Ni does, O-I still does, Panzer VII is borderline, etc.  and now you are giving these tanks basically a 25-30% hit points buff.
    If they came out tomorrow and slapped 700-800 hit points on a Maus, we know it would over perform, as it was over performing with 200 HP extra and a little more DPM than it has now, but a global premium ammo damage nerf which basically does the same thing won't?
    BS IMO.
     
    What is becoming clear to me that this change is not trying to address balance issues with prem ammo, this change is trying to increase credit drain.
    If you deliberately ignore what is causing premium spam, i.e. your weakspot free OP armour and corridor maps, then you clearly do not care about balance and really you just want to force people to spam more premium ammo to do the same job and thus spend more credits. 
    Oh and the WOT playerbase is completely dumb and has got dumber over the years, far more bads IMO than there used to be and the standard of a 48-49% player these days is like a 45% compared to how they were 3-4 years ago. When I first started playing I played with another guy quite a lot who was about 49% overall, he was far more competent than the 'average' player you meet today, he could recognise stuff like map control, he could vaguely do his HP in damage unless he made a big muck up, he knew most of the mechanics even if he couldn't always use them etc. etc.
    The average 48% er these days seems barely able to string two shots of damage together and can basically either hard camp or yolo.  
  4. Upvote
    tajj7 got a reaction from sohojacques in WG Fest 2019 - Change of gold amo and much more   
    The APCR to AP thing is pretty much a minor buff to all those tanks as they all have high APCR pen generally higher than most AP rounds, but with worse normalisation, they now have the best of both rounds, AP normalisation and APCR speed. 
    Type 4 and 5 'nerfs' are only to their guns, yes less HE damage, they now become basically like the O-Ho, so instead of like 400 - 600, its more going to be like 300-400 on non-pen hits, so against other heavies less annoying.
    But vs meds and lower tiers, it's a buff, because they now basically have HESH and can reliably do 750 damage to a lot of paper stuff and lower tiers, like a Type 5 would never pen an IS3 with HE currently, it's near impossible, but now they might pen it for 750, and it is unlikely to frontally pen a Leo 1, but now it is much likely.
    Plus of course those tanks shooting back still can't reliably pen it, or if they do they lose 25% of their damage.
    You also have to love that WG confirm that Super Heavies basically were OP, but apparently they are not 'now', oh really so aside the Maus nerf, which was minor and did nothing to it's armour, what changed to suddenly make these super heavies not OP?  
    Sounds like BS if you ask me to excuse these stupid changes. Type 5 still over performs, as does Maus a little, Mauschen does, VK 1001 P does, of course Defender does, O-Ni does, O-I still does, Panzer VII is borderline, etc.  and now you are giving these tanks basically a 25-30% hit points buff.
    If they came out tomorrow and slapped 700-800 hit points on a Maus, we know it would over perform, as it was over performing with 200 HP extra and a little more DPM than it has now, but a global premium ammo damage nerf which basically does the same thing won't?
    BS IMO.
     
    What is becoming clear to me that this change is not trying to address balance issues with prem ammo, this change is trying to increase credit drain.
    If you deliberately ignore what is causing premium spam, i.e. your weakspot free OP armour and corridor maps, then you clearly do not care about balance and really you just want to force people to spam more premium ammo to do the same job and thus spend more credits. 
    Oh and the WOT playerbase is completely dumb and has got dumber over the years, far more bads IMO than there used to be and the standard of a 48-49% player these days is like a 45% compared to how they were 3-4 years ago. When I first started playing I played with another guy quite a lot who was about 49% overall, he was far more competent than the 'average' player you meet today, he could recognise stuff like map control, he could vaguely do his HP in damage unless he made a big muck up, he knew most of the mechanics even if he couldn't always use them etc. etc.
    The average 48% er these days seems barely able to string two shots of damage together and can basically either hard camp or yolo.  
  5. Upvote
    tajj7 got a reaction from Madner Kami in WG Fest 2019 - Change of gold amo and much more   
    The APCR to AP thing is pretty much a minor buff to all those tanks as they all have high APCR pen generally higher than most AP rounds, but with worse normalisation, they now have the best of both rounds, AP normalisation and APCR speed. 
    Type 4 and 5 'nerfs' are only to their guns, yes less HE damage, they now become basically like the O-Ho, so instead of like 400 - 600, its more going to be like 300-400 on non-pen hits, so against other heavies less annoying.
    But vs meds and lower tiers, it's a buff, because they now basically have HESH and can reliably do 750 damage to a lot of paper stuff and lower tiers, like a Type 5 would never pen an IS3 with HE currently, it's near impossible, but now they might pen it for 750, and it is unlikely to frontally pen a Leo 1, but now it is much likely.
    Plus of course those tanks shooting back still can't reliably pen it, or if they do they lose 25% of their damage.
    You also have to love that WG confirm that Super Heavies basically were OP, but apparently they are not 'now', oh really so aside the Maus nerf, which was minor and did nothing to it's armour, what changed to suddenly make these super heavies not OP?  
    Sounds like BS if you ask me to excuse these stupid changes. Type 5 still over performs, as does Maus a little, Mauschen does, VK 1001 P does, of course Defender does, O-Ni does, O-I still does, Panzer VII is borderline, etc.  and now you are giving these tanks basically a 25-30% hit points buff.
    If they came out tomorrow and slapped 700-800 hit points on a Maus, we know it would over perform, as it was over performing with 200 HP extra and a little more DPM than it has now, but a global premium ammo damage nerf which basically does the same thing won't?
    BS IMO.
     
    What is becoming clear to me that this change is not trying to address balance issues with prem ammo, this change is trying to increase credit drain.
    If you deliberately ignore what is causing premium spam, i.e. your weakspot free OP armour and corridor maps, then you clearly do not care about balance and really you just want to force people to spam more premium ammo to do the same job and thus spend more credits. 
    Oh and the WOT playerbase is completely dumb and has got dumber over the years, far more bads IMO than there used to be and the standard of a 48-49% player these days is like a 45% compared to how they were 3-4 years ago. When I first started playing I played with another guy quite a lot who was about 49% overall, he was far more competent than the 'average' player you meet today, he could recognise stuff like map control, he could vaguely do his HP in damage unless he made a big muck up, he knew most of the mechanics even if he couldn't always use them etc. etc.
    The average 48% er these days seems barely able to string two shots of damage together and can basically either hard camp or yolo.  
  6. Upvote
    tajj7 reacted to Archaic_One in WG Fest 2019 - Change of gold amo and much more   
    Am I the only one that thinks lowering the damage of prem ammo without massively reworking the Type 4-5, V4, Maus, Defender, VK 100.01, etc is going to be a huge mistake.  When WG have created a bunch of tanks that cannot hope be penned even with perfectly aimed shots at 'weak spots' by same tier vehicles, THEY are the ones responsible for the prem-ammo boom.  Now tanks like the 50B, E50, M46, etc will be essentially unplayable.
  7. Upvote
    tajj7 got a reaction from Snoregasm2 in Even QB?!   
    You can have armour without having Type 5s and Super Conquerors.
    For example E3 is immense hull down, needs no gun depression for that armour to work, Badger similarly, neither of these tanks are OP because they are also slow ass turret less TDs.
    IS7 with it's invinca turret was also always generally fine, again largely because it's got (well had) a derpy gun and only -6 depression. 
    Plus we always had maps to work around these tanks, not as many corridor fest, an average map was more Redshire and less Mountain Pass. Plus these tanks were not as strong outside hull down either, so you could just ignore them and go elsewhere, they were not rolling bunkers like the Type 5 that doesn't give a crap about terrain use and positioning. 
    Trouble is now every tank and it's dog is super strong hull down, and then you have things like the Super Conq which has a weakspot free super strong turret + -10 depression + amazing gun handling. Too much on one tank, it should more be like -7 gun depression with the same weakspot as the Conqueror.
    And then most maps have 1-2 viable fighting spots, so you have all these rolling bunkers and super strong hull down heavies, all going to the same spot. So battles there become an rng fest stalemate, you have 10+ over amoured tanks facing off against each at 100m or less, all with near invincible armour, so you either hoping for someone to get bored and make a mistake, or you sling HE at them or you get high pen rolls on your premium spam.
    They need to just tone down how many of these tanks have near invincible armour, start adding turret weakspots, but they also need to give these tanks more room and more options.
    We need bigger maps with less corridors so that if you roll up to a contested map spot half the enemy team is not there, instead battles of 3-4 tanks are breaking out, not 8-9.
    Meds can then stretch their legs and mobility begins to have more value, gaps will then appear in lines, these pockets of tanks can be caught in cross fires and the flankers don't get screwed over by the 3-4 tier 10 TDs camping in base in some OP base camping ledge. 
    Maps though are not a quick fix, but one thing I would do is release the Grand Battles maps for regular 15 v 15 games at tier 9 and 10. Those maps are not good, but with 15 tanks not 30 spread out, you'd have far more dynamic battles where players actually have options, you wouldn't have paper med players going 'If I got to point A there 5 hull down heavies in a corridor, if I got to point B there are 4 super heavies in a corridor, If I try to go through this field there are 3 high alpha TDs camping in base waiting for me' so basically I can't do anything until some people die' 
    That is what playing paper stuff in this meta is like, especially at higher tiers, you drive around looking for opportunities and gaps that just don't exist and end up hoping your heavies win their brawl, or try to brawl in a tank completely unfavourable to that situation and get annoyed when some 45% bob snap shots you in his heavy for 500 damage just because the game deemed your tank and your skill worthless.
    Turn down power creep, tier 10 markers for good tanks should be -
    E100 as the power level for super heavies. Cent AX/E50M as your power level for all round nato mediums  T-62A as your power level for 'armoured' meds.  Bat Chat as your autoloader 113 as your heavium T110 E3/E4 as your armoured and 'turreted' TDs Grille/Strv as your 'sniper TD's E5 with a smaller cupola as your 'hull down' heavy. Your 3 autoloading heavies are probably fine, Kravagn probably needs some QOL buffs.  K-91 as your 'sniper' med.  Other tanks then get adjusted to the same level as those tanks so they are no stronger or weaker, just have slightly different strengths weaknesses.
    Do the same on other tiers, Identify where your power level is for each class and style within that class and balance to that, so most tanks are close together in power level, so there is no obviously better, or obviously worse tanks on each tier. 
    Sack off the absurd high alpha tanks, rebalance them, one of the reasons that tier 9 is much better overall is TD alpha doesn't go past 750.
    Sack off the whole Japanese heavy line and any other heavy in the game that doesn't have genuine weakspots, same with stuff like the T95 and Torty, which have been over buffed. 
    Other stuff I'd do is -
    1 arty max per side, no arty in PMs, long term rebalance arty to have some skill requirement (counter battery, different shell types, more complicated aiming system etc.)  
    The MM is also a quick fix IMO, just do the experiment on the SEA server to all servers, that one has to have put loads of players off playing, anyone grinding, credit grinding or trying to avoid tier 10,  they basically have to play tier 9 or accept they are getting 80% bottom tier games.  Most people are going to stop playing because of that.  
    Bring Frontline back with at least 3 maps as a permanent mode, it had an old school WOT feel about it.   
    Premium direction more recently has been fine, but they have to stop selling Defenders, Leffes, E25s etc. just stop it, and these tanks will die off and be less annoying.   
    Rebalance a whole host of crappy tanks, your Tiger 2s, T-34-2s, T32s, Black Princes, Leopard 1s, Panther 88s etc. You'll breathe new life into the game if people get to dust off tanks they haven't played for a long time and forgotten premiums, people will come back to the game for that.   
    Make sure your new lines are balanced and interesting, like the Swedes, like the Italian ones, not Bobjects, not 430Us, not Japanese heavies. People will play the game and come back to the game for new content that is fun and interesting, it doesn't need to be OP as f*ck or gamebreaking. I have worries for the wheeled vehicles, but they are at least interesting and very unlikely to be OP.   
    Maps, maps, maps, maps, maps, hire that Frontline company to do new maps, make bigger maps for higher tiers, sack off whoever is designing these maps by drawing areas for each tank class on the map and thinking that is good design. You'll never arrest the decline completely but you could easily keep the game healthy for many more years.
     
     
     
     
  8. Like
    tajj7 reacted to Errants in Tanks for Nothing and Credits for Free!! 2018 Edition   
    So, I went and did this for myself last year... 
    And, since they're doing the same thing again, this year (II-V 100% off, VI 80%, VII 60%, VIII 50%, IX 40%, X 30%), let's see if anything has changed with the new nations. Please remember that all numbers will be what you net in profit unless otherwise stated. There may be tanks close to the leader/runner(s) up, but I'm using the rough rule of "close enough for Errants to mention", and not a hard and fast percentage for almost making the cut.
    Tier II - H35 - 2.1k - Still the winner, though the runners' up have changed...
    Runner(s) up - M14/41 @ 2.05k, and 7TP @ 1.975k. You also have the following all at 1.95k: Strv m/38, VAE Type B, Chi-Ni, LT vz. 35, FCM 36, Loyd GC, and UC 2-pdr
    Tier III - SU-26 - 26.5k - Unchanged
    Runner(s) up - Any other arty are 22.5k - 25.5k. Those vehemently anti-arty can lose out on at least 3k with the following: Type 91 @ 23.25k, Pz 1 C @ 22.9k, M15/42 @ 22.7k, and Chi-Ha @ 22.5k
    Tier IV - B1 - 92.5k - Unchanged
    Runner(s) up - D.W. 2 @ 85k, Type 95 @ 83k, VK 20.01 D @ 78.5k, St.Pz. II @ 78k, and SARL 42 or Luchs @ 77.5k
    Tier V - O-I Exp. - 222.5k - Unchanged
    Runner(s) up - T1 Heavy @ 217.5k, Type T-34 @ 215k, AT 2 @ 212.5k, and StuG III G @ 211k
    Tier VI - M4A3E2 "Jumbo" - 195k purchase, 487.5k sale, 292.5k net - Unchanged
    Runner(s) up - Churchill GC @ 289.5k, and Hellcat or O-I @ 285k
    Tier VII - O-Ni - 596k purchase, 745k sale, 149k net - Unchanged
    Runner(s) up - T29, IS-2, and 45TP all @ 145k, or Crusader SP, Chi-Ri, T-34-2G FT, and P.43 ter @ 144k
    So, for a total cost of 791k, you'll get back 1.5761m, or a net profit of 785.1k... Wow. Not that great, but making money.
    Again, we're already in the rabbit hole, so let's look at the higher tiers, and try to get the biggest savings (and see how much of our profit we lost)!
    Tier VIII - FV207 - 2.73m base, 1.365m purchase/sale, net 0 - Unchanged
    Runner(s) up (base costs listed) - SU-14-2 (2.72m); M40/43 (2.7m); T28 Prot., G.W. Tiger P, and AT 15 (all 2.65m); UDES 03 (2.62m); T32 (2.61m); 110 and 53TP (2.6m)
    Tier IX - 212A and Type 4 Heavy - 2.22m purchase, 1.85 sale, 370k loss net - Unchanged
    Runner(s) up (cost/loss following sale) - Foch (2.202m/367k); Obj. 704 (2.196m/366k); M103 (2.184m/364k); G.W. Tiger, Conqueror, Type 61, and Strv 103-0 all @ 2.16m/316k
    Tier X - They're all 6.1m, so 4.27m cost regardless. And if you're selling a Tier X... I dunno what to tell you, but I shouldn't be advising your actions.
    So, the new lines didn't shake up the best choices, but the ITL and PL tanks did make a showing, consistently, in the runner-up category. Might not be a bad option, in general, if you throw your discounts at either one of those lines. Assuming you've not started up them.
    Finally, we come to the reason I did this the first time, figuring where to spend my discounts on tanks I've not bought yet. Again, that shit will go into spoilers, because this thing is long enough as is.
     
  9. Upvote
    tajj7 got a reaction from Archaic_One in Even QB?!   
    You can have armour without having Type 5s and Super Conquerors.
    For example E3 is immense hull down, needs no gun depression for that armour to work, Badger similarly, neither of these tanks are OP because they are also slow ass turret less TDs.
    IS7 with it's invinca turret was also always generally fine, again largely because it's got (well had) a derpy gun and only -6 depression. 
    Plus we always had maps to work around these tanks, not as many corridor fest, an average map was more Redshire and less Mountain Pass. Plus these tanks were not as strong outside hull down either, so you could just ignore them and go elsewhere, they were not rolling bunkers like the Type 5 that doesn't give a crap about terrain use and positioning. 
    Trouble is now every tank and it's dog is super strong hull down, and then you have things like the Super Conq which has a weakspot free super strong turret + -10 depression + amazing gun handling. Too much on one tank, it should more be like -7 gun depression with the same weakspot as the Conqueror.
    And then most maps have 1-2 viable fighting spots, so you have all these rolling bunkers and super strong hull down heavies, all going to the same spot. So battles there become an rng fest stalemate, you have 10+ over amoured tanks facing off against each at 100m or less, all with near invincible armour, so you either hoping for someone to get bored and make a mistake, or you sling HE at them or you get high pen rolls on your premium spam.
    They need to just tone down how many of these tanks have near invincible armour, start adding turret weakspots, but they also need to give these tanks more room and more options.
    We need bigger maps with less corridors so that if you roll up to a contested map spot half the enemy team is not there, instead battles of 3-4 tanks are breaking out, not 8-9.
    Meds can then stretch their legs and mobility begins to have more value, gaps will then appear in lines, these pockets of tanks can be caught in cross fires and the flankers don't get screwed over by the 3-4 tier 10 TDs camping in base in some OP base camping ledge. 
    Maps though are not a quick fix, but one thing I would do is release the Grand Battles maps for regular 15 v 15 games at tier 9 and 10. Those maps are not good, but with 15 tanks not 30 spread out, you'd have far more dynamic battles where players actually have options, you wouldn't have paper med players going 'If I got to point A there 5 hull down heavies in a corridor, if I got to point B there are 4 super heavies in a corridor, If I try to go through this field there are 3 high alpha TDs camping in base waiting for me' so basically I can't do anything until some people die' 
    That is what playing paper stuff in this meta is like, especially at higher tiers, you drive around looking for opportunities and gaps that just don't exist and end up hoping your heavies win their brawl, or try to brawl in a tank completely unfavourable to that situation and get annoyed when some 45% bob snap shots you in his heavy for 500 damage just because the game deemed your tank and your skill worthless.
    Turn down power creep, tier 10 markers for good tanks should be -
    E100 as the power level for super heavies. Cent AX/E50M as your power level for all round nato mediums  T-62A as your power level for 'armoured' meds.  Bat Chat as your autoloader 113 as your heavium T110 E3/E4 as your armoured and 'turreted' TDs Grille/Strv as your 'sniper TD's E5 with a smaller cupola as your 'hull down' heavy. Your 3 autoloading heavies are probably fine, Kravagn probably needs some QOL buffs.  K-91 as your 'sniper' med.  Other tanks then get adjusted to the same level as those tanks so they are no stronger or weaker, just have slightly different strengths weaknesses.
    Do the same on other tiers, Identify where your power level is for each class and style within that class and balance to that, so most tanks are close together in power level, so there is no obviously better, or obviously worse tanks on each tier. 
    Sack off the absurd high alpha tanks, rebalance them, one of the reasons that tier 9 is much better overall is TD alpha doesn't go past 750.
    Sack off the whole Japanese heavy line and any other heavy in the game that doesn't have genuine weakspots, same with stuff like the T95 and Torty, which have been over buffed. 
    Other stuff I'd do is -
    1 arty max per side, no arty in PMs, long term rebalance arty to have some skill requirement (counter battery, different shell types, more complicated aiming system etc.)  
    The MM is also a quick fix IMO, just do the experiment on the SEA server to all servers, that one has to have put loads of players off playing, anyone grinding, credit grinding or trying to avoid tier 10,  they basically have to play tier 9 or accept they are getting 80% bottom tier games.  Most people are going to stop playing because of that.  
    Bring Frontline back with at least 3 maps as a permanent mode, it had an old school WOT feel about it.   
    Premium direction more recently has been fine, but they have to stop selling Defenders, Leffes, E25s etc. just stop it, and these tanks will die off and be less annoying.   
    Rebalance a whole host of crappy tanks, your Tiger 2s, T-34-2s, T32s, Black Princes, Leopard 1s, Panther 88s etc. You'll breathe new life into the game if people get to dust off tanks they haven't played for a long time and forgotten premiums, people will come back to the game for that.   
    Make sure your new lines are balanced and interesting, like the Swedes, like the Italian ones, not Bobjects, not 430Us, not Japanese heavies. People will play the game and come back to the game for new content that is fun and interesting, it doesn't need to be OP as f*ck or gamebreaking. I have worries for the wheeled vehicles, but they are at least interesting and very unlikely to be OP.   
    Maps, maps, maps, maps, maps, hire that Frontline company to do new maps, make bigger maps for higher tiers, sack off whoever is designing these maps by drawing areas for each tank class on the map and thinking that is good design. You'll never arrest the decline completely but you could easily keep the game healthy for many more years.
     
     
     
     
  10. Upvote
    tajj7 got a reaction from lavawing in Even QB?!   
    You can have armour without having Type 5s and Super Conquerors.
    For example E3 is immense hull down, needs no gun depression for that armour to work, Badger similarly, neither of these tanks are OP because they are also slow ass turret less TDs.
    IS7 with it's invinca turret was also always generally fine, again largely because it's got (well had) a derpy gun and only -6 depression. 
    Plus we always had maps to work around these tanks, not as many corridor fest, an average map was more Redshire and less Mountain Pass. Plus these tanks were not as strong outside hull down either, so you could just ignore them and go elsewhere, they were not rolling bunkers like the Type 5 that doesn't give a crap about terrain use and positioning. 
    Trouble is now every tank and it's dog is super strong hull down, and then you have things like the Super Conq which has a weakspot free super strong turret + -10 depression + amazing gun handling. Too much on one tank, it should more be like -7 gun depression with the same weakspot as the Conqueror.
    And then most maps have 1-2 viable fighting spots, so you have all these rolling bunkers and super strong hull down heavies, all going to the same spot. So battles there become an rng fest stalemate, you have 10+ over amoured tanks facing off against each at 100m or less, all with near invincible armour, so you either hoping for someone to get bored and make a mistake, or you sling HE at them or you get high pen rolls on your premium spam.
    They need to just tone down how many of these tanks have near invincible armour, start adding turret weakspots, but they also need to give these tanks more room and more options.
    We need bigger maps with less corridors so that if you roll up to a contested map spot half the enemy team is not there, instead battles of 3-4 tanks are breaking out, not 8-9.
    Meds can then stretch their legs and mobility begins to have more value, gaps will then appear in lines, these pockets of tanks can be caught in cross fires and the flankers don't get screwed over by the 3-4 tier 10 TDs camping in base in some OP base camping ledge. 
    Maps though are not a quick fix, but one thing I would do is release the Grand Battles maps for regular 15 v 15 games at tier 9 and 10. Those maps are not good, but with 15 tanks not 30 spread out, you'd have far more dynamic battles where players actually have options, you wouldn't have paper med players going 'If I got to point A there 5 hull down heavies in a corridor, if I got to point B there are 4 super heavies in a corridor, If I try to go through this field there are 3 high alpha TDs camping in base waiting for me' so basically I can't do anything until some people die' 
    That is what playing paper stuff in this meta is like, especially at higher tiers, you drive around looking for opportunities and gaps that just don't exist and end up hoping your heavies win their brawl, or try to brawl in a tank completely unfavourable to that situation and get annoyed when some 45% bob snap shots you in his heavy for 500 damage just because the game deemed your tank and your skill worthless.
    Turn down power creep, tier 10 markers for good tanks should be -
    E100 as the power level for super heavies. Cent AX/E50M as your power level for all round nato mediums  T-62A as your power level for 'armoured' meds.  Bat Chat as your autoloader 113 as your heavium T110 E3/E4 as your armoured and 'turreted' TDs Grille/Strv as your 'sniper TD's E5 with a smaller cupola as your 'hull down' heavy. Your 3 autoloading heavies are probably fine, Kravagn probably needs some QOL buffs.  K-91 as your 'sniper' med.  Other tanks then get adjusted to the same level as those tanks so they are no stronger or weaker, just have slightly different strengths weaknesses.
    Do the same on other tiers, Identify where your power level is for each class and style within that class and balance to that, so most tanks are close together in power level, so there is no obviously better, or obviously worse tanks on each tier. 
    Sack off the absurd high alpha tanks, rebalance them, one of the reasons that tier 9 is much better overall is TD alpha doesn't go past 750.
    Sack off the whole Japanese heavy line and any other heavy in the game that doesn't have genuine weakspots, same with stuff like the T95 and Torty, which have been over buffed. 
    Other stuff I'd do is -
    1 arty max per side, no arty in PMs, long term rebalance arty to have some skill requirement (counter battery, different shell types, more complicated aiming system etc.)  
    The MM is also a quick fix IMO, just do the experiment on the SEA server to all servers, that one has to have put loads of players off playing, anyone grinding, credit grinding or trying to avoid tier 10,  they basically have to play tier 9 or accept they are getting 80% bottom tier games.  Most people are going to stop playing because of that.  
    Bring Frontline back with at least 3 maps as a permanent mode, it had an old school WOT feel about it.   
    Premium direction more recently has been fine, but they have to stop selling Defenders, Leffes, E25s etc. just stop it, and these tanks will die off and be less annoying.   
    Rebalance a whole host of crappy tanks, your Tiger 2s, T-34-2s, T32s, Black Princes, Leopard 1s, Panther 88s etc. You'll breathe new life into the game if people get to dust off tanks they haven't played for a long time and forgotten premiums, people will come back to the game for that.   
    Make sure your new lines are balanced and interesting, like the Swedes, like the Italian ones, not Bobjects, not 430Us, not Japanese heavies. People will play the game and come back to the game for new content that is fun and interesting, it doesn't need to be OP as f*ck or gamebreaking. I have worries for the wheeled vehicles, but they are at least interesting and very unlikely to be OP.   
    Maps, maps, maps, maps, maps, hire that Frontline company to do new maps, make bigger maps for higher tiers, sack off whoever is designing these maps by drawing areas for each tank class on the map and thinking that is good design. You'll never arrest the decline completely but you could easily keep the game healthy for many more years.
     
     
     
     
  11. Upvote
    tajj7 got a reaction from Ezz in Even QB?!   
    You can have armour without having Type 5s and Super Conquerors.
    For example E3 is immense hull down, needs no gun depression for that armour to work, Badger similarly, neither of these tanks are OP because they are also slow ass turret less TDs.
    IS7 with it's invinca turret was also always generally fine, again largely because it's got (well had) a derpy gun and only -6 depression. 
    Plus we always had maps to work around these tanks, not as many corridor fest, an average map was more Redshire and less Mountain Pass. Plus these tanks were not as strong outside hull down either, so you could just ignore them and go elsewhere, they were not rolling bunkers like the Type 5 that doesn't give a crap about terrain use and positioning. 
    Trouble is now every tank and it's dog is super strong hull down, and then you have things like the Super Conq which has a weakspot free super strong turret + -10 depression + amazing gun handling. Too much on one tank, it should more be like -7 gun depression with the same weakspot as the Conqueror.
    And then most maps have 1-2 viable fighting spots, so you have all these rolling bunkers and super strong hull down heavies, all going to the same spot. So battles there become an rng fest stalemate, you have 10+ over amoured tanks facing off against each at 100m or less, all with near invincible armour, so you either hoping for someone to get bored and make a mistake, or you sling HE at them or you get high pen rolls on your premium spam.
    They need to just tone down how many of these tanks have near invincible armour, start adding turret weakspots, but they also need to give these tanks more room and more options.
    We need bigger maps with less corridors so that if you roll up to a contested map spot half the enemy team is not there, instead battles of 3-4 tanks are breaking out, not 8-9.
    Meds can then stretch their legs and mobility begins to have more value, gaps will then appear in lines, these pockets of tanks can be caught in cross fires and the flankers don't get screwed over by the 3-4 tier 10 TDs camping in base in some OP base camping ledge. 
    Maps though are not a quick fix, but one thing I would do is release the Grand Battles maps for regular 15 v 15 games at tier 9 and 10. Those maps are not good, but with 15 tanks not 30 spread out, you'd have far more dynamic battles where players actually have options, you wouldn't have paper med players going 'If I got to point A there 5 hull down heavies in a corridor, if I got to point B there are 4 super heavies in a corridor, If I try to go through this field there are 3 high alpha TDs camping in base waiting for me' so basically I can't do anything until some people die' 
    That is what playing paper stuff in this meta is like, especially at higher tiers, you drive around looking for opportunities and gaps that just don't exist and end up hoping your heavies win their brawl, or try to brawl in a tank completely unfavourable to that situation and get annoyed when some 45% bob snap shots you in his heavy for 500 damage just because the game deemed your tank and your skill worthless.
    Turn down power creep, tier 10 markers for good tanks should be -
    E100 as the power level for super heavies. Cent AX/E50M as your power level for all round nato mediums  T-62A as your power level for 'armoured' meds.  Bat Chat as your autoloader 113 as your heavium T110 E3/E4 as your armoured and 'turreted' TDs Grille/Strv as your 'sniper TD's E5 with a smaller cupola as your 'hull down' heavy. Your 3 autoloading heavies are probably fine, Kravagn probably needs some QOL buffs.  K-91 as your 'sniper' med.  Other tanks then get adjusted to the same level as those tanks so they are no stronger or weaker, just have slightly different strengths weaknesses.
    Do the same on other tiers, Identify where your power level is for each class and style within that class and balance to that, so most tanks are close together in power level, so there is no obviously better, or obviously worse tanks on each tier. 
    Sack off the absurd high alpha tanks, rebalance them, one of the reasons that tier 9 is much better overall is TD alpha doesn't go past 750.
    Sack off the whole Japanese heavy line and any other heavy in the game that doesn't have genuine weakspots, same with stuff like the T95 and Torty, which have been over buffed. 
    Other stuff I'd do is -
    1 arty max per side, no arty in PMs, long term rebalance arty to have some skill requirement (counter battery, different shell types, more complicated aiming system etc.)  
    The MM is also a quick fix IMO, just do the experiment on the SEA server to all servers, that one has to have put loads of players off playing, anyone grinding, credit grinding or trying to avoid tier 10,  they basically have to play tier 9 or accept they are getting 80% bottom tier games.  Most people are going to stop playing because of that.  
    Bring Frontline back with at least 3 maps as a permanent mode, it had an old school WOT feel about it.   
    Premium direction more recently has been fine, but they have to stop selling Defenders, Leffes, E25s etc. just stop it, and these tanks will die off and be less annoying.   
    Rebalance a whole host of crappy tanks, your Tiger 2s, T-34-2s, T32s, Black Princes, Leopard 1s, Panther 88s etc. You'll breathe new life into the game if people get to dust off tanks they haven't played for a long time and forgotten premiums, people will come back to the game for that.   
    Make sure your new lines are balanced and interesting, like the Swedes, like the Italian ones, not Bobjects, not 430Us, not Japanese heavies. People will play the game and come back to the game for new content that is fun and interesting, it doesn't need to be OP as f*ck or gamebreaking. I have worries for the wheeled vehicles, but they are at least interesting and very unlikely to be OP.   
    Maps, maps, maps, maps, maps, hire that Frontline company to do new maps, make bigger maps for higher tiers, sack off whoever is designing these maps by drawing areas for each tank class on the map and thinking that is good design. You'll never arrest the decline completely but you could easily keep the game healthy for many more years.
     
     
     
     
  12. Upvote
    tajj7 got a reaction from igorCRO in ASIA MM Test   
    They should roll this test out to the other servers. Anything is better than what we have currently. 
  13. Upvote
    tajj7 got a reaction from snowdude21325 in ASIA MM Test   
    They should roll this test out to the other servers. Anything is better than what we have currently. 
  14. Upvote
    tajj7 got a reaction from Madner Kami in ASIA MM Test   
    They should roll this test out to the other servers. Anything is better than what we have currently. 
  15. Upvote
    tajj7 reacted to Vindi in LT-432   
    In the current meta, I got tier X games most of the times being the only one tier VIII scout in tier X (13 matches played with only 1 as top tier) and in that, especially in a shit map (Paris, etc.) you really can't use your dpm or armor. Plus the teams are horrible on each side and mm luck plays an unnecessarily big part of how the battle will eventually end. Being in tier VIII or less - in good hands - it can easily carry games (I did twice being the only tank alive I could manage to cap against slow heavies and use my camo). Being sad in the only top tier game I did 4k dmg with 3,5k spotting but in the others I died with 1,5k combined while the team evaporated within minutes (40 seconds into the game and 1-6).
    Basically the problem with the game is not the types of tanks they release or not, its the game itself and it seems they really don't want to fix it anytime soon.
  16. Upvote
    tajj7 got a reaction from Vindi in LT-432   
    It's good but it's still a tier 8 light with like max 220 pen and 180 alpha in the always in tier 10 meta where you get horrible corridor maps most games.
    I would say it's very very far from OP. (apparently the Russian community want it buffed), probably edges out most other tier 8 lights, but those aren't very good anyway and the T92/ELC Even are still better at the vision game as pure spotters. 
    It's biggest advantage is it can bully top tier, tier 6s and some tier 7s will struggle to pen the turret and stuff with about 150 pen will bounce off the upper plate which makes it quite a monster in dealing with tier 6-7 meds and most tier 6-7 lights, especially as it weighs 27 tons as well so can ram them as well. Obvious issue is how many games do you get like that. 
  17. Upvote
    tajj7 got a reaction from igorCRO in First campaign tank buffs (T-55A, 260)   
    They have f*cked up the armour models of both tanks so I wouldn't take either as finalised right now as they clearly need fixing.
    They have added random 130mm strips on the side of the 260 turret that were not there before for no apparent reason and the overmatch roof is still there even though WG's super test graphics suggested it was gone.
    And on the T-55A, the little turret ring bulges on the side of the tank have gone from 60mm -> 20mm, and it looks like they are supposed to be 120mm but have accidentally swapped a strip of armour from the rear of the tank that was 20mm with this 120mm strip, so the tank now has a random 120mm strip of armour on the rear of the hull.
    I think they let an intern do the models or something. 
  18. Upvote
    tajj7 reacted to igorCRO in First campaign tank buffs (T-55A, 260)   
    The story of my life... in WG.... 
  19. Upvote
    tajj7 got a reaction from igorCRO in First campaign tank buffs (T-55A, 260)   
    It's also not clear whether the overmatch spot on the turret actually has gone IMO from those pictures as they seem to have highlighted a weird area but hopefully it has.
    The IS7 still has the better turret,  the extra degree of depression and of course the alpha. 
    I have also always thought the 260 felt much taller with a much more easily hit lower plate compared to the IS7.  It also has 300 more HP as well so clearly the IS7 survivability is a lot higher than the 260 even with these changes.
    Those turret armour changes are more quality of life than anything, they just remove the annoying 'wtf!' moments after some bob auto-aims you and then pens your gun mantlet because reasons. I seriously doubt aside the lower plate the vast majority of players know the weakspots on the 260 but most owners do because they suffer those annoying pens.
    It'll still retain the cupola and the shot trap will still be there as well for those who know how to fight one. 
    Even if it is slightly better than an IS7 or 277 (which is doubtful IMO) is it really an issue? It's a reward tank, that you barely see, you get for free, accessible to anyone and you have to slug a through a load of painful missions to get. It being slightly better (and I put emphasis on slightly Mr T22) seems fair enough for a reward tank IMO.
    Can't see it being OP in the current meta, it's still just another flavour of an IS7, 277, 113, and 5A, and I also doubt it'll challenge the all round good at everything, is it a heavy, is it a medium, no it's f8cking soviet power creep that is the 430U. 
     
    As for the T-55A it was always worse than the T-54, as when it first came out it had minor gun advantages but a much worse hull and worse mobility, then they buffed the T-54's turret and it became even worse.
    Currently the T-55A has a worse armour than the Type 59, the T-55A has 200mm frontal turret compared to the Type's 230, has a worse cupola (though only one) and doesn't have the turret ring weakspot. 
    This change brings it up pretty much to the same point it was to the T-54 before, similar turret, worse hull, similar mobility, slightly better gun.
    Just wish they had given it better pen, would have taken a 230-240 AP round over the mobility buff.  At least it should be playable though. 
  20. Upvote
    tajj7 reacted to Rexxie in First campaign tank buffs (T-55A, 260)   
    55A has always been inferior to the T-54, it was an insignificant amount gunhandling vs having an actual hull before the T-54 got buffed. At no point was hitting one in a few hundred shots more often worth the tradeoff of being frontally immune to a whole extra tier's AP. The 55A just has a serious case of the SU-122-54: it's sexy as hell so who cares.
    I see WG isn't quite done making more tanks proof against -1/-2 tier standard ammo. 
     
  21. Upvote
    tajj7 got a reaction from VTSplinter in The difficulty increase from tier 9 to tier 10. How can I play tier 10 decently   
    Tier 10 meta is pretty horrible at the moment, lots of over armoured tanks, lots of prem spam, lots of arty, lots of camping TDs all clustered on maps where you can't really utilise much skill. Plus added to that lots of frustrated collapses that lead to quick one sided games.
    The hull down/over armoured/HE meta at tier 10 I feel is even more RNG focused than the general game, you can play well and get sh*t on by a 4005 or arty taking huge chunks or your health.
    Plus playing anything that isn't basically a 430U, 5A, Super Conq, means you are generally too team/map dependent to be useful and carry. 
    The games I feel I make big contributions on are ones on amps with a bit of leg room to re-position on and where you can make angles on the enemy, but on the maps where you forced in close range frontal brawls much of that comes down to luck, as everyone is spamming HE or premium ammo at thick armour, and you just have to hope your pubbies trade better.
  22. Upvote
    tajj7 got a reaction from TheTrojanWarrior in The difficulty increase from tier 9 to tier 10. How can I play tier 10 decently   
    Tier 10 meta is pretty horrible at the moment, lots of over armoured tanks, lots of prem spam, lots of arty, lots of camping TDs all clustered on maps where you can't really utilise much skill. Plus added to that lots of frustrated collapses that lead to quick one sided games.
    The hull down/over armoured/HE meta at tier 10 I feel is even more RNG focused than the general game, you can play well and get sh*t on by a 4005 or arty taking huge chunks or your health.
    Plus playing anything that isn't basically a 430U, 5A, Super Conq, means you are generally too team/map dependent to be useful and carry. 
    The games I feel I make big contributions on are ones on amps with a bit of leg room to re-position on and where you can make angles on the enemy, but on the maps where you forced in close range frontal brawls much of that comes down to luck, as everyone is spamming HE or premium ammo at thick armour, and you just have to hope your pubbies trade better.
  23. Upvote
    tajj7 got a reaction from Madner Kami in SU-130PM Soviet Tank Destroyer   
    Sometimes they do, there was a guy on the EU forums that regularly reported back on the Russian forums and it was more they were just different about what they complained about.
    Defender generally was fine for them, apparently there is so much premium spam on RU, which they are fine with, that it's less effective.
    But apparently they did complain about bobject and thought it was too good.
    As a playerbase they seem to just get upset about different areas of balance whilst EU, NA and SEA are more on the same page, but when they massively outnumber the other servers put together it's no surprise that WG pander to them.
    This still looks ok to me at the moment, but no doubt they buff it more.
    The lack of a turret is a big turn off, but you have to laugh at it's balance  compared to the KaJaPa 105 just released on EU.  520 alpha gun gets over 600 more DPM than a 390 alpha gun cos reasons. 
    Plus more hitpoints, plus more camo, plus is semi-turreted. 
  24. Upvote
    tajj7 got a reaction from igorCRO in M60 - the fast-boi Patton   
    Leopard 1 is pointless in the current meta, no armour, bad bloom on movement and nothing exceptional in terms of DPM, pen, alpha, burst etc.
    Just compare it the Progetto 65 which is pretty much as fast, has the same pen, almost the same accuracy and pretty much better gun handling. Except the Progetto can do 1440 burst in 7.5s.
    It even has more funky angles to get the odd bounce. 
  25. Downvote
    tajj7 got a reaction from TheChang in Elimination: Tier 9 - 2018   
    T-10: 31
    Conqueror: 29
    T-54: 29
    E75: 26
    T49: 25 -3 = 22, no idea why this is so high, it's a light tank so is bad anyway and then people use it with that annoying derp which just makes it as annoying a direct fire arty that is fast or an armourless jap heavy, so basically just as cancer, consistently played by morons who get RNG and don't do any spotting or useful light tank work, instead they either snipe or just try yolo drive bys
    WZ-111 1-4: 25
    AMX M4 51: 24
    AMX 30: 24 +1 = 25 One of the best all round meds in the game IMO
    Type 4 Heavy: 23
    T95: 23
    E50: 22
    Object 430: 23
    Skoda T50:  22
    STRV 103-0: 21
    Standard B: 22
    Object 263: 20
    WT Auf Pz. IV: 20
    Object 704: 20
    Tortoise: 21
    Mauschen: 20
    T30: 20
    50TP: 20
    M46 Patton: 20
    Centurion 7/1: 19
    Jagdtiger: 19
    B-C 25t AP: 18
    Leopard PTA: 17
    AMX 13 90: 17
    Object 257: 17
    WZ-132A: 17
    Object 705: 17
    ST-I: 14
    WZ-120: 14
    WZ-111G FT: 6
    Foch: 5 
    T-54 LW: 8
    Type 61: 8
    AMX 50 120: 5
     
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