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Mikosah last won the day on June 4 2017

Mikosah had the most liked content!

About Mikosah

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    Fascist Box Tanker
  • Birthday 03/30/1988

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  1. Not to mention how it stacks up to the Type 64. But here's an idea that I pitched on the WG forums that might get some traction here- bump up to tier 7, adjust hit points, give it back its original 400m base view range, accuracy, DPM, and other previous advantages. Balance from there.
  2. The new equipment items that they've shown so far actually seem pretty cool. The problem is all of these weird rules restricting items to certain classes or giving particular slot bonuses. For one, makes it hard to test if the new items are well balanced with the slot rules in effect. And secondly, the whole idea of diversifying loadouts is contradicted by trying to motivate particular slots to use particular items. As of whether the typical rammer/vstab/optics meta loadout will ever be unseated, I have my doubts. But that of all things isn't the major problem here. The real question is why all these other equipment items just aren't as good as the previous three. Long story short, the typical tank in the vast majority of typical scenarios just doesn't benefit much from most of the other items. Looking at something like the newly buffed wet ammo rack for instance, let's even take a hypothetical situation where they buffed the item even further and it made your ammo rack entirely invulnerable. Even then, it would only be situational. Any time that your ammo rack isn't being hit, the wet rack wouldn't be helping you. But on the flipside, the few times that we do see the meta loadout being changed, its because a particular aspect of a tank is so outstanding by default that the relevant item just isn't needed. For instance, running an M48 with vents instead of optics or a T92 light tank without vert stabs. The big takeaway being that for the vast majority of tanks, fire rate, gun handling, and view range just aren't sufficient as-is and simply adding new alternatives isn't going to fix that.
  3. I don't like the idea of just throwing armor onto everything to keep up with the power creep. If you balance armor around gold shells, then that's all that'll get used.
  4. When the HE changes were first announced, I said to myself that a test of whether or not they could make it work would be KV-2 and its state under the new mechanics. If it became a useless POS, or if it became game-breaking, or if they had to change it so drastically that it completely lost its previous role, then clearly the new mechanics just couldn't be workable. I wasn't expecting option 4- that they make it an exception to the rework to avoid all of the above. But that in itself speaks volumes. The rework concept had one merit- that it was taking all of these useless HE shells on small caliber guns that no one used for anything at all and finally gave them a purpose in life (at least in theory). But in practice, the new reworked HE still wasn't particularly good at tracking, cap resets, chip damage, or anything else. I just don't get what WG was trying to accomplish. The only theory that seems to make any sense was that they were removing pen so that low tiers with their fancy new HP buffs don't get raped by HE penetrations.
  5. I don't like the sound of the crew/equipment reworks. All they have to do is just take the current skills/perks/equipment that no one uses and buff/tweak them so that they're useful. Admittedly the process of moving a crew from one tank to another is clunky, but the only real trouble with it (an annoyance really) is that if you're using credits then there's a lot of little steps in retraining each guy for the new tank, resetting skills to get back to 100% training. New accounts get hosed, but WG could just give them crew training/transfer vouchers to get through the low tiers. As of the sixth-sense situation, they could solve it one of many different ways. The simplest would just be reducing the cost of the directive so that pubbies could run it. Plan B would be making the perk into a skill so that its easier to get the effect. There's even the option of having it in effect for all crews by default and having the perk just shorten the delay or something. As of the HP buffs, I could go either way. I like the fast pace of the middle/low tiers but I can respect the desire for them to be a little slower. I really just wish the alpha increases were proportional to the HP buffs so that there is actually a significant incentive to use standard shells. It was a given that this would require new metrics, but that's a first-world-problem if there ever was one. Honestly it would be a relief if they do as they say and archive all the old stats for posterity, but then give us an option not to even record new stats if we don't want to. MOE is the only metric that the API should support if you ask me. The HE rework on the other hand is a total mess. The one valid purpose HE had- punishing thin armor when it penetrates, is totally out the window. They're probably only doing it to shelter the low tiers, but that's precisely where we actually need the derp guns to counter glass cannons like T67s. Who knows what they're even going to do with HESH, and then suddenly they sandbox tested arta that did still pen with HE. At this point I have no idea what they're trying to do. If anything, arta should have the non-pen HE. Normal tanks shouldn't be reworked and HE's alpha should scale up like the AP does to match the HP changes. As of cancerous high tier derps, the only ones that are actually a problem are the Type 4/5, and even then the problem is the armor rather than the gun.
  6. ^MFW I read this thread. So let's get this straight, passive play is the problem but it isn't caused by arta or chai snipers, these only cause trouble because other tanks spot targets for them? Meanwhile, we're also establishing that mediums fulfill the spotting role sufficiently so that we don't need a dedicated scout class to begin with even if mediums basically cause all the same 'toxic behaviors' as lights? Also that light tank players pad their stats because lights have super low requirements. Why might that be? Ok, so here's a few mild rebuttals: 1- passive play happens because it has always been and will forever be path of least resistance. But one of the best ways to excise the cancerous tumors of arta and chai snipers is to gee, I don't know, spot them. If only there was a class for that. 2- generally speaking, high tier tanks all have very high view range and mutually spot one another whenever they engage unless render distance or bush shenanigans are in play. True that it does make lights redundant in most situations, but if the complaint is that vision causes passivity, what about every other tank with high view range? 3- lights get used for padding because they have super low wn8 requirements, and that's because they don't do nearly as well in the current meta as any other class.
  7. I think you're on the right track, but let's try asking a slightly different question- what exactly is wrong with the current HE? And my answer is only a few minor details. One is that low caliber guns have absolutely no use for it, just too unreliable even at the tasks that it is supposed to do. But there is an exception, HESH serves its role pretty well. Most low caliber HE really just needs a bit more penetration and it'll counter thin armor just fine. Eliminating penetration entirely does not advance any of our goals. As of the task of resetting caps, they could just assign a guaranteed minimum damage value for any direct HE hit above a given caliber. And this minimum value doesn't have to be large at all. Say for instance a typical mid-tier gun's minimum might only be in the single digits. Literally make HE ALWAYS do damage. Spall liners might be an exception and eliminate the minimum value. And as of howitzers, I say they don't really need to change much if at all. They serve their purpose just fine. Against thin armor, they are an extreme threat and that's a good thing. Against thick armor, they do chip damage and that's also beneficial in the long run. Most blame that's put on howitzers is misplaced. AP would be the preferred method of dealing with armor if tactics like flanking or hitting weakspots were as viable and consistent as they should be. Sadly, they are not.
  8. I guess the one bit of good news is that the useless low-caliber HE will at least gain some utility resetting caps or finishing low-health enemies. Currently, the vast majority of guns in the game can't even do these things reliably with HE. What I see as the bad news is that HE's most important purpose of all- countering thin armor, is now impossible in the sandbox. Hopefully HESH will retain its current characteristics and continue to fill that niche. Either that or other shell types with high alpha and low pen will be added to do so, SU-100y esque gold AP for instance. Where things get weird is when we're talking about large caliber howitzers because these behave very differently than typical guns. If something like a KV-2 still has that super long reload only to do a couple-hundred damage at the most, that just isn't viable. They could simply increase the damage to compensate for the long reload, or vice-versa. I see howitzers like this one as a necessary counter to the current meta of face-to-face corridor brawling by tanks that have no frontal weakspots.
  9. Look at the distance on the rangefinder, he might have simply gone within the 50m auto-spot radius.
  10. So WG came up with a bass-ackwards way of nerfing gold shell alpha. Weird flex but ok. But there's a lot of other things going on here. One thing to think about is that if the typical shell does more alpha and there's more hit points laying around, won't that mean that (if all else stays the same) profitability will be much higher? Which would be nice but knowing WG they've probably already done something to put a stop to us having nice things. Another matter is that the low and middle tiers are positively THICC with hit points in that test version, which is something WG wanted to test for other reasons anyway. Even with the new alpha buffs, many guns seem to take ages to kill anything. Might be a good thing to help prevent random one-shots, but then again it also makes certain tactics like seal clubbing in a T67 more viable because it now has stamina. Not sure if this is a good idea. And for whatever reason, arta was the only class that got buffs to its HE. For everyone else, HE is obsolete in the sandbox because the AP has pretty much the same alpha. Hard to tell if that was deliberate. I normally would have said that this would be a great opportunity to rebalance howitzer memes, but the FV4005 and Type 4/5 were already nerfed last patch. As for the actual gold spam problem itself, still the issue that if the target in front of you has armor, gold may still be the best option on the table and if so, you'd be crazy not to use it. Its good that gold now has a tangible alpha disadvantage, but the other half of the equation will be getting rid of the excessive armor that mandated gold spam to begin with.
  11. From the looks of those tier 8-9 changes, they're just trying to keep traits in common with the tier 10s rather than examining whether or not these tanks actually need to be changed. And even though a few of these tanks would be nice with some buffs, this is a very bad strategy overall. Given everything that we've seen thus far, I suggest the following: STB only needs the improved turret armor and the hydro suspension, nothing else. The Type 61 can't be shoehorned into the same niche so let it be different. Buff the DPM if it really is underperforming. Same goes for the STA 1 and 2. Leo, PTA, and Indien just need better soft stats and pen. WG doesn't even need to screw with the HEAT shells, they're not the problem. I can live with the idea of giving the 30b normal pen and velocity, that's ok. And the 430/430u need armor nerfs. If nothing else, just make the cupolas and turret roof into proper weakspots. None of this is rocket science, it baffles me that WG is just changing all these numbers without rhyme or reason.
  12. Seems the recent news is that the STB is getting a more significant turret armor buff. Combine that with the the new hydro and you have a niche. Still, the trouble is that WG is meddling with the alpha, pen, and velocity where they really don't need to.
  13. STB suffers because its gun handling is so clumsy. Throwing in the new hydro suspension is cool and all but seems very irrelevant. And the proposed buffs to movement dispersion penalties and aim time alone would have made the STB way more viable. But this nonsense of toying with the alpha, shell velocity, and pen? Just why? 30b getting normal shell velocity and pen makes it just another generic medium, which is fine. Though the funny thing is that if the 30b's current niche is really that bad, why are they throwing the new STB into it? Leo changes are just unnecessarily complicated. And even though it would help, I don't like the idea of changing the alpha. High tier 105mm guns should deal 390, and balancing should be done with other stats. In this case they could just give it a meme aim time that's so low and meme pen that's so high that the original concept of sniping from range actually works. As of the 430 and 430u nerfs.... Oh wait they cancelled those! For a second there I forgot that it was WG we were dealing with. Though in seriousness I still entertain the tiniest ray of hope that the devs actually saw reason and realized that the armor is the real problem here. Any second now they'll release an announcement for new armor nerfs..... any second now.....
  14. The only interesting thing I'm seeing here is the HESH. Other than that, there aren't any remarkable strengths to talk about and there are other light tanks with HESH these days. Honestly it would be novel if it had the normal 20pdr alpha and pen, played like a fast TD rather than a scout. Incidentally, as of the argument of whether or not 189 stock pen is good, first point is that in practice you probably aren't going to see a meaningful difference between that value and the stock shells of any other tier 8 light tank. They're all very similar. And second point is that what does this matter anyway if the current meta demands gold spam?
  15. I'd be willing to forgive a ton of the game's issues with balance, MM, bad mechanics, et cetera if only the randoms properly rewarded individual effort and didn't completely waste your energy every time your team decides to have downs syndrome. In the past, even the incompetent players understood that they had roles to fulfill and at least tried to do them. Now, even that is too much to ask. It would be nice to be able to rely on pubbie teams, but its just not happening. And we can see that the various playstyles have all been merging closer and closer together, more and more overlap. The whole concept has devolved into "roll through corridor, load code 22, LMB."
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