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FrankyMcShanky

Verified Tanker [NA]
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  1. Upvote
    FrankyMcShanky got a reaction from HanaHardtime in Roadmap for new players   
    Moved and pinned in Newbie section.  Thank you, excellent guide.
  2. Upvote
    FrankyMcShanky reacted to N00BSAIB0T in AW re-designing artillery and possibly removing it   
    Seems like they are turning them into TDs for testing and if that doesn't work, they'll be removed. Either way, artillery in its present form is going away.
    https://aw.my.com/us/news/general/balance-20-progression-changes
    Early on in our evaluation of Artillery for Balance 2.0 we made the hard decision to remove the class in its current form. The ability to deal indirect damage to an opponent who can neither see or retaliate was a mechanic that just didn’t work well with the rest of Armored Warfare. Even with our successful efforts to reduce the impact Artillery had on the battlefield, it never completely took away the frustration players had with it. Not only was it difficult to balance around, but it had real impacts on our ability to create maps as well. Each map we made, whether in PvP or PvE, had to take into account Arty firing lines. We couldn’t have complex cover or tall mountains and buildings because Artillery wasn’t able to shoot over them. With only a very small percentage of our active playerbase playing Artillery, this made it even harder to justify keeping the class.
    Because of these factors, we had a choice; remove Artillery altogether, restrict the class to just PvE or offer the vehicles in a reimagined class form. We decided to go with the third option and have condensed both artillery lines into a single Self Propelled Gun line which offers high damage at the cost of longer aim times and slightly higher reloads. SPG vehicles now have drastically increased mobility to match their real-world capabilities and their Artillery-view has been replaced with a standard zoom reticle. They do retain access to smoke shells, but the illumination support shells have been removed for now. Because of how different the class now plays, we aren’t committing 100% to it sticking around, but we’d like to get player opinions on the changes during the Update 0.19 PTS cycle before deciding whether to keep it or remove the class with the official release of Balance 2.0.
     
     
  3. Upvote
    FrankyMcShanky reacted to Illy in Global Operations released   
    Eh... seems a bit early to be singing the praises of it.
    For starters the game mode isn't conducive to carrying.  In regular PvP in AW and WoT a good player can basically win the game on their own.  In Global Ops that just isn't possible and you have to rely on your teammates to win.  Taking more objectives than the enemy is what wins the game and one person simply can't do that.  Even if you were the most amazing player in the world and killed multiple enemies by an objective those same guys you killed would be capping what you just took while you're moving to the next one.  This simple fact already has me ragequitting after just a few games each day.  Just now I came off two straight games where my team split up at the start on all three objectives in phase 1 (sheer stupidity) and then settled for even exchanges of objectives afterwards (which is a guaranteed loss).
    Second, going off the last bit above, is there really any strategy in this game mode?  There doesn't appear to be.  If you win 2 out of 3 in phase 1 and trade evenly the rest of the game you've won.  That's not very exciting.  At least in regular PvP you have maps to learn and how to play them depending on what vehicle class you're driving.  Right now in Gobal Ops it's simply about sending most of your team carrier with the rest to one other spot at the start and if you win that initial fight you won the game.  Wow... such strat... so amazeballs.
    Right now I think folks are overthinking the mode without realizing how little there is to it.  If you have a points lead all you need to do is sit near and protect your objectives (assuming even trade in phases 2 and 3) and that's it.  Too many teams are overextending for no reason (why push closer to their spawn and further away from your own?).  If you're down points, especially going into phase 3, the placement of the objectives makes it near impossible to win unless the opposing team goes full retard.
    The saving grace for the mode is that the game 'is still in beta' so hopefully they shift things up quite a bit.  The map still needs a lot of work (too damn cluttered) for general gameplay purposes and objective placement needs help as well (phase 3 in particular for major ones and ATGM bunkers are really only useful to the eastern spawn team placing them against the western team and even then only 2 spots out of 4 are meaningful).
    On the test server the mode died off in less than a week and I'm already seeing numbers drop off on NA.  It still needs work.
  4. Downvote
    FrankyMcShanky got a reaction from Meirzin in So is AW NA already dead?   
    Yeah guys, SIMM is really holding good players back.

     
    Can we knock off the fucking hyperbole already?
    Yea, the NA player base is stagnant.  No, the NA server isn't dead or dying.  Yes, SIMM makes the game more challenging.  No, SIMM isn't going out of its way to fuck you over.
    The reality of the situation is that AW get's better every patch.  0.14 is bringing some very nice balance changes to the game with gun depression buffs and penetration/standardization changes for TD's and LT's.  
    If you compared AW to WoT (it's current closest competitor on the market) it's a vastly superior product with far more potential for future growth and improvement.
    The only outstanding issue with the game worth consistently bitching about is shot delay, and it's a problem that everyone has to deal with so at least it's fair in that regard.
     
     
  5. Upvote
    FrankyMcShanky got a reaction from Krollin in So is AW NA already dead?   
    Yeah guys, SIMM is really holding good players back.

     
    Can we knock off the fucking hyperbole already?
    Yea, the NA player base is stagnant.  No, the NA server isn't dead or dying.  Yes, SIMM makes the game more challenging.  No, SIMM isn't going out of its way to fuck you over.
    The reality of the situation is that AW get's better every patch.  0.14 is bringing some very nice balance changes to the game with gun depression buffs and penetration/standardization changes for TD's and LT's.  
    If you compared AW to WoT (it's current closest competitor on the market) it's a vastly superior product with far more potential for future growth and improvement.
    The only outstanding issue with the game worth consistently bitching about is shot delay, and it's a problem that everyone has to deal with so at least it's fair in that regard.
     
     
  6. Upvote
    FrankyMcShanky got a reaction from Deus__Ex__Machina in So is AW NA already dead?   
    Yeah guys, SIMM is really holding good players back.

     
    Can we knock off the fucking hyperbole already?
    Yea, the NA player base is stagnant.  No, the NA server isn't dead or dying.  Yes, SIMM makes the game more challenging.  No, SIMM isn't going out of its way to fuck you over.
    The reality of the situation is that AW get's better every patch.  0.14 is bringing some very nice balance changes to the game with gun depression buffs and penetration/standardization changes for TD's and LT's.  
    If you compared AW to WoT (it's current closest competitor on the market) it's a vastly superior product with far more potential for future growth and improvement.
    The only outstanding issue with the game worth consistently bitching about is shot delay, and it's a problem that everyone has to deal with so at least it's fair in that regard.
     
     
  7. Upvote
    FrankyMcShanky got a reaction from elFred in So is AW NA already dead?   
    Yeah guys, SIMM is really holding good players back.

     
    Can we knock off the fucking hyperbole already?
    Yea, the NA player base is stagnant.  No, the NA server isn't dead or dying.  Yes, SIMM makes the game more challenging.  No, SIMM isn't going out of its way to fuck you over.
    The reality of the situation is that AW get's better every patch.  0.14 is bringing some very nice balance changes to the game with gun depression buffs and penetration/standardization changes for TD's and LT's.  
    If you compared AW to WoT (it's current closest competitor on the market) it's a vastly superior product with far more potential for future growth and improvement.
    The only outstanding issue with the game worth consistently bitching about is shot delay, and it's a problem that everyone has to deal with so at least it's fair in that regard.
     
     
  8. Downvote
    FrankyMcShanky got a reaction from TouchFluffyTail in So is AW NA already dead?   
    Yeah guys, SIMM is really holding good players back.

     
    Can we knock off the fucking hyperbole already?
    Yea, the NA player base is stagnant.  No, the NA server isn't dead or dying.  Yes, SIMM makes the game more challenging.  No, SIMM isn't going out of its way to fuck you over.
    The reality of the situation is that AW get's better every patch.  0.14 is bringing some very nice balance changes to the game with gun depression buffs and penetration/standardization changes for TD's and LT's.  
    If you compared AW to WoT (it's current closest competitor on the market) it's a vastly superior product with far more potential for future growth and improvement.
    The only outstanding issue with the game worth consistently bitching about is shot delay, and it's a problem that everyone has to deal with so at least it's fair in that regard.
     
     
  9. Upvote
    FrankyMcShanky reacted to Eggs_benedict_cumberbund in Made another Mod That auto reports any arty players   
    Sorry Solono if its in the wrong section.
     
    Hi, its diatomix.
     
    You angry at the world?
     
    Got Dynamic game-played?
     
     
    I've got something for you! But I need help!
     
    You guys remember when I made a mod that made you top tank about 95% of the time? Then WG served me and used their big funding to shut it down? ( Then they patched out per tier graphic... assholes )

     
    I've done it again. I've made a mod that scans your pre game 'Tab' Screen and any players playing any arty will be auto reported for random occurrences (see anything from unsportsmanlike conduct, to harassment)
     
    Problem is that when it screenshots then compares to a master sheet sometimes the French arty gets confused with French mediums and reports them accordingly.
     
    Any tips to fix this?
     
    Thanks.
    Eggs/Diatomix
     
  10. Upvote
    FrankyMcShanky reacted to Intumesce in Armored Warfare information/translation thread   
    Posting my observations from the 0.14 test server:
    There are preview models for the SPHINX, Leopard 2A7+, and XM1A3.
    The tier 10 for the British MBT line is called the "Challenger 2b" and has no preview model.
    The PL-01 is in fact the tier 10 for the LT tree.
    M8 now has smoke grenades.
    There's a new tier 7 premium that costs 99,999 gold, the M1134 ATGM Stryker.
    There's a new "Insignias" tab on the service tab.
    According to Diedel, some LTs and TDs had their penetration buffed.
    No other buffs that are immediately obvious to me.
    Previews images of tier 10s and more here: http://imgur.com/a/pIIsc
    Judging by the lack of roof panels on the XM1A3, I'm assuming that tier 10s still need to unlock modules.
  11. Upvote
    FrankyMcShanky reacted to Zinn in Pubbie meta - scared of vision?   
    It's a consequence of WG's many shitty design decisions, really. Artillery creates corridors/camps because you need a safe zone of some sorts to not be destroyed (on Prok, that means don't get spotted), the massive render distance compared to map size leads to never wanting to cross any open ground and the weird camo/spotting system, combined with generally bad map design, means that you can't even be sure which bush the invisible guy shoots from.
    I mean, let's be brutally honest and ignore our general top player tendencies here: We're now complete shitters, new 45%'ers for the grinder and we're playing the game solo. We've failed our way up to tier 8 or maybe we've bought a prem tank but now we're there with like 500 battles on our account. We get Prok in our big fat heavy because that's the only thing that can keep us alive as scrubs and what is the lesson we learn each time we play it? Go to the middle and get artied/hill sniped/rail sniped. Go to the hill and get counter-sniped from mid, artied and maybe outperformed by people on top of the hill: Aditionally, we get rail sniped when we're on top of the hill because we can't spot a dude in the open. So now we can only go west if we ever want to try to do damage. Okay, so we quickly learn that moving up too fast results in TDs camo sniping us, plus a bit of arty, which is bad. But what happens when we do nothing in the western forest? Eventually, we get free damage! Maybe even a kill if we're lucky and a win if we're even luckier and the other team doesn't have good players.
    We might even get smart enough to figure out when to move or not to move, depending on the team's performance in other places but the main thing we learn is forest = good and safe, middle and hill = bad and unsafe. Prok is a pretty big offender in teaching people the opposite of what they need to do but many other maps contain similar shenanigans to a lesser degree. Every single time a pubbie camps in base, the game is teaching the person that camping is good because you aren't spotted and can't be artied. It also teaches the pubbies that you might win the game with your fellow campers because wounded people will show up in base after 7 minutes and you can get kills and damage! Your team fought heroically and lost but now you can win the game for them.
    Good players will shake their head dismissively and realise that this is not a way to tactically outplay your enemies and that it will result in more losses than wins. However, mechanically, the camping move makes sense for the pubbie, particularly when it's a new player and they don't know the maps or the general plays. You don't get artied, you get free damage and kills and you get a chance to be the hero of the game. If your teammates win and you don't contribute much, that's okay because you were protecting the cap circle, another way the enemies might win. If your teammates crumble and die vs overwhelming numbers, they're just bad and not doing their jobs because they should know you're waiting in base to kill off the wounded tanks. It's just part of the tactics that they die a valiant death so you can secure the win, a common videogame move in other genres.
    Basically, while pubbies will generally be stupid, the problem here is that the game is designed to teach them to never ever try anything on their own. You can't respawn, so you have to wait several minutes to try your tank again if you die early. At least if you die later, you won't have wasted your time because you were guarding the cap, protecting arty and tried to win in the end. Sometimes the opponents are just better, right? And this is without going into how the +2 MM games are just GG in any tank below tier 9 for most pubbies, especially new players and how the -2 MM is equally guilty of making it look like a fucking lottery when it comes to winning. Despite being a relatively simple shooter with reasonably complex armor mechanics, the game does nothing to show you how to win, how to deal damage and when to move around. Basically, it will teach you to press WASD and left click in the tutorial but it won't teach when it's smart to do so. Other games usually have a reasonably good tutorial for various elements, often popping up as needed during your progression but WoT has fucking nothing.
    So if you're not internally motivated to always improve, you will never do so in this game. At no point is there a pop up going "hey, you're dying a bit much without doing damage, how about this tutorial?". It's just GG, figure it out nerd.
  12. Upvote
    FrankyMcShanky got a reaction from Monkey in NA Refugee   
    What a dick.
  13. Upvote
    FrankyMcShanky reacted to Intumesce in Armored Warfare information/translation thread   
    2/4/2016 Test Server Focus Testing [Source]
    Our testing of patch 0.13 on the test server continues.
    We encourage you to play PvP and PvE mode like normal, preferably in the new Chinese vehicles if possible.
    For testing purposes, training rooms are disabled for this period.
    Please report any bugs you discover.
    (Int: the test server had a patch yesterday and today, both roughly 380MB in size. I'll log on and see what's been changed.)
  14. Downvote
    FrankyMcShanky reacted to CaptBellamy in Show off your best reputation/damage dealt games   
    Helped carry in a tier 4 arty of all things.... other three components of the "team" pretty much died on initial contact... Kept the TD covered and we worked well together to pull it out.

  15. Upvote
    FrankyMcShanky got a reaction from Deus__Ex__Machina in Show off your best reputation/damage dealt games   
    You're joking right?
  16. Upvote
    FrankyMcShanky reacted to Intumesce in Armored Warfare information/translation thread   
    1/29/2016 Developer Q&A [Source]
    Features in development
    Q: Do you plan to further develop the PvE mode? For example by giving users individual tasks to certain vehicle types or randomly assigned tasks for anyone to complete?
    A: Yes, we're planning on giving mini-missions to players according to their vehicle type.
    Q: Will there be an AW equivalent of WoT's company battles mode where you can have cooperative play with a commander and more than 3 players?
    A: Yes, soon players will have the option of playing in such a game mode for both casual and competitive players. We'll give more information on this topic in the future.
    Q: Are you going to implement a mission system that encourages teamwork? For example, a mission for an AFV to spot vehicles, MBTs to tank damage, TDs to deal damage and so on.
    A: Yes, there's already such a system in development.
    Q: Do you plan to improve the notification that you're lit on fire? Currently it's pretty hard to notice it when you're in a big firefight.
    A: Yes, we plan to make it more apparent to players that they caught fire.
    Q: As an MBT it's possible to tank damage but they are not currently rewarded for this. Will there be in-game rewards for tanking damage?
    A: It's not as easy as that, light tanks can tank damage too. Introducing more bonuses for MBTs would make other classes earn less credits and XP by comparison, so it's important we don't throw this balance off track. If we just reduce the base rewards for MBTs players will most likely not be happy even with a tanking bonus.
    Q: Will we have replays, like in WoT?
    A: Yes, it's currently in development. A replay mode would also come with free camera movement and the ability to disable the UI.
    Q: Will you add a game mode where the matchmaker only takes into account vehicles and tier? (Int: aka a "random" matchmaker like WoT has; skill has no influence on team composition)
    A: Update 0.13 will test a new matchmaker. We might try this approach for the future.
    Q: Are you planning on implementing features which will give AW's audience an incentive to play it over the competition? Otherwise your players might find another game and your playerbase will bleed out.
    A: Yes, we're planning on adding a fundamentally new way of progressing within the game. More details will come later when they're ready.
    Q: Do you plan on letting players be able to conceal themselves by creating a smoke cloud from shooting a mountain, the ground, snow, etc.?
    A: We'll consider it, but first we must make sure it won't be too taxing on a player's PC since it could generate a lot of smoke particles.
     
    Vehicles and ammunition
    Q: Will you address the difference in premium tank earnings at different tiers? Currently the Type 59 earns a lot of money because combat at low tiers are much easier compared to higher tiers and as a result it earns almost as much money as the Leopard 2AV ICE. I believe an improved system would give users incentives to buy mid tier (and later, high tier) premium tanks if they earn more than a low tier tank does.
    A: According to our statistics, over the past week on the Russian server the Type 59 earned an average of 53,000 credits while the Leopard 2AV ICE earned 171,000 credits. The MBT-70 also earned around 130,000 credits.
    Higher tier premiums earn much more credits when played well than a low-tier premium does, and it can earn even more with a premium account and other bonuses. Premiums always earn more money than normal tanks of their tier, and while it's easier to play well at low tiers, it's harder at high tiers but you make much more credits.
    Q: Low tier retrofit slots are fine, but starting at tier 5 and up I'd rather have more universal retrofit slots. For example, I might have an armor retrofit, but I might much rather have a firepower slot or a technology slot.
    A: We will take a look at this issue. For now slots are a specific slot so that you cannot stack too many of one bonus (for example, reload reductions) but in the future once we have balanced the system better this could change for some vehicles.
    Q: Could you implement more detailed information for the statistics tab? For example, it would be good to see how fast a vehicle's hull rotation speed is.
    A: We're going to implement this feature.
    Q: (Int: I'm having a hard time understanding this question, but it was something related to vehicle balance at high tiers and vehicles taking less damage when being shot or something. Sorry, no real idea here.)
    A: We plan to improve the balance between vehicles at tier 7-9 in the future and this might be one of the steps we take.

    General issues
    Q: Are you going to improve the chat? Like for example, sending a private message to someone not on your friend's list.
    A: We're planning on updating the chat interface in an upcoming patch.
    Q: Will you add some maps from Ukraine? Locations such as Pripyat and Chernobyl might be particularly interesting.
    A: In the near future we'll add something along those lines and we'll expand upon the lore of the game - a world on fire and long conflicts over valuable resources. A battle in the ruins of a city looks a bit strange, but we want to emulate the atmosphere of exotic locations and add it to our maps.
    Q: Are you going to introduce the option of buying base materials for gold?
    A: We plan to add more depth and features to the base along with additional options to accelerate its development. In any case, we aren't going to sell resources for real money.
    Q: How about adding a clock to the in-game hangar?
    A: Should be easy, we'll try to add it.
  17. Upvote
    FrankyMcShanky reacted to shwedor in Update 0.13 Preview   
    None really.  PvE is boring as shit and the spawn system they have in place sorta blows.  Although it seems on some maps they are moving towards implementing more off-map spawns for bots so they don't always spawn on top of you.
     
    PvP still suffers from unplayable high tiers (although the new Chinese MBT armor layouts suggest that they will be soon giving the older high tiers more frontal weak spots? The Draco can easily pen the tier 8 Chinese MBT frontally via the LFP.) and there are still no competitive modes such as clan wars or weekly tournaments.  The lack of tournaments though is understandable given their current lack of variety in tanks for each tier.  Tier 6 right now is really the only tier that would be fun competitively as far as tank variety goes but then you also run into the issue that most of the tanks which add "flavor" at that tier are also premiums.  None of the community-driven-MyCom-supported tournaments thus far have allowed premiums which indicates that they don't want premium vehicles for tournaments (clan wars will probably be a different story).  Unlike WoT, the vast majority of premiums in AW would actually be not only capable of being used in competitive modes but preferable to standard tanks.  MBT-70, VFM Mk.5, Expeditionary Tank, Terminator, etc.  The maps at the moment are also suffering from being massively biased towards one spawn, none of them are ready for competitive play.  I'd say that given a couple more branches of non-sky cancer vehicles on the new Chinese dealer or another new dealer entirely will give just enough variety to begin competitive mode game play.
     
    The retrofit changes are a huge improvement, because fuck artillery.  At least the developers understand the majority of their competitive PvP player base fucking despises artillery and few want to actually grind a tier 8 artillery.  (by far the most time consuming and least fun aspect of the game)  And...commanders.  I already have one from free XP'ing the tier 8 Paladin but now I can finally get the other without playing sky cancer. Not that it has ever been important to me, Sabrina is amazing enough for me.
     
    The matchmaking improvements seem to be a massive improvement, especially for the low pop NA region.  I like that the individual regions have a bit more control over how the MM works.  
    WZ-1224, 125mm gun and 3 global retrofit slots and something like 370mm turret armor with a 1.7 modifier at tier 5.  My Wallet is ready.
  18. Upvote
    FrankyMcShanky reacted to CarbonWard in Update 0.13 Preview   
    Not sure how PvE can be sustainable though.
     
    The mode gets fully explored in 2000 battles, new maps don't realy help since you are still playing against what is essentially bots.
    Without fundamental AI/design changes PVE will start bleeding too.
  19. Upvote
    FrankyMcShanky reacted to Intumesce in Armored Warfare information/translation thread   
    The Russian test server just got a 480MB update. Posting my findings now:
    The Chinese MBT line now has unlockable retrofits. They unlock the new Reinforced Wheels retrofit as well as the Mk. 1 to 2 Enhanced Oil Cooling (previously only found as Mk. 3 on the Ramka-99.)
    PvE missions now list the insurance cost. It seems the insurance cost is basically just a ticket you have to pay to enter a PvE match. Win, lose, die, survive, doesn't matter, you gotta pay it. At best the PvE rewards are unchanged from 0.12, at worst you actually earn less credits.
    Can't see anything else relevant but I will edit this post if I discover something.
  20. Upvote
    FrankyMcShanky reacted to zapyoug in So any tips on surviving in an bottom tier in a 3-tier spread?   
    whats with the pubbie obsession of holding all flanks?
    it really isnt that important
  21. Upvote
    FrankyMcShanky reacted to shwedor in So any tips on surviving in an bottom tier in a 3-tier spread?   
    Don't be a shitlord and quit at the start of the battle like you did on my team earlier today.  That's usually a good place to start, actually participating in the battle.
    Btw,  we won and I in my two-tiers-down tier 5....the same tier as you....made ~3rd on the team with well over 2k damage.  And I'm pretty sure I survived that battle.
     
    You're slow, give your teammates a minute to spread out at the start of the game and position yourself accordingly.  You won't be winning any races to get to key spots early on with the Chieftain's speed and if you try it's a sure way to get caught on a flank alone facing something like a Leo2AV or MBT-70.  Find a corridor and become an immovable wall of HP and armor, you don't need to focus on doing huge damage and you shouldn't be risking taking high damage hits to deal damage.  You're just a deterrent and there to distract the enemy so your teammates can do work.  Focus more on survival than your damage counter.  The longer you live the more likely it is you will be presented with the opportunity to deal damage.
     
  22. Upvote
    FrankyMcShanky reacted to shwedor in My, oh my! Dem AW nerfs!   
    Highly likely  this will happen in the near future.
     
    Also, the Leo2A6 buffs are fucking beyond retarded along with the Soviet MBT buffs. The T-72A with ATGM's was pretty damn powerful as a second-line MBT, especially on maps like Pipelines where you can sit behind hills with only the gun barrel showing and nail people for over 800 damage a shot but with a 13 second reload and even more HP it is going to be a monster.  The ATGM's are nearly as good as BMD-4's.
     
    Draco changes are pointless except for PvE. I can see this being a good thing for making people feel like they didn't get utterly fucked by using a token on the Draco instead of an MBT, at least it can score insane damage PvE games.  A substantial camouflage and vision buff to bring it closer to CRAB levels of stealth would have been a better temporary change as far as PvP goes until they figure out a way of introducing larger maps without buggering potato-PC-equipped Russians.  
     
    BMPT-72 buffs address part of the issue...the hitpoint buff is significant but not nearly significant enough.  The AP penetration buff does nothing in a tier where ~200mm pen isn't enough to beat the side armor of a MBT and where the CRAB + M8 Thunderbolt + Draco can be penetrated by anything in the game frontally. The reload time of the ATGM's was never an issue, the penetration on the ATGM's is the primary issue in a tier where every MBT has a huge HEAT modifier + ERA + Cage.  Also, the ATGM's really need to be fired in salvos of at least two per mouse click; ripple firing all four ATGM's by holding down the LMB would be amazing and would help reduce APS effectiveness.
     
    M2 Bradley changes are great and will make it fairly balanced and competitive in tier 6; long overdue but appreciated.
    LAV-600 gun handling buff is dumb.  Literally the one stat on the LAV-600 which didn't need a buff.  They need to buff pretty much every other stat on it, especially gun depression.
     
    Artillery buff for Akatsiya, terrible choice.  They should have just nerfed the Palmaria which is already a broken tier 6.  Now there will be two broken sky cancers instead of just one.
     
     
     
    My faith in Obsidian is rapidly fading, there is way too much broken shit in the game at the moment.  It's in a far worse state now than when it went into Open Beta.  The pixel-sniping tier 7+ MBT meta needs to be fixed quick-like and larger maps need to be a thing in the very near future.  I haven't even touched the game since before the winter tournament a month or so ago.  Not even sure I will touch it again until Obsidian gets its shit together.
     
     
     
  23. Upvote
    FrankyMcShanky reacted to LamaLeif in My, oh my! Dem AW nerfs!   
    It's about fucking time they fixed this, I'll give you some examples
    PAC90 at 7028dpm has a 70% higher dpm than Zhalo-S at 4185dpm
    Leo2AV with 5000dpm and .03 accuracy
    B1 Centauro 7600dpm (lvl 3 crew)
    VFM5 4500dpm (lvl 2 crew)
    Good riddance I say, shame it took them so long to nerf this into the ground, even crew skills themselves without the reload had unintended benefits to mobility and gun accuracy/aim time when stacked high enough.
  24. Upvote
    FrankyMcShanky reacted to Shade421 in Thoughts of a returning player   
    I'm there too. The game is still installed, and I even start it up every once in a while. Most times, I just load my garage, look around at the tanks I used to love, and just can't find a reason to click battle. When I'm bored or drunk enough to actually click the button, it takes a max of 2 matches before I remember vividly why I don't play anymore. All the problems from years ago are still there, but now with hosts of new ones, and a meta shift that I just can't be bothered to learn (again). Play mediums and get fucked some times, or play anything else and get fucked every time is I guess what it is these days? Idk. The magic is gone, which sucks because I had some seriously amazing times playing this game. But now logging in is like running in to an ex; it's awkward, and the absolute best outcome is some really weird and regrettable sex that you know shouldn't have happened and feel dirty about. I'd rather just hang on to the dirty pics she sent me than ever actually touch her again.
  25. Upvote
    FrankyMcShanky reacted to Shade421 in So exactly what the Chieftain Mk. 5 is good at?   
    I'm just going to gloss over how much that excuse for a sentence made my brain hurt...
    The Challenger 1 (and 2) are the simpletons crutch. They aren't the best tanks in tier, by any means. They just let the average player live a lot longer. The T-80 and Cent 120 have a much higher skill ceiling, and good players will perform much better in them.
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