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Jaegaer

Verified Tanker [EU]
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  1. Upvote
    Jaegaer got a reaction from Rodrigopine in CA fix is steering gear mod 3   
    This fix seems to be aimed specifically at bad players that can't use concealment effectively. If WG would simply give all CAs better rudder shift then good players would benefit in the same way.
    But good players that can work with concealment will imho not use the new module as giving up concealment is just too much for this.
    What really bugs me is that WG obviously thinks CA/CLs at tier V to VII are fine when indeed they aren't.
  2. Upvote
    Jaegaer got a reaction from Mesrith in WoWS General Patch Discussion (currently 0.6.0)   
    Hm, imho this is huge for Cruisers, economy wise, as you always face the chance to be deleted whenever you go out of cover and this change means that deletion isn't taht bad if you at least did some damage before - economy wise.
  3. Upvote
    Jaegaer got a reaction from Khul in What do you think of the following change?   
    I really think that BB (and especially Yamato) captains mostly wreck themselves by being bow on no matter what instead of angling and weaving.
    First of all these often eschew the use of 1/3rd of their firepower and, even more important, they present a very predictable course so that you only need to compensate for the occasional shift in speed.
    A target that zig zags AND shifts speeds is nearly impossible to hit at 10+km with 65knts torps - not even with 15 of them.
  4. Upvote
    Jaegaer reacted to BoilerBandsman in What do you think of the following change?   
    Sure, but if all 3 are actively hunting you your team should have a massive DD advantage on the other caps. Does it make for an unpleasant game for you? Sure, but 3 of anything focusing hard on killing you to the exclusion of all else is probably going to do the same. Believe me, I understand what it's like to have TX DDs with a hard on for you. I once had 2 shimas and a gearing spend a whole match on my Tirpitz. Honestly though I feel like that's rarely what kills me when I try to push. People complain about torpedoes because they're a memorable catastrophic event, and that sticks in the mind. Far more deadly, at least in my experience, is the hail of HE that aggression attracts.
    At any rate I think we're broadly in agreement, as I'd bring long range torp range down a bit to match my gun changes. You should have to enter radar range at least. You could also offer a weak hydro to non German BBs if you wanted, although I'd like to see torp speed increased if that were to happen, to make the lead time less. Hydro would mean less hits per volley, but faster torps means fewer spreads that miss badly due to long leads. 
  5. Upvote
    Jaegaer got a reaction from Rodrigopine in WoWS General Patch Discussion (currently 0.6.0)   
    S3 torps nicely prevent any dullness that may arise. I still see quite some peeps using the 20km torps on Shima - I guess that explains why the hit rate is that abysmal. Really WG should remove those - they are noob traps and imho source of many "Shima weak, plz buff" posts.
  6. Upvote
    Jaegaer got a reaction from ncc81701 in WoWS General Patch Discussion (currently 0.6.0)   
    S3 torps nicely prevent any dullness that may arise. I still see quite some peeps using the 20km torps on Shima - I guess that explains why the hit rate is that abysmal. Really WG should remove those - they are noob traps and imho source of many "Shima weak, plz buff" posts.
  7. Upvote
    Jaegaer got a reaction from Copeyhagen in Rheinmetall Skorpion G   
    Bought the tank finally even though only playing WoWS right now bc a friend got it and wanted to platoon.
    We load Highway tier X game (of course, I have not been top tier in ages when platooning tier VIII), lots of meds. We spot a yolo orange in an E50M and I take a shot but miss bc leading wrong (shell speed is a bit low). But he stops in the open, side toward me. I take 4 more shots, all misses. Shells go all over the aimcircle except anywhere near the middle - as usual. Then a yolo scout spots me, I take two shots at him, both misses, then turn to retreat but get near hit tracked by BC arty. I repair and get rolling but 2nd BC arty in this 3 BC arty platoon kills me.
    Dank memes.
    Back to WoWS.
  8. Upvote
    Jaegaer reacted to ncc81701 in WoWS General Patch Discussion (currently 0.6.0)   
    Stealth torp in of itself is fine, it's the ridiculous gap between torpedo range and spotting range that was the problem. You can literally spend the entire game not coming close to being spotted and just spam the map with torps that's the problem. It's the same problem with stealth firing with guns, it's reasonable if the gap between firing and spotting is narrow, but it just becomes completely unfun for everyone else but you if you are never in danger of being spotted. 
  9. Upvote
    Jaegaer got a reaction from Rodrigopine in Kagero Advice   
    The IJn DD world is abuzz with some devs announcement that besides the gunboat line, WG wants to adjust the other line to be more hybrid and less torp centric. I guess this will mean the Mutsuki+ line will get their torps nerfed and their guns buffed.
    What everyone seems to miss is that, apart from Mutsuki and Kagero, especially at low tiers are IJN completly torp boats.So WG needs to change these the most. Really you can get awesome results in Umikaze, Wakatake, Isokaze and Minekaze while never firing their guns even once.
  10. Upvote
    Jaegaer got a reaction from Rodrigopine in Kagero Advice   
    If you have a CE captain you can try and run the S3 torps. The camo of the Kagero is such that you can pull hits off quite often and these buggers are really a nightmare for enemy DDs.
    But the stock torps are still better in more situations. basically the Kagero is a Fubuki with one less torp and worse turret traverse and range (wtf?) but slightly faster and slightly more stealthy - not enough when you face the deadly Fletchers. I hated the Kagero, my by far worst IJN DD (didn't help that I played it after I came back to the game being still quite rusty though).
    Other than that, if you get detected by an USN DD, turn away. Don't bother with anything, turn away. THEN you present a quite small target AND you can bring 4 guns to bear while the USN DD has a hard time hitting you and if he chases you will give up his only advantage - dpm. Finally, as usual, do not bother with the C hull, it's a useless exp tax.
  11. Upvote
    Jaegaer got a reaction from Jarkorsis in Kagero Advice   
    If you have a CE captain you can try and run the S3 torps. The camo of the Kagero is such that you can pull hits off quite often and these buggers are really a nightmare for enemy DDs.
    But the stock torps are still better in more situations. basically the Kagero is a Fubuki with one less torp and worse turret traverse and range (wtf?) but slightly faster and slightly more stealthy - not enough when you face the deadly Fletchers. I hated the Kagero, my by far worst IJN DD (didn't help that I played it after I came back to the game being still quite rusty though).
    Other than that, if you get detected by an USN DD, turn away. Don't bother with anything, turn away. THEN you present a quite small target AND you can bring 4 guns to bear while the USN DD has a hard time hitting you and if he chases you will give up his only advantage - dpm. Finally, as usual, do not bother with the C hull, it's a useless exp tax.
  12. Upvote
    Jaegaer reacted to GehakteMolen in Sandbox   
    1: what? they dont remove vision entirely, they nerf viewrange for many tank (= buff for vision meta, since tanks with high viewrange or good camo benefit) the accuracy nerf also mostly targets tanks which shouldnt snipe in the first place, a T62 is right now a better sniper as an obj 268, you call that good balance? WTF offers an obj 268 over an T62? both have heat to pen everything, both have good (enough) accuracy, and both have good camo, except a Type has a turret, is faster and can do 10 other things an 268 cant do (see also point 4)
    2: True, but WG beiing WG, this is gonna take ages, imo the best solution would be to add a single player pve, that way people can learn the basics, if WG wants to, they can make a very big pve, with little effort (give unique paint jobs and historical vehicles as rewards and allow normal crews to be used, and you have a game mode which many wil play...)
    3: They wont nerf tier 5-6-7, 8 only a little bit and 9 just to make it inline with tier 10 (so the 122mm og IS4 gets nerfed (dmg) the 122mm of IS8 and ST-1 also needs to be nerfed, in return some will get a rld buff (ST-1) others nothing (T-10) etc.
    The only problem is also tier 10, on tier 6-7-8-9 its only specific tanks (IS3 *cough*) which are a problem by fixing arty, gold ammo and spill over nerfs from tier 10, all you then need to do is fix indiviodual tanks. Only tier / class where i can see real changes are tier 7 mediums (they are not good) and perhaps a rebalance on tier 5-6 TDs (more hp mostly, and perhaps small gun adjustments)
    4: a TD can never be as good as a medium for a unicum, unless you make it retarded like pre-nerf foch-155 or WTF-E100, give those tanks to noobs and you have a problem...
    It has simply all to do with skill ceiling, same why heavys should be ``op``, but for whatever reason you all ignore that  so i made a simple graph, of the ideal situation:

    for a red, the heavy should be much better as the TD and also better as the medium (and arty), this way reds will stick with heavys, and not play bat chat or Jp-E100 (or even worse, arty...) if he becomes a better player, TDs and mediums will be ``equal good`` for him, while the gap with heavys also becomes smaller etc.
    The above more or less already applies to tier 6 / 7 / 8 for example, for joe average (red / yellow) heavys are much better as anything else, while for unicums mediums are equal if not better as heavys (pershing vs most tier 8 heavys anyone?) and that is on the current tunnel maps, if we ever get mixed maps back (i bet we get, once sandbox hits live server) mediums will become even better (for good players)
    The above is simply a skill ceiling / skill floor issue, heavys, due to slowness, armor / big guns, have a high floor and due to low speed / flexibility a low celing, while mediums are the other way around.
    Call me crazy, but i thought that that was common knowledge, like how bushes give camo and heat can penetrate tracks perfect fine (yes they can...)
    ps: what WG needs to figure out are the ``crossing points`` from what skill onwards should mediums outperform TDs and from where should mediums outperform heavys? i would place the TD / medium cross at yellow / light green and the medium / TD point at the blue / purple border
    ps ps: and TDs should never be ``the best`` because TDs = campers, and having a camper class as the best class is full retard, instead slow brick heavys (the slow attack class) should be the best for average and below, while mediums (the fast attack class) should be the best for good players.
    TL:DR: ATTACK should be more rewarding as DEFEND, so you need to make the attack class(es) the best, and thats not red line camping mediums or TDs....
  13. Upvote
    Jaegaer got a reaction from yoyoya2 in German Cruisers Discussion   
    Imho all Cruisers (with the exception the the Russian ones) really only get strong at tier X when they finally have everything they need - speed, range and firepower.
    At lower tiers they can be burners and be strong as burners but any single wrong move will simply kill you. Ranges are too low and camo means nothing on most maps - especially with planes in the game. If you try to play the island-cover game you get deleted by CVs, if you run open you get deleted by BBs.
    No wonder noone really played Cruisers in ranked - they are all weak universalists in a game that rewards specialists.
  14. Upvote
    Jaegaer got a reaction from GehakteMolen in Sandbox   
    WG did Sandbox to test extremes. What was shown there won't come to the liveserver - but the goals that WG set for WoT will likely happen one to some degree or another.
    And the goals are mostly sound.
    What the real or wannabee uncorns here try to ignore is that currently, if you want top performance, you can basically play like 4 tanks. All the rest are either slightly worse cookie cutter tanks of the 4 ideals or don't work in their intended role. So the few tanks (like Obj140 or T110E5) basically can do it almost all - the perfect unicorn tank.
    So what we have now is bad for the game but good for unicorns (and statpadders alike).
    So claims like "the new meta will prevent bad players from learning how to be gud bc bad play isn't punished enough" are even more stupid. The majority of players will never be any gud - and yet they need to have fun playing the game too or else the unicorns will be the only ones left (if only for a short time).
    So WG will strengthen the abilities of the specialsts at the cost of the generalists, period. No longer will you outsnipe a Leo 1 in an Obj140, no longer will you out tank a Maus in an T110E5. And finally no longer will you farm the average players that try to get into the city at Lakeville in their heavies because at that range you won't pen the E100 sides EXCEPT (maybe) in an Obj268.
    And THEN, and only then, can WG stop making mostly corridor maps and return to more interesting maps. One step after another. And, again, some people here have not enough understanding of that and claim "heavies will be OP after the changes" and still have the corridor meta in mind that these changes are supposed to break.  
  15. Downvote
    Jaegaer got a reaction from TouchFluffyTail in German Cruisers Discussion   
    Imho all Cruisers (with the exception the the Russian ones) really only get strong at tier X when they finally have everything they need - speed, range and firepower.
    At lower tiers they can be burners and be strong as burners but any single wrong move will simply kill you. Ranges are too low and camo means nothing on most maps - especially with planes in the game. If you try to play the island-cover game you get deleted by CVs, if you run open you get deleted by BBs.
    No wonder noone really played Cruisers in ranked - they are all weak universalists in a game that rewards specialists.
  16. Upvote
    Jaegaer reacted to OOPMan in No Man's Sky   
    The multiplayer aspect is basically non-existent. If you scroll back a few pages in this thread you'll see I linked to a Eurogamer article in which two players managed to "meet up" by going to the same location. The following was observed:
    The players could not see each other Their game worlds display the "time of day" as being different All indicates seem to be that NMS is much like "Solo Play" in Elite Dangerous. You can see some of the effects other people have on the game simulation (E.g. Discovery, economics, etc) but you will not actually meet another player in the game. Unlike ED, though, it seems like each player resides in shards that also track time differently.
  17. Upvote
    Jaegaer got a reaction from Khul in KM battleships   
    IRL all ships were designed to be sealclubbers. Also I am sure WW1&2 saw some terrible matchmaking.
  18. Upvote
    Jaegaer got a reaction from TAdoo87 in Rheinmetall Skorpion G   
    Not to forget best gun depression.
    This will not be so easy because if the stats/roles really change that much, it will be very hard to actually claim that a tank was nerfed.
    For instance they could decide to buff the HP over all tiers except tier X to even out tier balance. In turn they will nerf turret traverse and, of course, implement the global new mechanics for pen (drop off over range), less pen for prem ammo.
    Will that be a nerf for the Scorpion?
  19. Downvote
    Jaegaer got a reaction from Madner Kami in Sandbox   
    Sorry, but you do not make much sense to me. There is no "core gameplay" that can "simply be fixed" without touching the fundamental roles and performances of tanks and ammo (prem and otherwise).
    Tanks, Tanksroles and Maps aka Range of Engagements
    The fundamental problem of WoT is currently that you can't be agressive unless you are VERY good. As almost all players aren't very good agressiveness is kill for them. WG tried to "fix" this by map design, which is stupid as it promotes boring linear gameplay. Almost all maps now are corridors, almost all maps have exactly one spot you should be. Boring.
    In order to fix this they MUST make the game easier on the average player. There is no other way. Stick nose out should not be immediate and brutal death 9/10 times.
    In order to create a wide variety of maps they also must limit the ranges of engagements.
    So WGs vision is clear. Heavies are the best tanks for mediocre players as they are quite forgivable but still require some basic skill to be ok in. TDs are for the real baddies. Meds and Lights are for the better players. This means games should be mostly heavies with a few of the rest.
    It has been like this since the start of the game. Heavies where the only tanks initially to run to tier X and SerB named the inclusion of other tier X tankslines "a mistake".
    This is the main problem now and WG is gonna fix it.
    Matchmaking and Progression
    I don't know wether you played WoWS but if you do you will notice something right away: tier differences are NOT as harsh as in WoT!
    But this in turn lessens the eagerness to grind a tier X! I play WoWS currently and my desire to reach tier X is way less than in WoT because of this. I feel quite comfortable in my tier VIII Atago in a tier X match. Part of this is better MM though, the pyramid is still not on it's head and game economy is still brutal on tier X ships (very high cost) so most players play low tier regularily.
    In WoT, grinding is currently awful!
    So while in WoT you have a STRONG incentive to go to at least tier IX it comes at the cost of enjoyment. Grinding tier VII and VIII tanks is really bad because you are mostly powerless and you are getting to tier IX and X constantly (especially when platooning).
    One way to lessen this is exactly what WG proposes, 3-5-7. So as a tier VIII you have at least 7 enemies you can take on equal footage. If they also adjust pen and hitpoints this might rekindle my interest of getting into new lines.
    Tier and player balance
    We can bitch as much as we want but we are only 1% of all the players that play WoT. Ofc, T-62A is balanced for a noob but anyone at least slightly above average will realize fast that this tank is better than most others. For sheer power there are like 5 tanks in the game that you should use, the rest is garbage compared to that.Look to what most SuperUnicums are driving to generate their recent 5k WN8 and tell em again that these tanks are balanced and all WG needs to do is to fix "core gameplay"...
    And as much as it hurts initially to be deprived of these 5 "can do it all" tanks, likely at least one of them is your personal favorite, it will, again, open up the game. No longer will you need to grind games in these in order to feel competitive. No longer are good tanks always slightly tanky meds or meddy heavies and nothing else. In the bright future you can go and play heavies or even TDs and still have the feeling of not only different but also viable gameplay.
    This is what could make me come back to WoT.
  20. Downvote
    Jaegaer got a reaction from Nkrlz in Sandbox   
    Sorry, but you do not make much sense to me. There is no "core gameplay" that can "simply be fixed" without touching the fundamental roles and performances of tanks and ammo (prem and otherwise).
    Tanks, Tanksroles and Maps aka Range of Engagements
    The fundamental problem of WoT is currently that you can't be agressive unless you are VERY good. As almost all players aren't very good agressiveness is kill for them. WG tried to "fix" this by map design, which is stupid as it promotes boring linear gameplay. Almost all maps now are corridors, almost all maps have exactly one spot you should be. Boring.
    In order to fix this they MUST make the game easier on the average player. There is no other way. Stick nose out should not be immediate and brutal death 9/10 times.
    In order to create a wide variety of maps they also must limit the ranges of engagements.
    So WGs vision is clear. Heavies are the best tanks for mediocre players as they are quite forgivable but still require some basic skill to be ok in. TDs are for the real baddies. Meds and Lights are for the better players. This means games should be mostly heavies with a few of the rest.
    It has been like this since the start of the game. Heavies where the only tanks initially to run to tier X and SerB named the inclusion of other tier X tankslines "a mistake".
    This is the main problem now and WG is gonna fix it.
    Matchmaking and Progression
    I don't know wether you played WoWS but if you do you will notice something right away: tier differences are NOT as harsh as in WoT!
    But this in turn lessens the eagerness to grind a tier X! I play WoWS currently and my desire to reach tier X is way less than in WoT because of this. I feel quite comfortable in my tier VIII Atago in a tier X match. Part of this is better MM though, the pyramid is still not on it's head and game economy is still brutal on tier X ships (very high cost) so most players play low tier regularily.
    In WoT, grinding is currently awful!
    So while in WoT you have a STRONG incentive to go to at least tier IX it comes at the cost of enjoyment. Grinding tier VII and VIII tanks is really bad because you are mostly powerless and you are getting to tier IX and X constantly (especially when platooning).
    One way to lessen this is exactly what WG proposes, 3-5-7. So as a tier VIII you have at least 7 enemies you can take on equal footage. If they also adjust pen and hitpoints this might rekindle my interest of getting into new lines.
    Tier and player balance
    We can bitch as much as we want but we are only 1% of all the players that play WoT. Ofc, T-62A is balanced for a noob but anyone at least slightly above average will realize fast that this tank is better than most others. For sheer power there are like 5 tanks in the game that you should use, the rest is garbage compared to that.Look to what most SuperUnicums are driving to generate their recent 5k WN8 and tell em again that these tanks are balanced and all WG needs to do is to fix "core gameplay"...
    And as much as it hurts initially to be deprived of these 5 "can do it all" tanks, likely at least one of them is your personal favorite, it will, again, open up the game. No longer will you need to grind games in these in order to feel competitive. No longer are good tanks always slightly tanky meds or meddy heavies and nothing else. In the bright future you can go and play heavies or even TDs and still have the feeling of not only different but also viable gameplay.
    This is what could make me come back to WoT.
  21. Upvote
    Jaegaer got a reaction from Tupinambis in Sandbox   
    Sorry, but you do not make much sense to me. There is no "core gameplay" that can "simply be fixed" without touching the fundamental roles and performances of tanks and ammo (prem and otherwise).
    Tanks, Tanksroles and Maps aka Range of Engagements
    The fundamental problem of WoT is currently that you can't be agressive unless you are VERY good. As almost all players aren't very good agressiveness is kill for them. WG tried to "fix" this by map design, which is stupid as it promotes boring linear gameplay. Almost all maps now are corridors, almost all maps have exactly one spot you should be. Boring.
    In order to fix this they MUST make the game easier on the average player. There is no other way. Stick nose out should not be immediate and brutal death 9/10 times.
    In order to create a wide variety of maps they also must limit the ranges of engagements.
    So WGs vision is clear. Heavies are the best tanks for mediocre players as they are quite forgivable but still require some basic skill to be ok in. TDs are for the real baddies. Meds and Lights are for the better players. This means games should be mostly heavies with a few of the rest.
    It has been like this since the start of the game. Heavies where the only tanks initially to run to tier X and SerB named the inclusion of other tier X tankslines "a mistake".
    This is the main problem now and WG is gonna fix it.
    Matchmaking and Progression
    I don't know wether you played WoWS but if you do you will notice something right away: tier differences are NOT as harsh as in WoT!
    But this in turn lessens the eagerness to grind a tier X! I play WoWS currently and my desire to reach tier X is way less than in WoT because of this. I feel quite comfortable in my tier VIII Atago in a tier X match. Part of this is better MM though, the pyramid is still not on it's head and game economy is still brutal on tier X ships (very high cost) so most players play low tier regularily.
    In WoT, grinding is currently awful!
    So while in WoT you have a STRONG incentive to go to at least tier IX it comes at the cost of enjoyment. Grinding tier VII and VIII tanks is really bad because you are mostly powerless and you are getting to tier IX and X constantly (especially when platooning).
    One way to lessen this is exactly what WG proposes, 3-5-7. So as a tier VIII you have at least 7 enemies you can take on equal footage. If they also adjust pen and hitpoints this might rekindle my interest of getting into new lines.
    Tier and player balance
    We can bitch as much as we want but we are only 1% of all the players that play WoT. Ofc, T-62A is balanced for a noob but anyone at least slightly above average will realize fast that this tank is better than most others. For sheer power there are like 5 tanks in the game that you should use, the rest is garbage compared to that.Look to what most SuperUnicums are driving to generate their recent 5k WN8 and tell em again that these tanks are balanced and all WG needs to do is to fix "core gameplay"...
    And as much as it hurts initially to be deprived of these 5 "can do it all" tanks, likely at least one of them is your personal favorite, it will, again, open up the game. No longer will you need to grind games in these in order to feel competitive. No longer are good tanks always slightly tanky meds or meddy heavies and nothing else. In the bright future you can go and play heavies or even TDs and still have the feeling of not only different but also viable gameplay.
    This is what could make me come back to WoT.
  22. Upvote
    Jaegaer got a reaction from Tarski in Sandbox   
    Sorry, but you do not make much sense to me. There is no "core gameplay" that can "simply be fixed" without touching the fundamental roles and performances of tanks and ammo (prem and otherwise).
    Tanks, Tanksroles and Maps aka Range of Engagements
    The fundamental problem of WoT is currently that you can't be agressive unless you are VERY good. As almost all players aren't very good agressiveness is kill for them. WG tried to "fix" this by map design, which is stupid as it promotes boring linear gameplay. Almost all maps now are corridors, almost all maps have exactly one spot you should be. Boring.
    In order to fix this they MUST make the game easier on the average player. There is no other way. Stick nose out should not be immediate and brutal death 9/10 times.
    In order to create a wide variety of maps they also must limit the ranges of engagements.
    So WGs vision is clear. Heavies are the best tanks for mediocre players as they are quite forgivable but still require some basic skill to be ok in. TDs are for the real baddies. Meds and Lights are for the better players. This means games should be mostly heavies with a few of the rest.
    It has been like this since the start of the game. Heavies where the only tanks initially to run to tier X and SerB named the inclusion of other tier X tankslines "a mistake".
    This is the main problem now and WG is gonna fix it.
    Matchmaking and Progression
    I don't know wether you played WoWS but if you do you will notice something right away: tier differences are NOT as harsh as in WoT!
    But this in turn lessens the eagerness to grind a tier X! I play WoWS currently and my desire to reach tier X is way less than in WoT because of this. I feel quite comfortable in my tier VIII Atago in a tier X match. Part of this is better MM though, the pyramid is still not on it's head and game economy is still brutal on tier X ships (very high cost) so most players play low tier regularily.
    In WoT, grinding is currently awful!
    So while in WoT you have a STRONG incentive to go to at least tier IX it comes at the cost of enjoyment. Grinding tier VII and VIII tanks is really bad because you are mostly powerless and you are getting to tier IX and X constantly (especially when platooning).
    One way to lessen this is exactly what WG proposes, 3-5-7. So as a tier VIII you have at least 7 enemies you can take on equal footage. If they also adjust pen and hitpoints this might rekindle my interest of getting into new lines.
    Tier and player balance
    We can bitch as much as we want but we are only 1% of all the players that play WoT. Ofc, T-62A is balanced for a noob but anyone at least slightly above average will realize fast that this tank is better than most others. For sheer power there are like 5 tanks in the game that you should use, the rest is garbage compared to that.Look to what most SuperUnicums are driving to generate their recent 5k WN8 and tell em again that these tanks are balanced and all WG needs to do is to fix "core gameplay"...
    And as much as it hurts initially to be deprived of these 5 "can do it all" tanks, likely at least one of them is your personal favorite, it will, again, open up the game. No longer will you need to grind games in these in order to feel competitive. No longer are good tanks always slightly tanky meds or meddy heavies and nothing else. In the bright future you can go and play heavies or even TDs and still have the feeling of not only different but also viable gameplay.
    This is what could make me come back to WoT.
  23. Upvote
    Jaegaer got a reaction from sahtila in Sandbox   
    Sorry, but you do not make much sense to me. There is no "core gameplay" that can "simply be fixed" without touching the fundamental roles and performances of tanks and ammo (prem and otherwise).
    Tanks, Tanksroles and Maps aka Range of Engagements
    The fundamental problem of WoT is currently that you can't be agressive unless you are VERY good. As almost all players aren't very good agressiveness is kill for them. WG tried to "fix" this by map design, which is stupid as it promotes boring linear gameplay. Almost all maps now are corridors, almost all maps have exactly one spot you should be. Boring.
    In order to fix this they MUST make the game easier on the average player. There is no other way. Stick nose out should not be immediate and brutal death 9/10 times.
    In order to create a wide variety of maps they also must limit the ranges of engagements.
    So WGs vision is clear. Heavies are the best tanks for mediocre players as they are quite forgivable but still require some basic skill to be ok in. TDs are for the real baddies. Meds and Lights are for the better players. This means games should be mostly heavies with a few of the rest.
    It has been like this since the start of the game. Heavies where the only tanks initially to run to tier X and SerB named the inclusion of other tier X tankslines "a mistake".
    This is the main problem now and WG is gonna fix it.
    Matchmaking and Progression
    I don't know wether you played WoWS but if you do you will notice something right away: tier differences are NOT as harsh as in WoT!
    But this in turn lessens the eagerness to grind a tier X! I play WoWS currently and my desire to reach tier X is way less than in WoT because of this. I feel quite comfortable in my tier VIII Atago in a tier X match. Part of this is better MM though, the pyramid is still not on it's head and game economy is still brutal on tier X ships (very high cost) so most players play low tier regularily.
    In WoT, grinding is currently awful!
    So while in WoT you have a STRONG incentive to go to at least tier IX it comes at the cost of enjoyment. Grinding tier VII and VIII tanks is really bad because you are mostly powerless and you are getting to tier IX and X constantly (especially when platooning).
    One way to lessen this is exactly what WG proposes, 3-5-7. So as a tier VIII you have at least 7 enemies you can take on equal footage. If they also adjust pen and hitpoints this might rekindle my interest of getting into new lines.
    Tier and player balance
    We can bitch as much as we want but we are only 1% of all the players that play WoT. Ofc, T-62A is balanced for a noob but anyone at least slightly above average will realize fast that this tank is better than most others. For sheer power there are like 5 tanks in the game that you should use, the rest is garbage compared to that.Look to what most SuperUnicums are driving to generate their recent 5k WN8 and tell em again that these tanks are balanced and all WG needs to do is to fix "core gameplay"...
    And as much as it hurts initially to be deprived of these 5 "can do it all" tanks, likely at least one of them is your personal favorite, it will, again, open up the game. No longer will you need to grind games in these in order to feel competitive. No longer are good tanks always slightly tanky meds or meddy heavies and nothing else. In the bright future you can go and play heavies or even TDs and still have the feeling of not only different but also viable gameplay.
    This is what could make me come back to WoT.
  24. Upvote
    Jaegaer got a reaction from MeVersusPing in Sandbox   
    Sorry, but you do not make much sense to me. There is no "core gameplay" that can "simply be fixed" without touching the fundamental roles and performances of tanks and ammo (prem and otherwise).
    Tanks, Tanksroles and Maps aka Range of Engagements
    The fundamental problem of WoT is currently that you can't be agressive unless you are VERY good. As almost all players aren't very good agressiveness is kill for them. WG tried to "fix" this by map design, which is stupid as it promotes boring linear gameplay. Almost all maps now are corridors, almost all maps have exactly one spot you should be. Boring.
    In order to fix this they MUST make the game easier on the average player. There is no other way. Stick nose out should not be immediate and brutal death 9/10 times.
    In order to create a wide variety of maps they also must limit the ranges of engagements.
    So WGs vision is clear. Heavies are the best tanks for mediocre players as they are quite forgivable but still require some basic skill to be ok in. TDs are for the real baddies. Meds and Lights are for the better players. This means games should be mostly heavies with a few of the rest.
    It has been like this since the start of the game. Heavies where the only tanks initially to run to tier X and SerB named the inclusion of other tier X tankslines "a mistake".
    This is the main problem now and WG is gonna fix it.
    Matchmaking and Progression
    I don't know wether you played WoWS but if you do you will notice something right away: tier differences are NOT as harsh as in WoT!
    But this in turn lessens the eagerness to grind a tier X! I play WoWS currently and my desire to reach tier X is way less than in WoT because of this. I feel quite comfortable in my tier VIII Atago in a tier X match. Part of this is better MM though, the pyramid is still not on it's head and game economy is still brutal on tier X ships (very high cost) so most players play low tier regularily.
    In WoT, grinding is currently awful!
    So while in WoT you have a STRONG incentive to go to at least tier IX it comes at the cost of enjoyment. Grinding tier VII and VIII tanks is really bad because you are mostly powerless and you are getting to tier IX and X constantly (especially when platooning).
    One way to lessen this is exactly what WG proposes, 3-5-7. So as a tier VIII you have at least 7 enemies you can take on equal footage. If they also adjust pen and hitpoints this might rekindle my interest of getting into new lines.
    Tier and player balance
    We can bitch as much as we want but we are only 1% of all the players that play WoT. Ofc, T-62A is balanced for a noob but anyone at least slightly above average will realize fast that this tank is better than most others. For sheer power there are like 5 tanks in the game that you should use, the rest is garbage compared to that.Look to what most SuperUnicums are driving to generate their recent 5k WN8 and tell em again that these tanks are balanced and all WG needs to do is to fix "core gameplay"...
    And as much as it hurts initially to be deprived of these 5 "can do it all" tanks, likely at least one of them is your personal favorite, it will, again, open up the game. No longer will you need to grind games in these in order to feel competitive. No longer are good tanks always slightly tanky meds or meddy heavies and nothing else. In the bright future you can go and play heavies or even TDs and still have the feeling of not only different but also viable gameplay.
    This is what could make me come back to WoT.
  25. Upvote
    Jaegaer got a reaction from Kilpanic in Sandbox   
    Sorry, but you do not make much sense to me. There is no "core gameplay" that can "simply be fixed" without touching the fundamental roles and performances of tanks and ammo (prem and otherwise).
    Tanks, Tanksroles and Maps aka Range of Engagements
    The fundamental problem of WoT is currently that you can't be agressive unless you are VERY good. As almost all players aren't very good agressiveness is kill for them. WG tried to "fix" this by map design, which is stupid as it promotes boring linear gameplay. Almost all maps now are corridors, almost all maps have exactly one spot you should be. Boring.
    In order to fix this they MUST make the game easier on the average player. There is no other way. Stick nose out should not be immediate and brutal death 9/10 times.
    In order to create a wide variety of maps they also must limit the ranges of engagements.
    So WGs vision is clear. Heavies are the best tanks for mediocre players as they are quite forgivable but still require some basic skill to be ok in. TDs are for the real baddies. Meds and Lights are for the better players. This means games should be mostly heavies with a few of the rest.
    It has been like this since the start of the game. Heavies where the only tanks initially to run to tier X and SerB named the inclusion of other tier X tankslines "a mistake".
    This is the main problem now and WG is gonna fix it.
    Matchmaking and Progression
    I don't know wether you played WoWS but if you do you will notice something right away: tier differences are NOT as harsh as in WoT!
    But this in turn lessens the eagerness to grind a tier X! I play WoWS currently and my desire to reach tier X is way less than in WoT because of this. I feel quite comfortable in my tier VIII Atago in a tier X match. Part of this is better MM though, the pyramid is still not on it's head and game economy is still brutal on tier X ships (very high cost) so most players play low tier regularily.
    In WoT, grinding is currently awful!
    So while in WoT you have a STRONG incentive to go to at least tier IX it comes at the cost of enjoyment. Grinding tier VII and VIII tanks is really bad because you are mostly powerless and you are getting to tier IX and X constantly (especially when platooning).
    One way to lessen this is exactly what WG proposes, 3-5-7. So as a tier VIII you have at least 7 enemies you can take on equal footage. If they also adjust pen and hitpoints this might rekindle my interest of getting into new lines.
    Tier and player balance
    We can bitch as much as we want but we are only 1% of all the players that play WoT. Ofc, T-62A is balanced for a noob but anyone at least slightly above average will realize fast that this tank is better than most others. For sheer power there are like 5 tanks in the game that you should use, the rest is garbage compared to that.Look to what most SuperUnicums are driving to generate their recent 5k WN8 and tell em again that these tanks are balanced and all WG needs to do is to fix "core gameplay"...
    And as much as it hurts initially to be deprived of these 5 "can do it all" tanks, likely at least one of them is your personal favorite, it will, again, open up the game. No longer will you need to grind games in these in order to feel competitive. No longer are good tanks always slightly tanky meds or meddy heavies and nothing else. In the bright future you can go and play heavies or even TDs and still have the feeling of not only different but also viable gameplay.
    This is what could make me come back to WoT.
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