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Verified Tanker [NA]
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About Oicraftian

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    Plays more test server than tanks

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  1. A-44 Looking at the stat cards Does that stat card say 0.1/0.15/0.15 bloom with 258 pen, 400 alpha, good gun arc, almost 2800 DPM, and have armor in the process? "Its not as OP as the defender" If this is true, then it'll make the Defender look balanced as it viciously snap shots 400 damage holes into your UFP with near T9 medium level DPM as base. When in doubt, load gold for instant weakspot pen
  2. Fire control, just like I listed Moreover, I apologize for not thinking through the theory more clearly. The main points are this: Armor is significantly less effective than real life Armor penetration loss over distance is not scaled well Relative armor equivalence is less than in real life, increasing the probability armor will be defeated Armor penetration values are fantasy, and generally much higher than the given mechanics should allow Guns are substantially more likely to hit than in real life Improvements to the players fire control are huge For instance, the automatic compensation for the drop of the shell, makes it much easier to hit a weakpoint over distance. Sight magnification relative to combat distance Players have vastly superior area awareness in the given combat distance Soft cover provides little inhibition to player ability to track and engage a target, substantially improving their ability to engage and destroy a target that has already been detected Mobility is directly based on real life So. You aren't much faster, but the probability of getting hit when exposed is much higher. And the probability of other people hitting you is much higher. WarGays main efforts to compress battle distance are Raw deviation Shell velocity Clutter Reduction to accuracy
  3. OK. I said they streamlined target acquisition and firing, gave a bunch of QOL improvements that real life tanks never had, and reduced armor. Basically. You can die easier. Because tanks ingame are like what? 3x more likely to hit you than IRL? I didn't say "Oh you should make map larger lel" More shots pen, more shots connect, you fire more shells, etc These problems aren't just solved by multiplying map size or whatever shit. These problems are solved by making it harder to kill shit in the given map size.
  4. That's not my point. When they streamlined WOT's fire control so much, they made it much easier for everyone to shoot you, without increasing many of the tanks agility by enough to maintain a favorable ratio of exposure time (for some combat movements), so that the amount of shots they take is reduced compared to the current game. By directly nerfing armor through normalization, they fucked with armor in general, making it more likely you will die. Example for armor, angle your 80 mills at 60* from perpendicular, ingame that's not over 160. IRL, you are pushing past 200. Complain about armor? Lol Tiger (example tank) would be quite powerful even with its square armor and bloated shape. If mechanics resembled that at all, angling would be very powerful, armor would be very powerful. Example for fire control, shooting through bush lines with highlighted enemy tanks. Realistically, you would not be able to get a fix on that tank easily through the better part of a grove of trees. Ingame, you can just bush camp. This substantially increases the effectiveness of say, flank fire. Another example. Lets suppose that WOT's 550 meters represents realistic 1500 meters. In WOT, if the tank is within render distance, just line up your gun, click, and shoot. With more accuracy, you can aim for specific parts, reducing his relative armor effectiveness. In real life, you would need to estimate his range, etc. This costs time. This is time that could be spent, you know, shooting. This is not reflected in WOT by any mechanism but raw inaccuracy. Just suppose for a moment that its a tank sitting in an open field one of your allies spotted. So, in real life, that 1500 meter tank is most likely aware you shot at him say, once, and without effect. He has taken no damage (presume you have elevation wrong), and you estimate again, wasting more precious time. This is ignoring that you are using your pathetic 4x max magnification gun sight to find him, and lay the gun upon him. Perhaps he moves in a direction that will cause your shell to strike say, his turret at a poor angle, it is very likely that it will be defeated by the armor protection In WOT, you switch to 2 key, and armor is defeated there goes 1/6th of his HP. Again, you fire as he begins moving, probably 1/3rd is gone now. He is in cover. Though supposing amazing accuracy RNG. Being realistic, probably only 1 shell will have hit. So, suppose 2 shells fired, only 1 hit. Oh look, 16x magnification. The expensive armor is not achieving its goal of reducing the probability that you will die. In this example, you have reduced their health in game, but in real life, it is unlikely you have damaged them. This is 'relatively' higher survivability. Creating a combination of dying too easily, being hit more often, and reduced survivability is not good for the game I think. Some vehicles are just faster than realistically, like every tier 10 medium tank, by quite a bit, and that speed is what they use to survive many situations. They could have compensated, for instance, remove automatic range finding, add exaggerated bullet drop, and then, it is perfectly fine to have better accuracy at distance. Instead, WarGay I think has a handle on this issue, and has decided to nerf the fuck out of the accuracy for every single tank they are going to rework to allow more aggressive plays. Except for role specific tanks like Leo. Which 'naturally' got 420 alpha in test because fuck China Remove rangefinder too of course. This makes distant shots much more difficult. They could have required that you yourself must have LOS with the target to see it. A bonus % to make it easier to detect if it is already detected, and so bush camp would not be so powerful. Etc. Their own game design is lacking key features that improve your survivability. And so they will resort to acc nerfs and more ground clutter, walls to block direct LOS, and reduce the your ability to use positions... A coincidence I think, that I came to the this conclusion (an extension) their bright minds at gameplay & map design HQ appear to have.
  5. It is kind of, that armored tanks rely on the corridors a lot, and the mechanics rely on cutting battle distances, I cannot think of a feasible way to make World of Tanks have distance combat. Unless the map design actively inhibits the ability of campers to shoot tanks that are moving through cross country, factors that in real life inhibited their ability to kill you. Like for instance, their snail rate turret traverse, 2.5x magnification sights, no 'fire control' (account for drop) and only eyeballs to range find, at longer distances. Even the aiming reticle is a QOL improvement that has improved their accuracy against you. Additionally, the mechanics screwed with everyone's armor, meaning that, across the frontal arc, the probability that armor would be defeated is higher. This means that when actual gun fire starts to hit, you have your armor breached more often than it would under 'similar' firepower. Like the example I stated, shooting at a Type 59's UFP with a 20 pdr ingame, you see about 170 eff, but IRL, its over 250 eff on a good day. This is before you mention the armors thickness advantage over the 20 pdr's (84mm) diameter. I believe it pushes relative armor equivalence towards 3. Other technical factors like many but a few guns (ie Russian 122's) shooting too quickly, are also involved. Larger maps with large rolling fields and environments don't really work, because crossing the open field in anything other than super speed is most likely going to get you killed, and very quickly. In this case, its possible to spawn heavy tanks closer to the enemy, with mediums further out towards the flanks, but in WarGay world, maps are designed so that separate vehicles always go to their own unique places. Just as planned. That is objectively retarded. But that is just my theory. In a nutshell, without explaining anything.
  6. I have a theory WOT started off with features that already tend towards 'corridor' gameplay. The accuracy system is just there to reduce the probability of hits at long range, so you are forced to get closer. In that they have succeeded. Because of WarGays insistence on accessibility, they made driving and shooting tanks too easy, and as a result, factors (including battlefield size) that inhibited a tanks ability to turn the battle into a campfest, barely exist. Like for instance, shooting range, and manually accounting for bullet drop. This results in a very heavy reliance on hard and soft cover. The accuracy system is the way it so, so that long ranged shots are inhibited, to prevent everyone from dying. Vision meta used to be... OP (like 2011/2012). That is, if you had enough vision, because on the relatively open maps, getting spotted just meant you were fucked, though presuming the enemy spotted had support, which in WOT is not really a thing. Also because Wargay fucked with how bullets behave against angled armor, ingame armor is much more easily shot open. So you die easier in WOT than IRL for some strange reason. For instance. At 60* from vertical, WOT effectiveness is ~1.7x. IRL, it exceeds 2.5x, and it rockets upwards past 30. So ingame, Type 59 UFP is 'just' 170mm. But IRL even 20 pdr gold ammo won't pen that shit. Head on. Past 25 degrees and you are almost certain to smash full cal AP. APDS is even worse. This means you have to rely on buildings and stuff, hills, etc. Even smoke grenades won't help the fundamental issues. Sure in the context of WOT it can become better, but traditionally, WOT relies on clutter to make armor reliant tanks relevant. Most of which they fucked in the first place because armor mechanics. The reason Soviet meds like Object 140 which historically relied on angles to push their armor stats up to the max are fast, I think also is part of this. To begin with, they don't (realistically) have bad guns. D-10T will slay a 190 ton tank, a Maus with AP ammo through the turret front. The tank its on is like 36 tons empty. D-25T is about the same. A D-54 is the gun that can shoot up a Chieftains precious turret with standard AP... L7 is weaker than all of the above. I won't need to go into more detail I think. So much inaccuracy is there to reduce the impact of weakspots, so that armor is strong, and now Wargay is trying to remove weakspots wholesale and make it something closer to a fantasy MMO. Yeah, futility is fun amirite? I am not sure if Unis know there is a real solution to WOT's "design problems", maybe you do. At first it was kind of not really OK because of the lack of alpha, but it also kind of was not OK because there was not really a counterplay once you got yourself into a bad place and some fuckers decided to preaim that spot until you die or they die. It kind of worked before, mostly because you guys are smart (ingame), and the enemies are pretty stupid for the most part (again ingame), but your ability to club nubs in the first place is really disproportionate. So it is not really a valid sample. That is, your opinions are valid, but your 'complaints' won't align with bad player complaints. Though theirs are already invalid for the reason that they are bad. But it kind of shows in the pre-req's. A good crew, a premium tank, premium time to accelerate all progress, armor is not that meta except for in corridor maps, etc. Then talking about the really bad maps, and such. Making the map larger is still viable, but then slow tanks are too slow. So you want to spawn them closer, but that still does not work, they lack too much flex and can't react, they need an open space, which you have been actively removing by compressing map and adding more lanes which are immediately viable for flank in a given situation. Though that is presuming advantage spawning, if everyone spawn closer that's an interesting possibility. Making the corners open fields still does not work, because then its useless space where no one goes. Though, the idea of making spawns closer so that the heavier tanks don't have to move as much kind of works? Now you could say, "well its just the retarded Maus, E-100, formerly weaksauce tortoise and stupid proof T95 etc, just shaft em". Though you can just cap which is another thing... Well it all depends anyways. Then caps would have to be some kind of defensible fortress because the enemies would just be able to overwhelm you, and you'd have to shorten TTK to increase impact of terrain (in the many vs few) advantage to make them viable, and given that its a corridor meta that might have a positive impact provided its not based on alpha. The map itself can be more compact and waste less space to add more flanking areas but there is only so much you can do... It is perhaps ideal to make the maps have more depth to them then, perhaps underground? IDK, whatever. That is really strange but it has the potential to work. Maybe just add subways to many maps... Anyway, good luck with your open maps. But it's just a theory, and I'm a blue. So its not worth much. Just wanted to share. Pls no downvote. Lol I already have only +1. In WOTB penetration RNG reduced to +/- 15%, however, penetration skin indicator relies on 50% not 67% penetration probability, and does not account for auto pen or auto bounce. T110E5's cupola issue could be mitigated by buffing the accuracy & or aim time. TBH there has not been a time when WarGay neglected to fuck with historical accuracy. For instance, the German line, to give them any valid tier 9's, and more than 1 or 2 tier X lines. Or reality, like how bullets interact with armor, resulting in a 'rip angled armor' situation, and allowing gold spam to be a real problem.
  7. "So while alpha gap is already a problem in our shitty corridor game, we'll widen it, and lower the TTK's for high tiers where it is already obvious we don't need to." "2HK high armor tank destroyers in corridor meta are definitely healthy" "Also fuck gold ammo and your precious f2p economy. We will effectively remove the option to play without premium acct." "Oh look, we can 'secretly' nerf all the autoloader tanks so skill requirement can go even lower lol"
  8. "Left hell when I realized it was that bad and probably getting worse but I don't think going down deeper by joining a Gaijin ent game. But I want something pretty close to return to WG style crap game with poor quality devs out to milk every penny out of us that it can in the very limited span of time that they run the game."
  9. My house flooded...


    GG WOT I don't even have a computer anymore

    I guess its a 'god given sign' to purge myself of video games. Jk I'm not religious.


    My honest feeling is more like "what a catastrophe" though. There goes several tens of thou.

    1. Show previous comments  4 more
    2. Oicraftian


      Is there really such a thing?

    3. 8_Hussars


      In my case no insurance.  It was our starter home and the shit rat tenets left, thus it was "unoccupied".

    4. sohojacques


      @HairlesMonkyBoy I’ve actually had a good run with getting insurers to cough up. But yeah, I see where you’re coming from.

  10. Is it really such a good way? To be inviting? What about trial by fire and smiting the bads with the hammer of moderation?
  11. By instead giving the option to ban all maps, you gain the satisfaction of saying fuck you.
  12. No shit. They aren't even historical pen values. No. Their positions are fine as is with WarGay physics. Like I said earlier. The solution to buff Tiger II isn't just to make it another DPM aids hose that can always kill you in 5 hits, and has a turret that forces you to shoot gold into it. Or make it spam armor. I think, this idea of mine has merit Reduce the frontal turret vulnerabilities; the cheeks, bolster the turret face (a bit, say, to 200mm) and buff gun bloom, followed by the 900 hp engine that could only work in WarGay dreams. To begin with, his idea isn't even 'Historical', especially when taking into account armor angle affects. Historical accuracy... Was probably a good thing. Its like if the GOT show stayed with their source material. This is because, like the show writers, except probably even worse, they don't know how to balance by themselves. As we all know the amazing successes of the Wargay balance department, reducing their hand in the development of tanks should be done at all times. Historical is best used as a basis for a buff to an underperforming vehicle, but not as a basis to deny a buff to an underperforming vehicle, is a sentiment I think we can agree with.
  13. haha WG buffed arty. Remove arty. Remove WarGay Remove arty benefits from standard tank changes.
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