WoT in its current state is a broken game. WG seems to have understood this but I for one have lost my trust in their capability of solving major balancing issues. Two issues in particular need fixing:
1. Class balance
On some maps, arty is unplayable because it can hardly hit anything (city maps like Kharkov or Himmelsdorf). On the other hand, it completely dominates on open maps like Prokorovkha or Malinovka – having too many artilleries on such maps makes them painful to play in all other classes.
In general, low tier artilleries are very ineffective since they have little splash and fight smaller, often more mobile vehicles. On the contrary, high tier artillery is still extremely powerful thanks to massive splash and bigger targets.
TDs: Two years ago, WG started a massive overhaul of its map pool. Long-range firing lanes and powerful bushes were removed in favour of corridors, which forced players into close range brawls. This change hit TDs hard. Their favourite camping spots all but disappeared. Suddenly the two main drawbacks – lack of a turret and low hp pool – became massive weaknesses that their powerful guns couldn’t fully compensate any longer. Of course some TDs cope with these changes better than others: e.g.: heavily armoured assault TDs like the Tortoise or JP E-100 suffer a lot less than for example the French TD line; equally some TDs with high alpha guns are still fairly potent (ISU-152, SU-122-44) and so are the few turreted TDs.
Lights: the changes that were supposed to break the dominance of TDs had a by-product that should have been easy to predict. It flabbergasts me that WG apparently did not. By marginalizing the vision game in favour of a brawling meta, scouting became almost irrelevant. At this point, there are exactly two maps left on which light tanks are vital to a team’s success (Prokorovkha and Malinovka); on some other maps scouts can play a positive role but it rarely becomes crucial. In other words, light tanks have been shafted so hard that they have become the class least able to carry games. They have become the eunuchs of WoT.
Mediums and heavies on the other hand have grown into the gold standard of WoT. In particular, those tanks that occupy that combine the best of both classes (armor, mobility and a solid gun) rule the battlefield.
2. Tier Balance
The balance between classes might be a mess but the balance between tiers is a disaster. I believe this is intended: even the worst monkey playing WoT is supposed to feel like an invincible god-tanker in every other game. To this end, he is fed lower tier opponents that are utterly outclassed by his vehicle. In my opinion, this is a terrible design choice. The feeling of being invincible for a game doesn’t make up for the frustration generated by not being able to hurt some opponents or getting oneshotted by a tank two tiers higher that can destroy your entire hp with a single shell. Some tiers/tier gaps are particularly cruel:
Tier III and IV: these two tiers are nothing but a field of sorrows. They are simply the worst place to be in WoT and many tanks at these tiers are utterly impotent to hurt tier V or VI opponents.
Another brutal gap exists between tier VIII and IX. Many tier VIII tanks still have guns in the 240 alpha area that simply cannot compete with the 320-390 standard introduced at tier IX. It gets truly brutal when tier VIII vehicles get dropped into tier X matches: in the current brawling meta there is little room for long range support fire, thus these tanks have to challenge tanks that outclass them in every possible aspect at close range.
a) +1/-1 MM
I believe the simplest, yet most effective way to improve balance in WoT is to change the tier spread: +1/-1 MM for normal tanks, +2/0 MM for most scouts (in some cases like the A-20 even +2/-1 MM).
Don’t scream sacrilege yet! Just think about it: what is the downside? Two things come to mind: Firstly, waiting times in the MM cue would increase. But this blow could be softened if the MM returned to harsher +2/-2 MM if the server population is low or the cues get too long. Similar exceptions already apply for other MM rules as well.
Secondly, people would feel a bit less almighty when they are top tier; tanks a tier lower tend to be able to hurt you a lot more reliably than those who are two tiers lower. In my book, closing the tier spread is a good thing: matches would become more interesting. Sure, it’s fun to bully a tank that simply cannot retaliate but it is also indefinitely more frustrating to be on the receiving end (getting oneshotted by a tier X monster TD in your tier VIII is so much fun!)
On the other hand, this proposal would instantly solve a whole range of issues: tier III would be playable; there are only a few tier IV tanks that would remain problematic (Mathilda, B1). Tier IV would still be meh and oneshots would still occur but they would become a lot less frequent if tier IV tanks would no longer be served as cannon fodder to tier VI tanks. Tier VIII would become one of the most enjoyable tiers imho: sure tier IX tanks would still severely outclass many tier VIII (especially where meds are concerned) but the truly abysmal encounters with tier X tanks would no longer happen.
Again, I don’t understand why the current MM spread is a holy cow for the developers. The only tangible gain from it are shorter waiting times. However, I am fairly sure these would not be increasing much on the more populated servers (RU, EU). Significantly, longer waiting times would only arrive during hours of low activity or on underpopulated servers like NA West. Again, this could be solved via exceptions allowing the matchmaker to return to a wider tier spread.
Another possible counter-measure would be to allow players and their accounts to migrate freely between servers (e.g.: a player doesn’t find a match on NA West at 11 o’clock local time, he could log into EU2 with his account and play there at peak hour). Of course, this would give rise to some secondary issues: particularly concerning boni and special missions offered by each server cluster. The easiest way to deal with this would be that the boni from your home cluster apply regardless of the server on which you currently play. I think it would also help to offer players a chance to transfer between clusters completely (with a cooldown of one year before such a transfer could be done again).
Of course, this wouldn’t help those people who don’t have an internet access fast enough to handle a more remote server. But that isn’t such a massive issue, either. WoT isn’t a particular fast-paced game (Just look at BarksInternally – he has proven that one can play at superunicum levels with >200ms ping).
A troublesome issue would be how to adjust MM for those tanks that already enjoy preferential MM (like the FCM, IS-6 or the Type 59). WG is very reluctant to submit these tanks to nerfs and while the stats of these tanks would remain unchanged, this would definitively be a nerf by proxy: suddenly the CDC would have the same tier spread as the FCM. The IS-5 would outclass the IS-6, the T-54 proto would be a better Type 59, …
There are two possible solutions for this: The first would be to lower their MM to +0/-1. However this seems massively over the top! Tanks like the FCM or Type 59 are fully capable of dealing with most tier IX tanks.
I would much prefer individual buffs for those premiums that stand to lose their preferential MM: Perhaps a stronger engine or slightly improved gun-handling for the IS-6. The Type 59 could use a DPM buff, the KV-5 might get better pen, …
In other words, preferential MM would disappear! This should actually have a positive effect on MM cues since the MM would have to deal with fewer exceptions.
b) Light Tank rebalancing
+2/0 MM would do the trick almost instantaneously. Obviously, lights would still struggle on some maps. On the other hand, some lights would dominate certain matchups. Sadly, this is unavoidable and can happen with virtually any tank in the game when map and match-making favour its strengths.
But what if WG refuses to adjust the MM spread? Then the fighting and staying power of lights would need to be improved or alternatively, the maps would have to be completely overhauled yet again.
Improved fighting power would signify massively improved gun handling on almost every single light. In order to make up for their weak alpha and lack of armour, lights would have to be able to snapshot as well as the very best tanks in the game (think gunhandling like the E-50M or T-62A!) Secondly, many lights would need a penetration buff. They still wouldn’t have the alpha but at least they should be able to pen every tank they see frontally. For example, the WZ-131 and WZ-132 would need 270-300mm pen on their HEAT rounds. The Bulldog would need a 250mm HEAT round, the MT-25 would need ~200mm APCR on its 57mm gun, … Similarly AP rounds would need a penetration buff of 10-30mm across the bord.
Finally, lights would need their hp buffed in order to put them on equal footing with medium tanks of their own tier.
Sadly, this solution comes with its own set of problems. In many forms of organized play lights would outclass mediums even more thoroughly than they do now (there is already no reason to pick a tier VIII med over a tier VIII light in skirmishes – imagine a hp, gun handling buff and penetration buff to light tanks and meds would become even more obsolete)!
It is therefore painfully obvious that the best way to achieve balance for light tanks is to tighten the MM spread! In this case the easy solution (adjusted MM) is for once superior to complex tank-by-tank rebalancing.
c) TD rebalance
Currently the TDs that suffer most are those without a turret; low alpha guns and weak armour are other factors that make a TD unsuited to the current meta.
As the buffs to the Ferdinand and T95 show, WG already has already found a viable solution for this issue: increase the hp of the weakest TDs to something closer to a heavy tank. The double trade-off (no turret and much less hp) than becomes a much more even trade: you trade away a turret for a better gun (higher alpha and/or better pen). In other words, you pack a more potent punch but are more limited in the ways you can get that gun to bear.
Hp rebalancing across the entire class: Some TDs get more hp some keep their current hp pool (Rheinmetal is doing fine for example).
This would only leave a small number of completely broken TDs (WT E-100, the two British tier X TDs and possibly the tier X Foch) that are almost impossible to balance in the first place. I think the way to adjust the FVs is to reduce their maximum alpha in favour of better gun handling and reload (bringing them closer to the JP E-100). The WT already has a potential replacement and the Foch could be viable if it regained its armour and mobility but lost the autoloader; either for a high DPM gun with excellent gun handling – which would transform it into another Obj. 263 – or it could keep the 750 alpha gun but without an autoloader and would occupy its own niche as a more mobile but less armoured T110E3.
d) Artillery rebalance:
Artillery is the toughest class to rebalance since it is at the same time overpowered and underpowered – mostly depending on the map and the tier.
In my opinion, there are two steps that combined would remove many of the grievances against artillery in its current form:
1. Hide player names and clantags during battle:
These should only ever become visible in the postgame results. This would instantly kill XVM stats and thus XVM focus. Currently the best 10% of the playerbase suffer from 50% of the artillery fire in high tier games (an estimate but I would be surprised if those numbers were far off). XVM focus is a very real thing – and it makes high tiers a living hell for the very best WoT players. Spread the artillery hits evenly across all players and suddenly the entire class becomes a lot less toxic.
2. Flexible Hardcap for artilleries dependant on the map:
I don’t advocate a static hardcap but rather a cap that is different for every single map. For example, open maps like Prokorovkha and Malinovka should never have more than 2 artilleries per team (and even that is high). Similarly many city maps would need a low hardcap (arty is almost useless on a map like Kharkov why force players to play it more than absolutely necessary?). Maps that are semi-open (Pilsen, Mines, Karelia) would see a hardcap of 3 artilleries per match (which is very high but otherwise cues get too long).
Obviously, this comes with a severe disadvantage: suddenly there would be too many clickers in the cue and not enough battles for every one of them. Waiting times for artillery players would sharply increase. It sucks but I think it is better than the alternative.
Many low tier artilleries on the other hand need a buff: better accuracy, more splash. Honestly, those things are simply painful to play. A select few on the other hand, need nerves: M44 needs its HEAT round nerfed hard (less alpha, less pen).
The other main grievance with artillery is that it can hurt you with impunity. I think AW has a good system in that regard: in this WoT clone, you reveal your approximate location if you fire in an artillery. If the map quadrant from which an artillery fired was displayed on the minimap and tracers were made a lot more visible, counter-artillery would instantly become viable again. And if arty click each other, nobody complains (except the monkeys too lazy to move after they shot).
P.s.: I am repeating myself, but the Editing tools in this forum make me cry every time!
He's actually the only one saying what a lot of other people are thinking.
You're nowhere near good enough to be reported/banned solely based on your stats as you imply. You're not even an entry level unicum yet complain about being punished for being too good at the game, on a forum populated by some of the world's best players. Just to put things in perspective.
At this point is painfully obvious your attitude is to blame.
I already told you. You were being an asshole, it is in your nature. Just don't show it in chat and you'll be ok.
In that specific game T-34-3 and LTTB were trying to help you, but RNG fucked their shots. There was no need to sarcastically reply in chat after you got shot.
Your attempts to insult me are so pathetically weak they are amusing.
I already wrote an answer to your problems. But apparently I was too nice, so you didn't get the message.
You, sir, are an asshole, a prick, a cocky little brat. You boss ppl around and generally treat them like shit whenever they're not helping you. But that's ok, there are lots of ppl like you on the internet. Problem is, the more you use chat, the more people will realize that and team kill you.
So don't use chat = problem solved.
Going to that spot in the first place basically says to me, you rely on your team to carry you. It didn't, so you ended up fighting an uphill battle against moronic enemies. Decent players would have either flanked you earlier or started shooting gold at you after you slaughtered the first few of their teammates. In a matchup like this, you can play the ferdi as an assault gun, actively helping your team, instead of doing basically nothing the first 3 minutes of the game and just getting into the fight when your team got stomped.
Don't get me wrong the numbers are impressive, but seeing you moving out of base into the artylocation, I could tell you what would happen already.
I haven't seen this much pretentious bullshit in a WotLabs post since the first 10th last time Kewei said he was quitting and proceeded to lecture us on how we were wasting our lives playing this game. Thanks for using including all the loaded/emotive language and ostentatious/pseudo-intellectual grammar; it shows us all exactly what a haughty dipshit you are.
So you think my collaborating with associates to complete Steel Hunt missions makes me cheater?
Frankly, my dear, I don't give a damn.
P.S. If anyone who isn't a complete fucking choad wants to have a reasonable discussion on the morality of this, feel free to quote this post. I promise I won't be so meen to you.
It depends really.
I'm good enough to play the same in all my premiums more or less (I average 2k a game in a T34 and 2.5k a game in the FCM). I would earn more money in a T34 using those ratios. It is the best tank in the game for printing credits, except for maybe the Lowe (haven't played it), as:
No need for prem ammo;
Sees tier 10s (shit for the fun factor, good for credits); and
Best/joint best credit coefficient.
I've played SP, WZ-111, FCM and T34. The T34 - by far - makes the most credits, but the T34, just (over the WZ-111) is the most boring to play.
You have to ask yourself whether credit grinding is your main goal. If so, T34 will be much better, provided that you are not significantly better in faster, rapid firing tanks like the FCM. Or to put it another way, if you think you would do 125%+ of the damage you could do in a T34 with an FCM, you will make more credits. If you will do 125%-, you will make more credits in T34.