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EchelonIII

Verified Tanker [NA]
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  1. Upvote
    EchelonIII got a reaction from Machiav in EchIII Import #4: Imbalance Theory and the Pikachu Effect   
    To summarize my theory:
    The best way to equip and play a tank is to use a playstyle that exploits the greatest possible imbalance between yours and the enemy tanks it is likely to face.

    Corollary: It is better to maximise your advantage over minimizing your weakness


    Imbalance Theory

    Imbalance?
    Now, there is a difference between imbalanced and overpowered in my usage of the term. While in the forums most people use the two terms interchangeably, I use them as separate terms.

    An imbalance is a DIFFERENCE between the two tanks, not necessarily your tank's strongest forte, a sluggish Tiger 2 has a speed imbalance advantage over a Maus.

    As such, to exploit an imbalance relies on NOT playing to your tank's overall strongest aspect, but to your tank's greatest advantage over an enemy tank. There is a subtle difference here.

    Examples of Imbalances

    There are many different types of imbalances in the game, I'll just go through some examples of the more common ones below, the imbalances below are with respect to tanks themselves:

    1. Armor
    An armor imbalance means that your tank has better armor than the enemy tank with respect to the gun of the enemy. Simply put, to have the armor imbalance in your favor means to have a greater probability of bouncing the shots of your enemy than he has of bouncing yours. HP also plays a role in a slugfest.

    For example, in a fight between an E75 and an E50, the E75 possesses the advantage of armor imbalance. The 75 stands a better chance of bouncing the 105mm than the 50 has the chance of bouncing the 128.

    In a fight between an Tiger and an 13/90, neither tank has the armor imbalance, although the Tiger is obviously much more heavily armored than the 13/90, they both penetrate each other with ease. The tiger does, however, possess the HP pool imbalance.

    2. Maneuverability
    A maneuverability imbalance means that your tank has a better ability to get around your enemy's tank in brawling. This allows the more maneuverable tank to avoid enemy shots and to place shots into weak spots more easily.

    In a fight between a Pz 3/4 and a KV-2, the M7 possesses the maneuverability imbalance. As it can outright avoid the dangerous 107mm gun of the KV while being able to get around to unload its shots into the softer rear and side.

    3. Accuracy
    An accuracy imbalance means that your tank shoots more accurately than the enemy, thus allowing it to engage the enemy at ranges the enemy cannot effectively return fire. This means that you can get a key first strike by firing off a few free shots at the enemy. Another way of making up for accuracy is through a high rate of fire.

    In a fight between a Panther and an IS, the Panther's L100 will be able to get off a load of shots before the IS can even hope to hit the Panther with a clumsy 122mm. The Panther can be said to possess the accuracy imbalance as the IS will not be able to return fire effectively.

    4. Speed
    A speed imbalance is closely related to the maneuverability imbalance, in that it allows your tank to engage an enemy and get away before he is able to return fire effectively. It is also crucial in a fight, as most often, the tank possessing the speed imbalance is able to decide if it wants to engage in such a fight, or run away safely.

    More importantly, a tank with the speed imbalance can take critical positions much more rapidly than its counterpart, and gets to decide where to fight.

    In a fight between an M7 and a KV-2, the M7 possesses the imbalances of speed and maneuverability, allowing it to avoid the KV until it sees an opening, before closing in to exploit its maneuverability, it also possesses the accuracy imbalance in the rapid fire of the 6pdr, allowing it to tickle and harass the KV at range before running again. Likewise, the KV has the alpha and armor imbalance, in a straight up fight, a KV would win.

    5. Alpha
  2. Downvote
    EchelonIII got a reaction from VTSplinter in Micropositioning, show your awesome spots! Now compiled!   
    Nothing special about this series.

    Elhalluf spot is standard practice for most good players, redshire is known to any vision player, and the first cliff spot is far too high risk because all it takes is one enemy retard to force you to begin trading HP, even if it's in your favor, the other cliff spots are standard procedure
  3. Upvote
    EchelonIII got a reaction from Audax_Bellator in How To Contribute As A Low Tier Scout In A High Tier Battle   
    Number 1 piece of advice in scouting: Keeping alive is a lot more valuable than keeping lights up.

    Number 2 piece of advice i would give anyone: Tazilon is a retard.
  4. Downvote
    EchelonIII got a reaction from Tigeh in Marks of Excellence   
    TL; DR: Wargaming fucked up
  5. Upvote
    EchelonIII got a reaction from lazydot in WN8: the good, the bad, and the padding   
    1A feat that only 46 people in the world on record have done 

    2 Which is only 720 damage
     
     Let me rephrase that paragraph for you in context.
     
     
    The first step in "how to pad in an ELC" is:
    1) Break into the top 0.5% of players

    That's like staging a military takeover with your first step being:
    1) Be democratically elected
     
    Let me repeat, ramming in an ELC. 
    This is the point I went from "this is somewhat of an exaggeration" to "this is complete and utter bullshit".
     
    The skill set required to play lights effectively is much, much greater than average (you need a LOT of vision knowledge), especially when aforementioned lights are pitted against tanks which are almost guaranteed to oneshot them the moment they are lit, and considering that it's a fuckton easier to carry in say, an M4/KV than in an Chaffee or ELC against their respective tierings.
     
    800DPG to a T5 light is a fuckton more than 1300 DPG to a tier 8 light.
     
    And that's before we get into the fact that the T8 light has a TON more room for error, a mistake in a T8 light gets you hit, a mistake in a T5 light is instantly fatal.
     
     


     
    The bigger issue is that the E50 should get a higher value, but the T-54 deserves about 2k with the latest nerf
  6. Downvote
    EchelonIII got a reaction from Archaic_One in Micropositioning, show your awesome spots! Now compiled!   
    Because the El Halluf spot is tremendously well-known (in a game on El Halluf, you will ALWAYS see at least one good player go there), the Redshire spot is basically a default scouting location (90% of all calls from north on that map involve "one batchat scout 9/0 from the d7 bush", and all the cliff locations have been covered by Kewei and Servios before.
     
    Stuff like your lakeville or even south coast spots are not common knowledge and are worth a mention, but those first three spots are tremendously common, especially the El Halluf one.
  7. Downvote
    EchelonIII got a reaction from Archaic_One in Micropositioning, show your awesome spots! Now compiled!   
    Nothing special about this series.

    Elhalluf spot is standard practice for most good players, redshire is known to any vision player, and the first cliff spot is far too high risk because all it takes is one enemy retard to force you to begin trading HP, even if it's in your favor, the other cliff spots are standard procedure
  8. Upvote
    EchelonIII got a reaction from SWG112 in My Play Progression Story   
    In other news, my saying on Reddit:
     
    If you know how shit you are, you're instantly better than 80% of the playerbase.
     



  9. Upvote
    EchelonIII got a reaction from rumpage in RIP WoWP?   
    This game existed?
  10. Downvote
    EchelonIII got a reaction from conjay810 in Imposter Syndrome; the reverse Dunning–Kruger effect, the roots of elitism, and sports discussion   
    Did CoD WaW teach you to come out of cover while reloading?

    Did CoD WaW teach you that fighting 2 enemies vs 1 is a good idea?
     
    Thought not.
     

    It takes all of 100 games to learn any of this, it's common fucking sense.
     

    Learned my arse, anybody who has played CoD or any other shooter knows sitting in the open is a fucking retarded idea
     
    Please tell me how the concept of using cover is unique to WoT.

    Also, "Always have some hard cover to hide behind" is apparently now jargon. please stop being retarded,
     
     
    Bullshit, anybody who's played even the simplest of shooters will know how to use cover to obscure parts of their body.
     
     
    Unreasonable? Are there any games in which you try NOT to face your opponent face-on
    How the fuck is "prevents you from being set on fire" anything but a GOOD thing?
     
     
    Because it's not like we learn things in real life by reading up and studying how to do something before we actually do it.
     
    Oh wait.
     
    Now get out.
     
      I knew every single fucking one of those save sidescraping within my first 100 battles.   If you're saying it's not common sense, you're hardly helping your case, how retarded must one be to not learn from being shot to pieces dozens of times in a row?   I would appreciate if you stop telling people to "get out" like you have any sort of authority on this forum. Also, cool your damn head. Last warning. - Solono
  11. Upvote
    EchelonIII got a reaction from SgtKnispel23 in Maintaining 3 MoE - ELC   
    MOEs mean jack shit if your win rate sucks balls.
    Work on that first.
  12. Upvote
    EchelonIII got a reaction from woe2you in T49 American Tier 8 LT- Discussion   
    That's mostly because the KV-2 turret turns so slowly that it doesn't even GET to have the turret bloom or make the snap shots that a T49 can make.

    Saying the Kv-2 has less bloom is like saying the best part about having your lower limbs amputated is that you won't pass out from high G forces.
  13. Upvote
    EchelonIII got a reaction from FeeTFooD in Maintaining 3 MoE - ELC   
    MOEs mean jack shit if your win rate sucks balls.
    Work on that first.
  14. Upvote
    EchelonIII got a reaction from IVORK in Maintaining 3 MoE - ELC   
    MOEs mean jack shit if your win rate sucks balls.
    Work on that first.
  15. Upvote
    EchelonIII got a reaction from neokai in ELC AMX Review and Guide: Magical Mystery Tank by EchelonIII   
    Only joust in the following situations
     
    - The target is a oneshot that you KNOW you will make
    - There's a piece of cover you can immediately duck into after your pass
    - You're lit anyway and you can't get out of vision immediately
     
    The ELC's bad aim time only really matters when you're seen and you need to pull off an important shot, if you're unseen and the enemy is occupied, you have all the time in the world you need to place your shot.
     
    If you joust in an ELC on open terrain and you miss, you are completely and utterly screwed as one of the following happens
    - You're lit
    - You get smacked when you turn back to your team
    - You're no longer a threat
     
    The ELC is actually a good brawler when allies are near though, it's nimble enough to circlestrafe the more unwieldy tanks.
  16. Upvote
    EchelonIII got a reaction from Flaksmith in So any tips on surviving in an bottom tier in a 3-tier spread?   
    Oh hey I just saw this.
    Start using your brain and have some balls to actually play instead of hiding at the back like a bloody retard like you were in your Chieftain.
    I still remember the conversation as your isolated Cent 5 got flanked and rekt by my VBL until my teammate hit me.
    The reason you lost to my VBL wasn't because of the tier spread, I could have absolutely destroyed you in a Fox anyway because you were going your own way isolated from your team and were basically hiding like a shitty coward
     
    You: *Some shitty whine*
    Me: "Get active and stop hiding back like a shitter while your team is pressing"
    You: "I didn't do anything"
    Me: "Exactly why you're a shitlord"
  17. Upvote
    EchelonIII got a reaction from Smbakeresq in Maintaining 3 MoE - ELC   
    MOEs mean jack shit if your win rate sucks balls.
    Work on that first.
  18. Downvote
    EchelonIII reacted to allenmark00 in So any tips on surviving in an bottom tier in a 3-tier spread?   
    To nobody's surprise, it's related to the Chieftain Mk.5. But this also expands to the OF-40 and my Sheridan, as well. I can understand the Sheridan being bad since I haven't unlock the second gun yet. I mainly use Armor-Piercing rounds on the OF-40 and Chieftain. But my issue is an combination of being too slow to retreat and not having enough firepower to actually be useful. Granted, the Chieftain can deal some damage, But it dies too fast in most of the maps that I get (i blame inability to hull-down on demand) due to the fragile hull. I can't really fight an tier 6 or 7 without dealing an lot of damage...
    So what's the point of an 3-tier spread, excluding the experience multiplier, if I can't really farm damage?
  19. Upvote
    EchelonIII got a reaction from WaterWar in How to angle the E100 turret perfectly   
    Showing us that a 50%er is unable to penetrate an E100 is not helping your case in any shape or form.

    Anyway, a better discussion would be HOW to angle your turret when you have cover to one side of you: I did do a small segment on this to show you there are two viable ways in those situations.




  20. Downvote
    EchelonIII got a reaction from AGK47 in Micropositioning, show your awesome spots! Now compiled!   
    Nothing special about this series.

    Elhalluf spot is standard practice for most good players, redshire is known to any vision player, and the first cliff spot is far too high risk because all it takes is one enemy retard to force you to begin trading HP, even if it's in your favor, the other cliff spots are standard procedure
  21. Upvote
    EchelonIII got a reaction from ADeadMan1 in What is your FOV (Field of View) setting, and why?   
    The maximum possible, why should you use anything else?
  22. Upvote
    EchelonIII got a reaction from cccdfern in What Truly Breaks Arty: Yet another case study of Border Break and TF2 mechanics   
    I'm in Japan again, this time in Okayama, and I've been playing more Border Break to see how the arty mechanics could be implemented.

    Since arty seems to be a major discussion point, I'm going to be writing on what makes arty frustrating to play against and difficult to play.

    Artillery in BB is an ability of the Heavy Weapons class. Heavies also carry heavy guns (think LMG or Minigun), and a rocket/grenade launcher (exactly as it says), and a complement weapon, which is usually an ECM grenade (read: Flashbang)
     
    http://www12.atwiki.jp/borderbreak/pages/108.html
    Tl;DR: Artillery units in BB have (usually) the best armor, the best medium-range firepower, an explosive weapon, and are still good at close or long ranges depending on their layout. They're generally still weak against assault players (think a ~40% chance of winning given equal skill), but nowhere near as arty is to a medium/light in WoT.

    Imagine if an SPG had a TD-grade gun with additional supporting roles. It'd STILL be broken as fuck even if all other classes were given a second gun or a splash damage weapon too.

    Arty in BB shares many similar points with Arty in world of tanks, a splash hit is basically a kill on most light mechs. A direct hit is effectively a kill on any medium mechs. Worse still, arty is called in through pressing the overhead map, it's literally set-up, touch, and you can fire as many or as few shots as you want onto the radar map. So basically, artillery is just as easy to call in as WoT, except that BB uses a radar map and be fired in volleys (depending on the arty).

    So how have they done arty right? Let's run through it

    1. Respawning
    Respawing is a HUGE way to deal with artillery, it makes artillery feel like part of the game rather than a game ender.

    Is getting artied when trying to capture a point frustrating? Yes, but that's what arty is MEANT TO DO, you respawn, try again, respawn, try again.
     
    Players don't have the time or reason to feel frustrated at artillery when you're back fighting in ten seconds. That's durs

    In WoT, you get artied out of the blue, there is no payback, there is no compensation, there's only a big repair bill to pay for absolutely no fault of your own. That's frustrating.
     
    The typical response of a border break team trying to take a key point under arty fire which is VERY likely to badly damage the whole group to hit them is to keep throwing more wrecks into the meat grinder until the point is captured.
     
    The typical response of a world of tanks team trying to take a hill under arty fire which can only hit ONE of them is for ALL of them hide like motherfuckers.

    That's the effect of respawning, when you allow players to respawn, you encourage risk taking and more aggressive play, this is probably the single-greatest reason we have the rock-humping playstyle of WoT.

    TL;DR Part 1: Respawning accomplishes three things which takes the frustration out of random sky-oneshots.
    1) It distracts players from frustration by getting them back into the fight
    2) It gives players a chance to generate counterplay against the artillery (read: hunting the heavy down);
    3) It lessens the opportunity cost of taking risks (therefore encouraging better and more dynamic play instead of static rock-humping).
    2. Limited range and the Impact on Skill
    This can be learned from WoT itself, low tier arty is balanced by its own range, high tier arty can be set up anywhere on any map and can generally hit anywhere (of course, firing lines are important to know, but are a minor issue).

    Limited range also encourages skilled play, Heavies are still vulnerable at close range to both support (shotguns and repair) and assault classes (SMG beats LMG). To play a heavy, a player needs to be able to do quite a bit more than SPGs do in WoT, they need to be able to read the flow of the game and position themselves in such a way that they're both effective as a support fire class and as an artillery class.

    The flaw with this in WoT is in making maneuvering in an SPG near-redundant. Range is one of the best ways you can introduce a huge amount of depth into artillery play (the gap between the top and bottom FV304 players is massive compared to most other arties).
     
    TL;DR Part 2: Maneuvering is a critical part of the game.  The fact that bads can still do somewhat well in TX arty simply by sitting and clicking needs to be changed.

    3. Spotting and arty "camouflage"
    In WoT, we have spotting, you're either lit or you aren't, if you fire, your camo can still remain intact, for arty, firing across the map allows them to essentially wreck a player's game at zero risk to themselves. It's a simplistic mechanic, and yet it's one of the biggest flaws with artillery, there is no risk for artillery not to fire.

    Border break doesn't have the retarded spotting mechanics of WoT, every enemy within line of sight is visible, but only enemies within scan range show up on the minimap . A heavy setting up and firing its howitzer remains unlit on the map, but shows up to anybody looking in its general direction (humongous fucking fireballs a being fired skywards is hard to miss). It's a game mechanic accomplished through clever design.

    This point synergizes with No. 2 to break artillery in WoT: You wind up with a class with little strategic depth, takes absolutely no risk to play, for a disproportionate reward, and fails to reward skill.

    TL;DR Part 3: High-Reward, Low Risk is just plain wrong, nothing else needs to be said.
     
    4. It's not "nothing's OP if everything's OP", it's whether skilled rock beats paper

    Another area where WoT has sort of cornered itself is in every tank having one weapon only, thus lending to little flexibility to balance tanks; whereas in border break (and almost any other class-based shooter) balancing a mediocre primary weapon with a great secondary ability (e.g. medics) is a viable option. This is mostly an issue of the fact that there's nothing you can really do to change SPGs dramatically because the mechanic itself is broken.

    BB isn't a case of "if everything is OP, nothing is", the time to kill in border break is low compared to WoT, but still much higher than a twitch-shooter (CS). What I've found is that lowering the time to kill increases the value of skill, but risks decreasing the depth of the game (i.e. turning it into twitch shooting).

    Let's start by considering the effect of classes by using TF2 as an intermediate example. These are traditional rock-paper-scissors mechanics

    - In WoT, a light versus a TD or SPG in close range has generally got a 90% chance of winning assuming equal skill, the time to kill is approximately 15 seconds
    - In BB, an assault has maybe 55-65% odds of beating a heavy, and maybe 70% against a sniper
    - In TF2, a scout has a very good chance of beating a sniper in close, the time to kill is perhaps about 3 to 4 seconds

    Now, let's consider the effect of skill in to how these matchups are changed, and whether it's possible for skilled rock to beat paper.

    - In WoT, a 70%er in an SPG or TD is still fucked against the average 50% light in close range
    - In BB, a great heavy or sniper player can and often does reverse the odds against the average assault player
    - In TF2 however, the best snipers will trash the average scout player

    Looking at this seems to reveal a telling issue: WoT is a game where the effect of skill is greatly diminished, and combat outcomes can be determined by the classes being played, it's almost like rock-paper-scissors, which kills player interaction and frustrates people.

    Let's consider the feelings of the loser when the favorite wins
    - In TF2, your sniper being beaten by a scout feels like "I missed the headshot! Shit!" (read: you feel like you could have won it)
    - In Border Break, an assault beating your heavy feels like "I should have spun up my minigun" or "I should have aimed my rocket better"
    - In WoT, your TD being killed by a light slowly is not appropriate to be typed here. It's just plain frustrating, and is an exercise in futility 90% of the time.

    And when you consider the reverse interactions of the underdog class winning, you see why there's so much rage in WoT
    - In TF2, a scout feels like he's been completely outskilled by the sniper.
    - In Border Break, an assault being beaten by a heavy can feel frustrating, but
    - In WoT, a light being beaten by an SPG can be summed up as "fuck RNG and all who play it"
     
    Only in world of tanks is the rock-paper-scissors system seemingly set in stone when it comes to SPGs
    This is compounded by the next factor...
     
    TL;DR Part 4: Rock-Paper-Scissors Mechanics are alright as long as they can be overturned reliably by skill, world of tanks fails in this
    5A. One dimensional maps (or... Maps should not dictate Mechanics)
    We've already established that WoT screws entire classes just through RNG, but random maps are just as bad.

    Entire classes of tanks can be screwed out of a game in WoT (e.g. lights and arty in a city map, heavies in prok), you wind up with a much better chance of everything going to hell.

    You don't feel like you've lost because you fucked up, you feel like you've lost because the random map selector god has cursed your tank because your tank can only really do a few things well, and yet entire maps can render you useless.
     
    TL;DR: Building a cool map with no regard to game mechanics is bad

    5B. .... Plus One Dimensional Classes... (Or... Mechanics should improve maps)

    In BB, there are indoor and covered areas (arty can be neither from nor hit such areas), in those areas my howitzer becomes useless but my ECM systems become effective. Conversely, assault mechs have an easier time closing in and meleeing or SMGing me.

    How do heavies cope in areas where fighting is closer-in or when enemies are in areas of arty cover? 1. Replace the howitzer with attack drones, 2. Airburst ammo, 3. Replacing the howitzer with an assault shield, 4. Replace the howitzer with a drone system. etc.

    This works with any other game: How do we get around outright fucking players? By allowing players the option to compensate for situations they would ordinarily be fucked in.

    More options don't always mean one is OP beyond all doubt, instead, the diversity of combat situations in border break means that you'll have the advantage in some fights on a certain match and not in others.

    Contrast WoT where you can be screwed all match just for being in the wrong tank, and you have an all-or-nothing system where your tank can often be rendered completely irrelevant no matter your skill level.
     
    TL;DR: Build your mechanics first, then build a map that suits it.
     
    5C. Equals RIP
    Maps in WoT on the other hand can completely fuck entire classes (e.g. himmels/ensk compared to something like prok). Why does this happen? Look at the abilities of each class: Arty in WoT has one trick - click on red from sky and watch things blow up.

    As much as we like to see arty tears when arty players get such maps, Wargaming's maps have removed the depth from artillery play. Wargaming giving each tank one gun and one "ability" to speak of have removed the depth of the game.

    Is it good for business? Hell yes. Is it a good gameplay decision? Fuck no.
     
    TL;DR Part 5: Each class in WoT having precisely one optimal playstyle means that it's a game of how closely the map conforms to that playstyle.

    6. "Fuck This Guy in Particular"

    We've already established a few things

    1. Artillery in border break is nowhere near as frustrating as WoT
    2. Artillery in border break is even more likely to randomly wipe you out (and the group you're with) in a barrage or even a single shot

    We've tackled how respawning solves the frustration, but here's another key aspect of it.

    The key is this: When I shoot an area in border break, I only see the classes of the units on my radar, I designate an aim point, and my howitzer starts shelling around that aim point. All on my radar screen

    When I use arty in World of Tanks, I decide WHO I want to shoot, I aim exclusively at him, I fire, and his game gets ruined.

    Dying to an arty in border break feels like dying to an enemy player who wants to win just as much as you do, there's literally nothing personal about it.

    Dying to an arty in WOT feels like dying to someone who just wants to grief your game. That's a huge difference.
     
    TL;DR Part 6: Unilateral interaction is bad for games, WoT arty is the pinnacle of unilateral interaction.

    7. Clearly Defined Mechanics

    In WoT, if I'm behind a rock, I'm immune to a 261 but fodder for an FV304 but can be splashed by a T92 but could be easily hit by a Bat arty which has moved.

    You might say that that number of options in world of tanks increases the stategic depth of the game, but this isn't.

    Do I take the route through the open field or go through town where it may be safer for arty? I don't know, because there's no way to weigh my options. Fuck all if I go town and their CGC can still hit me anyway.
     
    Depth is only depth when the mechanics are clear to all, without clear mechanics, arty cover becomes a lottery of "Pray their arty has no arc on me".

    In Border Break, your status with regard to artillery comes in one of three forms.
    1. You have a clear view of the sky and am susceptible to a direct hit
    2. You don't have a clear view of the sky and are therefore immune to arty
    3. You're on the thin border of a sheltered area and may be splashed for light damage (this is more of an exceptional case)
     
    Clear rules that everybody understands.

    "Do I take this sheltered route through the building or save time by rushing the field" is now a clear strategic decision. Everybody knows they WILL be arty safe in town, and they need to weigh it up against if they think they can make it through field
     
    TL;DR Part 7: One class should not get to break the rules that everybody else abides by, depth is only depth when it's understood by players
     
     
    TLDR Compilation
     
    1: Respawning accomplishes three things which takes the frustration out of random sky-oneshots. 
    - It distracts players from frustration by getting them back into the fight - t gives players a chance to generate counterplay against the artillery (read: hunting the heavy down);  - It lessens the opportunity cost of taking risks (therefore encouraging better and more dynamic play instead of static rock-humping).   2: Maneuvering is a critical part of the game. The fact that bads can still do somewhat well in TX arty simply by sitting and clicking needs to be changed.   3: High-Reward, Low Risk is just plain wrong, nothing else needs to be said.   4: Rock-Paper-Scissors Mechanics are alright as long as they can be overturned reliably by skill, world of tanks fails in this   5: Building a cool map with no regard to game mechanics is bad. Build your mechanics first, then build a map that suits it. The problem is that each class in WoT having precisely one optimal playstyle means that it's a game of how closely the map conforms to that playstyle   6: Unilateral interaction is bad for games, WoT arty is the pinnacle of unilateral interaction.   7: One class should not get to break the rules that everybody else abides by, depth is only depth when it's understood by players
  23. Upvote
    EchelonIII got a reaction from Leopia in Unicum Guides - Sliphantom   
    I r8 dis 9/11
  24. Upvote
    EchelonIII got a reaction from Tinpotgeneraltoo in Unicum Guides - Sliphantom   
    I r8 dis 9/11
  25. Upvote
    EchelonIII got a reaction from Spyshadow01 in 'Nother shit night - so many baddie teams   
    And the greentard, never flitting, still is shitting, still is shitting
    On the thread of the forum about his inability to whore
    And his stats have all the badness of a tomato that is ripening
    Ripening for a day in the pallid hope that he may be something more
    And his WR stays slow and as low 
    And as low as it was before.
    Quoth the purple.
    "Cry Sum Moar"
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