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Jesse_the_Scout

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Posts posted by Jesse_the_Scout

  1. Quote

    I dunno, maybe Im just being too "eewww change I don't like change" about it. 

    No, this whole thing is junk. WG is too scared to actually do anything controversial, so to keep the fish biting they just keep throwing more and more convoluted gimmicks into the game.

  2. I just want to note, not that a single soul cares or is surprised, that even with grousers and turbo this tank is one of the most unsatisfying sacks of crap I've ever driven.

  3. I'm a little confused why people are saying it's bad, at least looking at it in tanks.gg it looks solid to good. The armor is pretty good and it has no notable weaknesses. The HEAT round has low shell velocity, but heavies sniping isn't too much of a thing anyway. The cost is absurd when you can get a tier 8 for 8000 bonds, but the tank itself looks fine.

  4. At the very least it shouldn't have sheltered. With normal MM it'd be good, with sheltered it's redonk. It's 3/4 medium tank 3/4 heavy tank and works in both roles. Every one spams APCR in it too just to rub it in.

  5. Nah, I'm still figuring out how this thing works. My router isn't good enough to play through my PC smoothly, I've ordered a cable for now. This is more fiddly to set up than I anticipated, but I'm having fun just playing around with free/cheap stuff and demos for now while I learn how it all works.

    Played some sword game: amazing. Played a zombie game: holy shit, legitimately unnerving. Played cheesy paintball game: I could do it all day if not for the barfing. Even just playing around with the starting software is enthralling.

    I am 100% sold on this thing, I haven't been this amazed by new hardware since seeing an NES for the first time as a kid.

  6. I doubt it will be much better. Basic shell gives up some things, but now you can shoot over cover. The second shell gets more damage and pen, enough to go through top armor easily and ruin you in one lucky shot; it'll just be miss miss DAMAGE SPIKE. AP shell will rarely get used. At least maybe fast tanks will be better off, but I rarely bother shooting at that stuff as arty anyway.

  7. Let's see how close we can call it.

    • Option to trade in crews for XP books to alleviate the "wasted crews" aspect.
    • Retraining cost drops to 500 gold.
    • +20% crew skill total for levels over 75 drops to 5%-10%.
    • Tweak some skills.
    • "Zero skill" crews are counted as as if they had one more fully trained skill.
    • Something something mentor's skills

    There you go, grind crew 2.0 1.0.

  8. If I understand how WG thinks at this point, they released this with glaring problems knowing it would probably not be well received. So when they "rework" the idea they'll remove the worst parts. To solve the issue of useless 2-3 skill crews, for example, they'll allow you to choose to trade in crews for crew books in some way. Then when they finally cram this new system in every one will be so relieved it's not as apocalyptically bad as the first iteration they won't notice the fact WG just got you to pay 750 gold twice to use your own crew and massively inflated the crew XP grind permanently. It's a basic negotiation tactic, open up with something crazy and then "compromise" it down until the other side accepts.

  9. 14 minutes ago, GehakteMolen said:

    People not having best crew is no big deal imo, some will have 50, other 60 and others 75, as long as the best skills are not locked after say lvl 60, its fine.

    There aren't 75 levels, that's smoke and mirror bullshit. The crew keeps leveling past that, so there's effectively more like 83ish levels. Those last "non-levels" potentially grant +20% to crew skills in total. You get like +4% or something at your first couple of bumps past level 75, which seems suspiciously like the crown jewel they want people to grind furiously for. Maybe they'll change it, because it's pretty asinine.

  10. Basically it looks like this is the plan:

    KlozGKs.png

    Right now it's brutal to start out (especially when we're talking 50% crews) but you gain ground rapidly. It peaks earlier, because a 2-3 skill crew is reasonably competitive for the most part. By the time you have 4 skills you hit diminishing returns because you probably have all you vitally need on most tanks.

    2.0 flattens it all out into a more linear climb. You start out way better off (100% crew plus 6th sense) but gain much more gradually. And ultimately, while your crew is lamer in the middle zone than it used to be, it eventually becomes more powerful... but only with a metric ass-ton more grinding. It takes way longer to get to the end, but +20% to crew skills alone is redonk.

    So, the good is that new players won't get shafted as hard, and the scaling of crews is much more even. The bad news is that they want to basically obsolete a bunch of your crews and extend the grind.

    Extending the grind is what this is really all about. Veteran players all have solid crews in their tanks at this point, so there's weak incentive to furiously smash that lever like a conditioned muppet to get the next pellet. So they want to make the grind longer and ultimately more rewarding as reaching the end grants stupid bonuses to the entire crew.

    So cool, purple nazi dork (and other assorted no-lifers) now rules the world, the whales get milked harder as they dump resources to pump up crews, every one else is pissed. LOOKIN GOOD, GUYZ

  11. Yeah. Most of the skills are fine, but a lot have micromanagement events. Like... fuck off, I just want to play my stupid tank, not have to memorize "cooldown period for my intimidating shout" WoW-style mechanics. I barely remember "need keys make car go vroom" from one day to the next.

  12. It's wonderful and clearly well thought out. I trained a separate crew to each tank in the American medium line, suffering through 75%-100% starts 7+ times, so now I have a pile of level 27-47 crews. You played a couple of crews and moved them around, now you have a level 60+ crew in the entire branch. This is not at all mildly infuriating.

  13. At best, this HE change is just more bullshitting from WG where they keep stringing every one along that they really care about "rebalancing" the game so people feel ok about spending money on it. I suspect this is the case, because this change doesn't even feel serious. Decent odds they had no real intention of taking this to live.

    At worst, this is intended to push more gold spam at high tiers as part of their original sandbox heavy tank derpathon vision. In which case... well, it seems to be a 50/50 split among the main forum blob, so they'll probably go ahead with it.

  14. I want to clarify something on this subject.

    A core problem is that HE shells scale twice: once with the raw damage value, once with the size of the blast radius. I did a lot of math on this back in the day, and the larger the blast radius, the less damage you lose from seeking out the thinnest armor.

    Take a case of a Lowe and Pershing facing another hull down Lowe. Lowe loads HE, it's 420 damage and 1.91m blast radius (6.27 ft in freedom numbers). Typically even with a solid shot you're still going to be about 3 ft from the thin top armor and thus losing 50% of the damage from blast distance. Lowe's top armor is 40mm, so 420/2/2  - 40 = ~75. Too low, but still something. But the Pershing is way worse because the damage is not only lower at 320, but the blast radius is 1.46m (4.79 freedoms). So for the exact same shot, your calculation is now roughly 320/2/3 - 40 = ~ 13. Pointless. If the blast was the same size, it would be 320/2/2 - 40 = ~40. Much more consistent.

    Thus, HE damage effectively scales exponentially instead of linearly as the damage value would imply, because two values governing damage are simultaneously increasing. By the time you reach the KV-2's 910 damage 152mm gun, the radius is 3.66m. In the shot mentioned above, the Lowe loses 50% to blast radius, the Pershing loses about 65%, while the KV-2 is only going to lose a paltry 17%. A numerical representation of the damage output isn't 320, 420, 910, but more like 112, 210, 792. The proportion becomes even more grotesque when we add in the armor thickness reduction, and becomes 72, 160, and 752. It's a joke.

    I said "increase blast radius", but that was a poor choice of word. It needs to be rescaled. Currently the smallest HE rounds are like 0.33m and the largest (non artillery) is the shitbarn at 5.05m. It should start at more like 1.5m, quickly rise to 3.0m, and then slow after that to maybe 4.0m. At 4m+ aiming becomes quickly less and less important to the point you get the HURR DURR SHOOT effect of HE that a lot of players dislike. The radius is so high that even a bad shot will seek out weak armor halfway across the tank.

    Rescaling the blast size would fix a lot of the problem by making HE scale more like a line instead of exponentially. It would be stronger on a Pershing, but be slightly weaker on a nuclear-sized gun that doesn't aim. It would do so while maintaining the basic concept of the shell and still offer an alternative form of doing damage.

  15. I think it's trash. It doesn't even make sense, the shells don't explode anymore. If it does make it to live, cool, swipe that credit card and spam more gold. No one deserves what they get more than the WoT player base.

    Here's one way to fix HE.

    • You drop the damage to match other shells because why the fuck are they different numbers anyway.
    • You increase the blast radius so it can actually be used to target thin armor.
    • Penetration drops to 0. Damage will be higher against thin armor anyway, damage spikes just make it hard to balance.

    And then option:

    1. Rework the damage calculation from (damage/2 - armor thickness) to more like (damage - armor thickness*2).
    2. Or you take the arty stun mechanic and scale it down to stuns that last 1-5 seconds or something.

    First option would increase overall damage, second option would instead add stun. Either way the shell would be more about aiming and knowing armor models than currently, and be more useful for smaller caliber guns.

    As it stands, there's not much reward for aiming. If you increased the blast radius, it would allow you to target, say, low on a turret and splash the top armor on purpose, or fire underneath a tank to hit the thin underarmor. Shots to thick armor would do less, while aimed shots to splash thin armor would be more consistent and do higher average damage. Right now the blast radius is so small it's a waste of time.

    The main problem with changing HE is that most of the ideas, like what WG is testing, make the shell pointless, more obnoxious, or both. No one's going to load a shell with 60 pen to try to pen tanks in the side with 80mm + 20mm tracks to do extra damage. The last thing the game needs is a shell for killing lower tier/light tanks more easily. These changes ultimately will just hurt light tanks and buff armored bricks... which is, of course, the original sandbox vision they've been pursuing for years now.

  16. I've tried to like this tank, but it's just not happening. Maybe if you've got a good crew, but the slow acceleration and painful gun handling just feel like you're playing underwater. Grousers don't even seem to help much even though it has bad soft stats on medium and soft terrain. Another vehicle that tries to be part medium part heavy and just ends up being painful at both roles.

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