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Jesse_the_Scout

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Posts posted by Jesse_the_Scout

  1. HE guns are trash. They fuck everything up at mid tiers, where you have to make decisions like, "I can't risk going there because there's an M4 and shitters always have derp guns which will full pen me." Or, "I'd better not go anywhere risky because they have 2 Pz IVs and could literally get deleted in a single hit".

    Last night there was an E2 in the way and I'm playing the crappy tier 7 TD with 20mm of armor, so I can't go anywhere NEAR him or I'll get obliterated even though the E2 with the 105 is a joke. I had to just sit with my dick in my hand until some one else dealt with him even though he was one shot, because I can't take 410+ damage to plink a guy for 80. Same play session I literally got one shotted by a KV-2 snapshot at 500m+ on sand river, a few seconds after being lit. 800 damage. Guess what? We lost that game. One lucky roll made that game.

    The HE mechanics are complete garbage. This is the first run on sandbox, does any one really think their goal is to make the KV-2 do 150 damage and 3 damage on smaller calibers? They'll tweak it until it works passably.

  2. HE badly needs to be changed and this is way over due. Years and and years ago back when didn't have shit to do I wrote up an article about HE shells and how they should be modified. This appears to be similar to how I approached it, at least in effect even if not exact execution. The idea is too add another dimension to engagements by having ways to pressure high armor opponents which are otherwise invincible, like a top tier T29 hull down. HE guns and rounds could be a really important third option to have in the game for breaking up tough tanks in strong positions, especially if gold ammo is finally reduced in power. Right now they're just useless on 90% of tanks and RNG slot machines on dedicated guns. I've shelved all of mine (Pz IV, KV-2, etc.) because the inconstancy, lack of coherent gold round options, and terrible gun characteristics just make them frustrating to play.

    I think you're all getting a little overly worked up. The calculations as to how HE works is complicated and opaque, to the point where we'll just have to see how it all actually works. At the same time, part of my plan involved minor buffs to dedicated HE guns like the Pz IV or KV-2. Most likely if the changes weaken them too much they'll do the same to compensate, either by improving bloom, accuracy, reload speed, or whatever.

    Keep something else in mind, which is that if HE worked reasonably well that would be a point in favor or removing artillery at last. As it stands, it exists in part because it's the only thing that counters a Defender in a tier 8 game. If HE shells allowed a tier 6 to harass and actually present even a minor problem for a Defender you no longer need the ham-fisted balancing of artillery to maintain the veneer of balance.

  3. WG's recent nervous efforts to keep people playing has done the impossible: made the suffering of completing the Panther II grind bearable.

    1. Tank reward German fragments to drop the needed grind by about 30k XP.
    2. On track event to double crew training.
    3. Premium account for +50% XP.
    4. New WoT Premium feature grants an additional X3 XP bonus on your second game.
    5. New WoT Premium feature of 5 selectable X3 bonuses daily.
    6. A stack of X5 XP bonuses on wins thanks to Twitch Prime (or the 5 per month you get from WoT Premium).
    7. Boosters that grant +200% to XP, +100% to crew XP, and a +50% credit booster because why not.
    8. Weekend bonus granting X2 crew XP for every game after the first win.

    The final push took 12 crappy games with all of 5 mediocre wins yielding about 10k XP per win plus a lot of crew training. Final suffering talley of 53 games with a 51% win rate plus a few frontline games.

  4. Tip for any one interested in this thing on NA... I got a mastery badge in a tank today and it gave me a 30% off coupon that works for the tank. I was using the Captured Tiger II at the time, but I wager that's not the only tank that triggers one. Brings it down to $28. Halfway tempted but I'm not eager to spend money on the game these days.

  5. Minor necro, I just skimmed the old Sandbox thread because I have no life. Here's what I think is happening.

    The first sandbox was to test the ongoing armor creep approach which WG had already begun to see if it yielded the results they wanted. The question they were trying to answer was, "how do we balance the game better without removing gold ammo and arty while still being fun to play?" As most people on this forum know, the answer is, "you can't". Those mechanics inherently make balancing the game a shitshow. Their answer was, "you increase armor to the point where armor feels meaningful again even in the face of gold ammo."

    6 months later I'm hull down in a T28 Prototype with a Defender 300m standing in the open and I realize I can't reliably pen him in any way other than shooting gold at his lower plate. The power creep which became the defining aspect of the game after sandbox was the chosen method of implementation, with results favoring armor. Even buffs which didn't increase armor directly had the effect of increasing armor in the game; buff the mobility and soft stats of tanks like the T59, Super P, and T54 Proto and you see more of these armor-centric tanks being played. It had many advantages over a dramatic, sweeping global change: subtle instead of overt, selling new tanks for more cash than ever, no stated goal so players don't have a mission statement to judge.

    Within a couple of years the number of players tanked. Checking the numbers they lost about 25% of their players in the two years after the sandbox, with heavier losses in the profitable NA market. Bottom line is players didn't like the changes.

    This is the year they're finally backtracking on things they would never do, because their revenue is finally hurting at this point. You can see it in the increasingly desperate pace of tank sales, the huge boosts to premium account, the exceptional drop in pricing this Christmas, and all the features that should have been in the game years ago like crew books and removing team damage. They tried it their way, and it failed. Some of the things people are complaining about now like the huge, open lanes of fire on maps like Glacier, Fisherman's Bay, Erlenberg, Ghost Town, Studzianski, Kharkov, this is all trying to make sniping more effective and roll back what they've already done which can't be easily undone. Yet again, these changes don't make the game more enjoyable, because the core mechanics are the real problem: arty, gold ammo, big tier spreads, etc.

    The question at this point is how far are they willing to go in walking back what they did and giving players what they want? Will the gold ammo reduction ever see the light of day? Is there really some huge rebalance in the works or are they so internally divided it never happens? Are they even finally considering removing artillery?

  6. Lots of changes, most positive, some negative. General theme is handing out faster advancement to keep people on the hook and increasingly desperate attempts at finding something novel to add to the game. 3/5/7 got toned down to where the game is playable again, you now see a lot more same tier and 1 tier spread games.

    Hopes are now resting on the mythical "global rebalance" WG claims is underway deep within the bowls of the dungeons of Minsk. Supposedly gold ammo gets rebalanced and all the tanks in the game get adjusted to compensate. If it truly exists it's being kept very quiet.

  7. Man, this one is painful. Terrible gun arc, terrible bloom numbers, terrible mobility, huge profile and no camo, no gold round because ??? reasons, paper armor HE and arty bait. The only redeeming quality is the sick shooting sound effect and 500 damage that melts from the target's HP bar on the rare occasion a shot actually lands. This is one of those tanks that is actually baffling... why is it even this bad? It's like they just decide to make some tanks unplayable.

    EDIT: upgrading to swear words. Fuck this tank.

  8. The point I'm really trying to make is that there's not even an objective basis to start with to determine if there's manipulation occurring. If the EPA wants to prove a company is dumping its runoff into a lake it can test the lake and find the Mercury levels are 14 times normal. In tanks, win rate changes due to a million variables including changes to the game. There was a time I could grab any old shit tank in tier 4 or 5 with a 75% crew and still win 60%+ solo. Those times are long gone. Grinding through a shit tank now it's not at all uncommon to finish with a win rate of 50% or even worse. A lot has changed since then: vision control died, gold ammo was added and is now spammed like crazy, accuracy is different, maps have changed to remove powerful positions, the game has been made way more shitlord friendly in general. In that environment where you have no consistent baseline and many explanations for changes in win rate it's literally not possible to determine if manipulation is occurring.

    The subject is actually kind of stupid now, because they've "rigged" the game right in front of every one. Fact is the changes to the game have caused a lot of win rates to drop, it's part of why so many people have quit playing. And there are still people putting on tinfoil hats even though it's been done right in the open. It's like how every one thinks the "global elites" are engaged in conspiracies. Why the fuck would they need conspiracies when they're taking everything right in front of our faces and people keep voting to make it happen?

  9. I'll save every one some trouble: if WG did manipulate the MM there's no way you'd ever know unless they did it so badly it was obvious to everyone. The amount of confounding variables and the sheer variety of ways in which they could manipulate the MM to get the result they want make it impossible without literally running a statistical experiment involving thousands and thousand of test games. If they did it in a way to cover their tracks even that wouldn't prove anything. They could tweak your win rate a few percentage points easy and there would be no way to know.

  10. I just want to add something about why tanks is boring as fuck now: the tanks have gone unchanged for so long that there are no questions to be answered anymore. Back in the day every other patch would change 30ish tanks with several stat changes on average. There was a constant churning of buffing and nerfing occurring. And even if they didn't get it all right, at least the constant flux meant there was a lot of new things to try out. That was the biggest excitement of patch day, to test the changes to see what tanks are the new winners and losers.

    Now, you can look at the tank lineup and know which team has the advantage. The tanks have gone without adjustment for so long that the game is stale, predictable, and dreary. It's not just that the balance is bad, though it is, it's that it's been bad and unchanged for so long that everything has been settled. I just counted all my tanks in tier 5, which is my most played tier. Only 4 are winners. Another 9 I would call playable. 44 are useless, noncompetitive garbage. 75% of the content in the game is not even really content, basically.

    So now my tank ritual when I get the urge is that I log in, I play 2 or 3 stupidly overpowered tanks that have been absurd for years now, and then I'm bored. The decent tanks are boring, the overpowered tanks are SUPER boring, and I actually want to play the lame tanks but know I'll just get frustrated and rage quit because they suck.

    If WG just starting making sweeping shuffles of all the tanks' stats the game would at least be interesting again.

  11. I just want to note my favorite feature of this mode, which is that it encourages being a bot-level shitbag. Half the pubbies just sit at the redline sniping what you spot because they're scared to get hit, so you end up taking the bulk of the driving rain of snapshots while they sit and gobble up damage risk free. And of course if you do the same you'll end up with 2 full health tigers being initially spotted 30 seconds from walking over the base. So you get those games where every one is dead and the 46%er is still on his first tank because he never engaged anything.

    At least they did fix the scaling. I played two today and it was doing 6-7 waves for games it was doing a full 10 on before.

  12. Every time I go back and try to suffer through the grind of this tank I always get triggered over the side gun depression. There is no fucking excuse for 1 degree across the sides. That alone makes the tank practically unplayable because I go to do the normal things I would do like pull out sideways to take a quick shot and find I can't even depress far enough to shoot a tank 50 feet away on flat ground. Worth noting the gun elevation is also crippling at 12 degrees, that's worse than AMX light autoloaders and is a real pain when you already have crippling depression over the side.

    This thing needs 1500 HPs and 380 view range to even begin to make it viable with such a terrible platform. A RoF and bloom buff on the 90mm would also be a good idea to give some options.

  13. Possible reasons they are doing it this way:

    • HE needs to do something, and scaling up the damage could accomplish that. 400 vs 320 is the difference between 50 damage and 0 in a lot of situations. Might as well do all the rounds at the same time.
    • Sabotaging the validity of stats probably not the worst thing that could ever happen in WG's eyes, since stat shit brings out the worst in a lot of players.
    • It's a perfect way to do a lot of ninja nerfing of tanks in a way the pubbie brain cannot comprehend because it involves making comparisons. Expect bad tanks to get bigger HP boosts and good tanks to get less.
    • There's probably some obscure law in some country no one's heard of in Europe that could be a problem if they reduced gold ammo damage, but won't apply if they make other ammo types do more.
    • There's probably going to be some ammo price shell game. If they drop the advantage of gold ammo more people shoot AP=less need for premium account. Increasing the damage of the shells will give a pretext for disproportionate increases in AP shell price, and $5 says the credit cost per damage of AP will be higher when it's all said and done. If they just cut gold ammo damage they'd have to do a stark increase in AP costs and players would realize it and bitch.
    • EDIT: elaborating on balancing, they basically have to nerf heavy tanks and other heavily armored vehicles if they nerf gold ammo. This is another reason they're doing it this way, because they're going to increase the HPs of armored vehicles less to balance out the cuts to gold ammo. If they just cut gold ammo damage they would need to reduce heavy tank HPs and baddies would bitch if their Defender got "nerfed" from 1500 to 1350.
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