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HP pools were never an issue, higher HP slows the game down. The problem lies in how players experience armour. I've been playing basically only 50B for a while and  it's been horrible. Without armour you really can't impact a stalemate at all. So armour became a problem, and premium rounds the solution (in gameplay but for the players it's the other way around).

I have absolutely zero tank/history interest and I still devoted enough time and effort to being able to make a  (modest but still a) living off of it. The game doesn't need historical accuracy at all, it's really just a way to attract the players that have a gaming (given, obviously) and a history interest by linking them. It has absolutely nothing however, to do with the game's health.

More players would be great, but people don't really get upset about queue times. Waiting sucks but it doesn't play a part in the actual gameplay anyway. Players feel bullshitted when they play this game. I know I do. Arty, ammoracks, pen/dmg rolls, RNG in general, broken tanks, stupid map positions and so on. That's the problem of WoT; only the victor is enjoying the spoils while others feel cheated. 

When was the last time you really enjoyed a lost game? Not losing per se but the game itself. I can accept losses without issue but I have never had fun losing in WoT. Other games don't have that feeling to it. So many games in WoT are lost to things beyond your control and when it's not your mistake, do you really deserve to lose?

It's the root problem of gaming in general perhaps but it's the reason why balance has to be fair and valued. The balancing is there to make things as fair as possible. This is something WG never did and why the game will never have a playerbase that enjoys their game while having it competitive at the same time. 

 

World of Tanks will always be the MMO equivalent of Chernobyl until you remove the competitive aspect from it. Otherwise the game is decently made, easy to run for bad PCs, looks good on high end, advanced mechanics and plenty of content. A solid game tbh, it's just not what it could have

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On 12/10/2018 at 6:14 AM, GehakteMolen said:

Gold ammo and arty fucked it, those 2 made heavy tanks useless, and when the heavys suck, the bads will drive TDs or artys, many fun....

Over the years anything and everything got good gun depression, accuracy and turret armour, and every tank is now the same, with a different skin, aka shit.

The main reasons why historical accuracy was so important, is that it forced WG to be creative, a tank with crappy RL armour and no gun depression needs to be amazing in other stuff, while a tank with fat armour and (often big gun) needs to be bad in other departments to make it balanced.

Beiing a bit creative for the sake of gameplay, ok, but the last 3 years have been a total shit show in this regards.

Only way to fix the game (perhaps):

  1. One arty in each team as hard cap
  2. Start removing autoloaders, it should be a nich, not something half the tanks have
  3. cut gold ammo dmg down by 25%
  4. Reduce hitpoints of all tier 9 and especially tier 10 tanks a bit and nerf dpm of tier 10
  5. Reduce accuracy, especially of top tier tanks
  6. Add weakspots and when tanks become to weak, buff them a bit in other department.

Tier 10 was always the cancer of the game, and it spread to all tiers over the years...

The most stubborn canary was the IS-7.

 

Once the IS-7 was buffed, it should have been the most biggest giantest red alarm that should have gone off to everyone.

 

 

The IS-7 was hardly UP, or at least should never have been. If the IS-7 needs a buff, the game has gone the wrong direction and surprise, surprise, it has. 

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You can have armour without having Type 5s and Super Conquerors.

For example E3 is immense hull down, needs no gun depression for that armour to work, Badger similarly, neither of these tanks are OP because they are also slow ass turret less TDs.

IS7 with it's invinca turret was also always generally fine, again largely because it's got (well had) a derpy gun and only -6 depression. 

Plus we always had maps to work around these tanks, not as many corridor fest, an average map was more Redshire and less Mountain Pass. Plus these tanks were not as strong outside hull down either, so you could just ignore them and go elsewhere, they were not rolling bunkers like the Type 5 that doesn't give a crap about terrain use and positioning. 

Trouble is now every tank and it's dog is super strong hull down, and then you have things like the Super Conq which has a weakspot free super strong turret + -10 depression + amazing gun handling. Too much on one tank, it should more be like -7 gun depression with the same weakspot as the Conqueror.

And then most maps have 1-2 viable fighting spots, so you have all these rolling bunkers and super strong hull down heavies, all going to the same spot. So battles there become an rng fest stalemate, you have 10+ over amoured tanks facing off against each at 100m or less, all with near invincible armour, so you either hoping for someone to get bored and make a mistake, or you sling HE at them or you get high pen rolls on your premium spam.

They need to just tone down how many of these tanks have near invincible armour, start adding turret weakspots, but they also need to give these tanks more room and more options.

We need bigger maps with less corridors so that if you roll up to a contested map spot half the enemy team is not there, instead battles of 3-4 tanks are breaking out, not 8-9.

Meds can then stretch their legs and mobility begins to have more value, gaps will then appear in lines, these pockets of tanks can be caught in cross fires and the flankers don't get screwed over by the 3-4 tier 10 TDs camping in base in some OP base camping ledge. 

Maps though are not a quick fix, but one thing I would do is release the Grand Battles maps for regular 15 v 15 games at tier 9 and 10. Those maps are not good, but with 15 tanks not 30 spread out, you'd have far more dynamic battles where players actually have options, you wouldn't have paper med players going 'If I got to point A there 5 hull down heavies in a corridor, if I got to point B there are 4 super heavies in a corridor, If I try to go through this field there are 3 high alpha TDs camping in base waiting for me' so basically I can't do anything until some people die' 

That is what playing paper stuff in this meta is like, especially at higher tiers, you drive around looking for opportunities and gaps that just don't exist and end up hoping your heavies win their brawl, or try to brawl in a tank completely unfavourable to that situation and get annoyed when some 45% bob snap shots you in his heavy for 500 damage just because the game deemed your tank and your skill worthless.

Turn down power creep, tier 10 markers for good tanks should be -

  • E100 as the power level for super heavies.
  • Cent AX/E50M as your power level for all round nato mediums 
  • T-62A as your power level for 'armoured' meds. 
  • Bat Chat as your autoloader
  • 113 as your heavium
  • T110 E3/E4 as your armoured and 'turreted' TDs
  • Grille/Strv as your 'sniper TD's
  • E5 with a smaller cupola as your 'hull down' heavy.
  • Your 3 autoloading heavies are probably fine, Kravagn probably needs some QOL buffs. 
  • K-91 as your 'sniper' med. 

Other tanks then get adjusted to the same level as those tanks so they are no stronger or weaker, just have slightly different strengths weaknesses.

Do the same on other tiers, Identify where your power level is for each class and style within that class and balance to that, so most tanks are close together in power level, so there is no obviously better, or obviously worse tanks on each tier. 

Sack off the absurd high alpha tanks, rebalance them, one of the reasons that tier 9 is much better overall is TD alpha doesn't go past 750.

Sack off the whole Japanese heavy line and any other heavy in the game that doesn't have genuine weakspots, same with stuff like the T95 and Torty, which have been over buffed. 

Other stuff I'd do is -

  • 1 arty max per side, no arty in PMs, long term rebalance arty to have some skill requirement (counter battery, different shell types, more complicated aiming system etc.)

 

  • The MM is also a quick fix IMO, just do the experiment on the SEA server to all servers, that one has to have put loads of players off playing, anyone grinding, credit grinding or trying to avoid tier 10,  they basically have to play tier 9 or accept they are getting 80% bottom tier games.  Most people are going to stop playing because of that.

 

  • Bring Frontline back with at least 3 maps as a permanent mode, it had an old school WOT feel about it. 

 

  • Premium direction more recently has been fine, but they have to stop selling Defenders, Leffes, E25s etc. just stop it, and these tanks will die off and be less annoying. 

 

  • Rebalance a whole host of crappy tanks, your Tiger 2s, T-34-2s, T32s, Black Princes, Leopard 1s, Panther 88s etc. You'll breathe new life into the game if people get to dust off tanks they haven't played for a long time and forgotten premiums, people will come back to the game for that. 

 

  • Make sure your new lines are balanced and interesting, like the Swedes, like the Italian ones, not Bobjects, not 430Us, not Japanese heavies. People will play the game and come back to the game for new content that is fun and interesting, it doesn't need to be OP as f*ck or gamebreaking. I have worries for the wheeled vehicles, but they are at least interesting and very unlikely to be OP. 

 

  • Maps, maps, maps, maps, maps, hire that Frontline company to do new maps, make bigger maps for higher tiers, sack off whoever is designing these maps by drawing areas for each tank class on the map and thinking that is good design.

You'll never arrest the decline completely but you could easily keep the game healthy for many more years.

 

 

 

 

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7 hours ago, tajj7 said:

You can have armour without having Type 5s and Super Conquerors.

For example E3 is immense hull down, needs no gun depression for that armour to work, Badger similarly, neither of these tanks are OP because they are also slow ass turret less TDs.

IS7 with it's invinca turret was also always generally fine, again largely because it's got (well had) a derpy gun and only -6 depression. 

Plus we always had maps to work around these tanks, not as many corridor fest, an average map was more Redshire and less Mountain Pass. Plus these tanks were not as strong outside hull down either, so you could just ignore them and go elsewhere, they were not rolling bunkers like the Type 5 that doesn't give a crap about terrain use and positioning. 

Trouble is now every tank and it's dog is super strong hull down, and then you have things like the Super Conq which has a weakspot free super strong turret + -10 depression + amazing gun handling. Too much on one tank, it should more be like -7 gun depression with the same weakspot as the Conqueror.

And then most maps have 1-2 viable fighting spots, so you have all these rolling bunkers and super strong hull down heavies, all going to the same spot. So battles there become an rng fest stalemate, you have 10+ over amoured tanks facing off against each at 100m or less, all with near invincible armour, so you either hoping for someone to get bored and make a mistake, or you sling HE at them or you get high pen rolls on your premium spam.

They need to just tone down how many of these tanks have near invincible armour, start adding turret weakspots, but they also need to give these tanks more room and more options.

We need bigger maps with less corridors so that if you roll up to a contested map spot half the enemy team is not there, instead battles of 3-4 tanks are breaking out, not 8-9.

Meds can then stretch their legs and mobility begins to have more value, gaps will then appear in lines, these pockets of tanks can be caught in cross fires and the flankers don't get screwed over by the 3-4 tier 10 TDs camping in base in some OP base camping ledge. 

Maps though are not a quick fix, but one thing I would do is release the Grand Battles maps for regular 15 v 15 games at tier 9 and 10. Those maps are not good, but with 15 tanks not 30 spread out, you'd have far more dynamic battles where players actually have options, you wouldn't have paper med players going 'If I got to point A there 5 hull down heavies in a corridor, if I got to point B there are 4 super heavies in a corridor, If I try to go through this field there are 3 high alpha TDs camping in base waiting for me' so basically I can't do anything until some people die' 

That is what playing paper stuff in this meta is like, especially at higher tiers, you drive around looking for opportunities and gaps that just don't exist and end up hoping your heavies win their brawl, or try to brawl in a tank completely unfavourable to that situation and get annoyed when some 45% bob snap shots you in his heavy for 500 damage just because the game deemed your tank and your skill worthless.

Turn down power creep, tier 10 markers for good tanks should be -

  • E100 as the power level for super heavies.
  • Cent AX/E50M as your power level for all round nato mediums 
  • T-62A as your power level for 'armoured' meds. 
  • Bat Chat as your autoloader
  • 113 as your heavium
  • T110 E3/E4 as your armoured and 'turreted' TDs
  • Grille/Strv as your 'sniper TD's
  • E5 with a smaller cupola as your 'hull down' heavy.
  • Your 3 autoloading heavies are probably fine, Kravagn probably needs some QOL buffs. 
  • K-91 as your 'sniper' med. 

Other tanks then get adjusted to the same level as those tanks so they are no stronger or weaker, just have slightly different strengths weaknesses.

Do the same on other tiers, Identify where your power level is for each class and style within that class and balance to that, so most tanks are close together in power level, so there is no obviously better, or obviously worse tanks on each tier. 

Sack off the absurd high alpha tanks, rebalance them, one of the reasons that tier 9 is much better overall is TD alpha doesn't go past 750.

Sack off the whole Japanese heavy line and any other heavy in the game that doesn't have genuine weakspots, same with stuff like the T95 and Torty, which have been over buffed. 

Other stuff I'd do is -

  • 1 arty max per side, no arty in PMs, long term rebalance arty to have some skill requirement (counter battery, different shell types, more complicated aiming system etc.)

 

  • The MM is also a quick fix IMO, just do the experiment on the SEA server to all servers, that one has to have put loads of players off playing, anyone grinding, credit grinding or trying to avoid tier 10,  they basically have to play tier 9 or accept they are getting 80% bottom tier games.  Most people are going to stop playing because of that.

 

  • Bring Frontline back with at least 3 maps as a permanent mode, it had an old school WOT feel about it. 

 

  • Premium direction more recently has been fine, but they have to stop selling Defenders, Leffes, E25s etc. just stop it, and these tanks will die off and be less annoying. 

 

  • Rebalance a whole host of crappy tanks, your Tiger 2s, T-34-2s, T32s, Black Princes, Leopard 1s, Panther 88s etc. You'll breathe new life into the game if people get to dust off tanks they haven't played for a long time and forgotten premiums, people will come back to the game for that. 

 

  • Make sure your new lines are balanced and interesting, like the Swedes, like the Italian ones, not Bobjects, not 430Us, not Japanese heavies. People will play the game and come back to the game for new content that is fun and interesting, it doesn't need to be OP as f*ck or gamebreaking. I have worries for the wheeled vehicles, but they are at least interesting and very unlikely to be OP. 

 

  • Maps, maps, maps, maps, maps, hire that Frontline company to do new maps, make bigger maps for higher tiers, sack off whoever is designing these maps by drawing areas for each tank class on the map and thinking that is good design.

You'll never arrest the decline completely but you could easily keep the game healthy for many more years.

 

 

 

 

If only their intention was to make a game good rather than sales.

There is a reason why russian tanks are great/OP compared to other lines because russian players need to feel OP when they drive their tank. This is also why most german tanks suck because russians need to feel that they are shitting on them especially the legendary Tiger 2. You know WW2 is known in Russia as the "Patriotic War" and their enemies were German and yadda yadda.

New lines instead follow the policy of being balanced because they cant harm russian supremacy, but at the same time people will not grind bad lines so they need to not suck or be OP. This is why the Italians and Polish ect are good but not OP. Exceptions are made when you need a line for retards such as the SConq and Type 5 or StrvB.

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I agree with you, tajj, about the maps. I think larger maps cure a lot of ills with regards to tanks being op.  I don't have a problem with the s.conq. since outside of hull down, it's not terribly hard to deal with. I don't have a problem with the armor profile of the Type 5 heavy which seems to be relatively easy to pen if you aim and use gold rounds, unless using gold rounds is the complaint which is a whole other thing. What makes the Type 5 broken is the no fucks given HE. 

Arty need to have the splash radius and stun duration reduced ( or remove stun altogether).  

Yes, re-balance older tanks to make them relevant, or at least enjoyable, again. 

In all of this, however, tanks that rely on armor need to have, at least frontally, armor.  If you make superheavies easily penned frontally or hull-down tanks with easily penned turrets, you may have well not bother with them. 

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For a long time one of the big complaints about low tier play was the low HP pool and high alpha meant a lot of tier 5s got early exits from a lot of games due to Hetzer/M4/PZ IVH/KV-2 etc.  As you went up in tier, tanks had more staying power and while players were still punished for mistakes, they were not insta-deleted anymore.

Then WG stepped in and added high alpha tank after high alpha tank, added prem-HE rounds, buffed the shitbarn and deathstar. Now suddenly tier X games are starting to look a lot like tier 5 games used to.  I see tier 10 tanks 1-2 shot all the time now (it happened to me today - got 183mm less than a minute into a game) and more and more players are getting send back to the garage in 90 seconds for getting spotted crossing or making one bad poke. How many new heavies ave 600+ alpha?

Tier X is frustrating enough to play while losing money every game, adding RNG kills has not made it any better.  WG took away the ability of getting deleted by a T92, so of course they had make up for it by adding the Type 5 and buffing the FV.  

</Rant>

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