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Supertest is out. I think it might have potential. At first sight, the conversion seems alright-ish (not quite sure on that yet). There seem to be a few useful new skills that might have a big impact on some vehicles (significantly reduced dispersion on the move on EBRs going over 40km/h seems fun).

Overall effectiveness is down though. Compared to BIA crews everything seems to have taken a hit.

What's the WoTLabs view?

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The thing that annoys me the most is the overall hit to effectiveness due to taking away the 14% or so Commander passive boost and locking it behind the Level 75 wall in increments, meaning that you have to get a 5-skill equivalent crew to activate the old passive Commander bonus. Another thing that I've found annoying is the RNG for the instructor skills (You get random presets given to you, you don't get to choose where the bonus points go).

They said in the video that they wanted to get away from having must have skills that are always picked, but Repairs, Firefighting, scuffed BIA (Coherence) and Situational Awareness are all still needed for randoms IMO.

From a CW perspective (I've really only watched Daki experiment so far), I can see that there's a massive variation in skill loadouts that you can have for CW, but I feel that for randoms this won't change much and there will be a figured out set of skills when (I say when because I know that WG will most likely have already decided that they will push this, regardless of feedback) this comes out, like for equipment 2.0.

There are some very nice and unique skills that have come out of this such as redution of RNG for pen and damage rolls, but I don't feel that they will be effective enough to be used.

Oh also, damage rolls seem to be very bugged on the Sandbox, with min rolls and max rolls becoming incredibly common to the point where you will hit multiple in each game.

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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.

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Havent seen it properly myself. Friend did a long summary of it.

From what he said it sounds horrible. Changing it fully from a mostly passive stat boost that it currently is to a full blown gimmick system. "You get this for 5 seconds after doing this" "if you get this many kills you get this boost" 

 

No no no no no no no. It sounds awful. I didnt actually want WG to change crew skills because aside from making 6th sense default, I didnt trust them to not fuck it up. And it looks like thats whats happening to me. 

 

 

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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.

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54 minutes ago, Jesse_the_Scout said:

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.

I'm in the same boat.

Every tank i have has separate 4 skill crews. Literally zero 5 skill crews tho.

Are we really gonna get fucked hard? 

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It seems like level 75 is where you want to be with all crews on all tanks in 2.0.

And to get that in conversion, you need to have a crew with 5 FULL skills, and 6th opened.

That's crazy. 

I dont even have crews with full 4 skills and I dont feel like I'm missing much on HT, TDs, Arty.. Only lights and some meds really need 4 full to work well. 

Edit: 

Wow. All my tanks will be NERFED after conversion. 

My perfectly fine 3-skill Maus for example... After conversion: gonna be a level 35 turd. 

Hahahaha 

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1 hour ago, Bobi_Kreeg said:

It seems like level 75 is where you want to be with all crews on all tanks in 2.0.

And to get that in conversion, you need to have a crew with 5 FULL skills, and 6th opened.

That's crazy. 

I dont even have crews with full 4 skills and I dont feel like I'm missing much on HT, TDs, Arty.. Only lights and some meds really need 4 full to work well. 

Edit: 

Wow. All my tanks will be NERFED after conversion. 

My perfectly fine 3-skill Maus for example... After conversion: gonna be a level 35 turd. 

Hahahaha 

not just a crew with 5 full skills, but that crew can't be a 0th skill/female crew because the 0th skill doesn't count towards the XP pool now

also level 75 is not enough: maxed expertise gives you an additional 20% of crew skill on top of the 5% you get from the nerfed BIA and that's basically the new bond equipment grind for crews

lastly but prolly most importantly to casual players, a 2.5 skill crew (basically enough for most stuff in the current system) will only get you at most 3 of the old skills

RNG instructors are stupid

This shit isn't Crew 2.0 - it's Rubicon 2.0.

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Seems like:

They fucked up reward crews. Free skills from Santa, Chuck, Girls, etc... do not count in conversion. 

They made performance gap between 2.5-skill and >5-skill crews larger. 

And they made ALL* crews WORSE after conversion. Light tanks with less than 6 skills are gonna get rekt the most. There is no real replacement for camo skill, and you cant max camo and VR early in the "crew talent tree".

 

*maybe not all of them. Seems like there are huge buffs after level 75 in the New system, so crews with real 6 or 7 skills are gonna become extremely powerful compared to average 3 to 4 skill crews. :(

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Well, if they idea is to (especially at high tiers...) reduce the overall combat effectives, then this change is rly good.

on tier 10 everything has too much view range and gun handling, so toning down that a bit wont hurt (at all...)

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I like the overall concept behind updating and refining the crew system. I'm even kind of excited about the idea of a new system with new possible combinations. However, I just got done watching their little video, and that seems like an over complicated mess.

This could just be a knee-jerk reaction and I might get over myself with more info, but yeah not excited about this right now.

Some of the things that I don't like, or at least annoy me.

  • The idea that the special little perks, "talents," at the end of each line are more of a trade-off than an overall just better thing.
  • Zero skill crewmembers equal less good converted crew
  • Chuck Norris will not be one of my commanders anymore. That voice acting!
  • Increased overall complexity for both new and existing players that will probably not lead to more fun playing the actual game.
  • Why not convert my bunks to dormitories?
  • The concept that WG doesn't like that everybody uses the optimal skills under crew 1.0.
  • Very high skilled crews will have a mastery badge visible to everyone thus putting a big old target on those players. Isn't that what anonymizer was meant to mitigate for?

In general, I thought the old system was functional, simple to grasp, and did what it needed to do while not getting in the way of playing the game. I don't quite understand why crew 2.0 couldn't basically be a refined version of what we already have but with the equivalent of turbocharger and IRM added to the skill load outs. You know, give people new options, and new possibilities.

I guess we will see.

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This is trash. 

  • The new perks suck ass for a multitude of reasons, especially proc based situational ones. They don't work in any game, I can't believe someone greenlit that idea.
     
  • Creates a huge gap between 7+ skill crews and lower level crews. You don't have amazing crews? Fuck yourself. New players can look forward to literally never being on even footing with veterans. I'll end up with 50%+ more crew skill then the other players in the match after 3 kills and a burned medkit. That's fucking stupid. I'm not even playing the same game at that point.
     
  • How much you benefit from the crew conversions depends entirely on whether you kept a small number of good crews or a lot of okay ones. You honestly might as well quit the game if you did the latter because of the above reason.

Incredibly disappointing. Give everyone sixth sense and then literally never touch the system again, wargaming. 

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The best part is that the sandbox server is a laggy PoS. I think am averaging 25% packet loss with it.

6 hours ago, lavawing said:

This shit isn't Crew 2.0 - it's Rubicon 2.0.

This. Right here. Sums up the whole shitshow.

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I already miss being able to stack BIA, recon, and SA for max view range. The new vision skill only gives 4% more view range when maxed out, which is significantly less than what can be done with the above. Though the investment of 10 skill points compared to currently having to max out 3 different skills (which may all be bottlenecked to the commander) may be simpler, many tanks in my lineup need more than 4% view range from the crew. The new camo skill also seems like it has less effect in total than the current one, another disappointment.

As of how the system as a whole works, I'm still failing to see the point. If they wanted to make sixth-sense a default feature and make crews start at 100% training without having to pay gold, or having crews trained for multiple vehicles, they could have done that without having to rework anything.

***Edit: Actually it seems that the 'Cohesion' skill acts sort of like BIA and fills the gap to some degree, but oddly the garage UI doesn't show improvement to either base spread or camo in particular. Another incidental thought- why do so many of these skills have to be conditional? One gives better aim time, but only when stationary. Another improves acceleration, but only in a straight line. Cohesion improves some 'handling' stats, but not others. Plus the condition that its disabled by a crewman being either wounded or stunned. Why can't the new skills just give simple, useful buffs without conditions, tradeoffs, or strings attached?

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A bit less view range isn't purely a bad thing as it was saturated already in the upper tiers. But yeah, simple solutions would have been far less convoluted way to get the main wins for crew 2.0.

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7 hours ago, Rexxie said:
  • How much you benefit from the crew conversions depends entirely on whether you kept a small number of good crews or a lot of okay ones. You honestly might as well quit the game if you did the latter because of the above reason.

This is kind of where I'm sitting, with a warehouse full of 3-skill crews across dozens (hundreds?) of tanks. Now it feels like amateur hour. The only way out of this I can see is to burn the collection and see how many of those crews can be turned into training books in an attempt to build at least a couple of competitive crews.

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Only less than one full skill crews get booked. At 3 skills you're stuck with useless bunk sitters.

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The crew grind is absolutely terrible. Playing without sixth sense is rage inducing. Getting clowned by people with 5 skill crews in tier 5-6, while you're trying to rank up the first skill, absolutely blows. I have no idea if this will help casuals/new players, and I'm sure WG will fuck it up. But, as a casual, who mostly sucks, I think some kind of change to crews was needed. The difference in effectiveness between a 1 skill crew, and a 3 skill crew, is pretty fucking enormous. And, let's be honest. Tank effectiveness at higher tiers, with 5 skill crews, is pretty absurd.

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4 minutes ago, Shadivak said:

The crew grind is absolutely terrible. Playing without sixth sense is rage inducing. Getting clowned by people with 5 skill crews in tier 5-6, while you're trying to rank up the first skill, absolutely blows. I have no idea if this will help casuals/new players, and I'm sure WG will fuck it up. But, as a casual, who mostly sucks, I think some kind of change to crews was needed. The difference in effectiveness between a 1 skill crew, and a 3 skill crew, is pretty fucking enormous. And, let's be honest. Tank effectiveness at higher tiers, with 5 skill crews, is pretty absurd.

The difference will be even larger after the changes

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Just now, lavawing said:

The difference will be even larger after the changes

Well that's pretty typical. Odds are, this is a money grab, and nothing more.

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