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Field Modifications

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Wargaming dropped this little surprise onto the Sandbox server. Some of it is quite interesting. I think the ability to select equipment loadouts has merit and could change up the way we all play our favorite tanks. For instance switching a top tier and bottom tier loadout on tier 8 premium tanks could be useful. 

https://worldoftanks.com/en/news/updates/sandbox-2021-field-modification/

Greetings, Commanders!

On June 15, the open test of Field Modification starts on the Sandbox server. This is a toolset that allows you to precisely configure your favorite vehicles depending on their combat roles. Field Modification gives you an opportunity to additionally improve certain vehicle characteristics and adjust them according to your needs and playstyle.

We’re currently developing this feature, and we need your help. We want to demonstrate the idea and its implementation, but we need your feedback on both the concept itself and its implementation in the game. Join the test, and together we'll decide how Field Modification will be introduced to World of Tanks!

Field Modification
(Testing on the Sandbox Server)
TESTING ON THE SANDBOX SERVER STARTS: TESTING ON THE SANDBOX SERVER ENDS:
Tuesday, June 15 at 02:00 PT | 04:00 CT | 06:00 ET Monday, June 21 at 00:00 PT | 02:00 CT | 03:00 ET
 

IMPORTANT

Sandbox is a testing ground where we evaluate new mechanics and possible changes to the game together with our players. Each test on the Sandbox server should be treated as an experiment—the result of such experiments is never known in advance.

Note: The costs on the current Sandbox server are provisional. The Field Modification economy, parameters, and values are not final and might be changed after the test. All active participants will have an opportunity to complete a survey and share their feedback on the feature. Additional missions will also be available on the Sandbox server. Complete them to earn valuable items for your account on the main server.

Your Favorite Vehicles: How to Make Them Better

Which vehicles do you like to play the most? Every Commander can answer this question differently, but even if you have hundreds of vehicles in the Garage, you’ll still have your favorites you enjoy the most. You've fought thousands of battles in these vehicles and earned many epic achievements. You know their technical characteristics by heart, as well as their advantages and drawbacks.

Meanwhile, each tanker wants to personally adjust their favorite vehicles to maximize combat performance. In some cases, they go for directives and different sets of equipment. However, very often, a more precise adjustment is what players need.

Field Modification was developed for such requirements. This is a special feature for fine-tuning vehicles, which will become available once a vehicle acquires Elite status. The feature will allow for more precise adjustment of your favorite tanks by giving you the opportunity to tweak specific technical characteristics. Let's take a closer look.

General Description and Modification Tree

Field Modification will be available for Tier VI–X vehicles (including Collectors' special and Premium vehicles), excluding rental ones. Players who have these vehicles in their Garage will be able to try out the new mechanics during this Sandbox iteration.

Field Modification consists of three types of modifications that players can make to a vehicle's technical characteristics or setup:

  • Standard
  • Dual
  • Special

Together they form the Modification Tree, which depends on the vehicle tier and role. Starting with Tier VIII vehicles, the number of available modifications will increase. Tier X vehicles will have the highest number of modifications available.

Players use Combat or Free Experience to research modifications. Modifications are unlocked one by one. Upon researching and purchasing modifications, you'll improve your vehicles by slightly increasing their technical characteristics to suit your needs.

 

 
 
 
 
 
 
 
 
 
 
screen_en.16d030.jpg

 

IMPORTANT

To research all modifications for a vehicle, you'll need approximately the amount of experience required to research a vehicle of the same Tier in the Tech Tree.

To get a modification, you'll also need Credits to go with the Combat or Free Experience. Use credits to purchase Dual Modifications (keep reading for details) and perform certain other operations.

Vehicle Combat Role

All Tier VI–X vehicles with access to Field Modification will receive a special new parameter—Role. A similar system (Role Experience) has already been introduced in Ranked Battles.

There will be 15 total roles: Assault Heavy Tank, Versatile Medium Tank, etc. The Modification Tree will be created for each vehicle with regards to its combat role. Respectively, modifications will provide different adjustments to technical characteristics for vehicles that belong to the same type but vary in role (Assault Heavy Tank, Breakthrough Heavy Tank, etc.), since their gameplay differs and so does their combat purpose.

Field Modification: Interface Specifics

IMPORTANT

The Field Modification interface on the Sandbox server is not final. After testing, it will be polished taking the new mechanics into consideration. The aggregated vehicle characteristics displayed in the Garage are not adapted for Field Modification. Therefore, we recommend paying attention to the values of specific vehicle parameters that change in the Field Modification window, rather than the rating and fluctuations of the performance scale in the Garage.

To get a better idea of how the new mechanics will impact your vehicle characteristics, during testing on the Sandbox server, we suggest using the adapted vehicle characteristics in the Field Modification window.

Please evaluate all modifications applied to one vehicle comprehensively and in their totality, rather than as a separate stage of Field Modification. This approach will allow you to choose a means of vehicle tuning to suit your needs, taking into account your individual playstyle.

Standard and Dual Modifications

Standard Modifications are unlocked when the Field Modification level is increased. They provide a small boost to one vehicle characteristic, depending on its role. For example, Breakthrough Heavy Tanks (i.e. IS-7, 60TP Lewandowskiego) will receive a few more hit points, and Versatile Medium Tanks (i.e. STB-1, M48A5 Patton) will get a bonus to engine power.

Researching Standard Modifications will unlock Dual Modifications of the same level. Dual Modifications are purchased using credits and affect two groups of characteristics. They allow your vehicle's characteristics to be redistributed so that it becomes more effective in one aspect, but at the cost of another.

By choosing between the various Dual Modifications, you can adjust your vehicle to your style and make playing it more enjoyable and effective.

For each Dual Modification, you have a choice and can pick one of three options:

  • Select the top modification.
  • Select the bottom modification, which should have an effect opposite the top one.
  • Select neither and proceed with the Modification tree.

However, you can always change your mind and cancel the current modification for free or switch to the other modification using credits.

Special Modifications

There are three types of Special Modifications. Only the first two are available for Tier VI–VII vehicles, and all three for Tier VIII–X vehicles.

The first Special Modification enables the Essentials Loadout. This is an alternative set of shells and consumables where you can redistribute shells of different types or replace Small First Aid Kits and Small Repair Kits with Large First Aid Kits and Large Repair Kits, respectively.

At the beginning of the battle, during the countdown, you will be able to evaluate the map, team composition, and the balance of forces before selecting one of two vehicle loadouts that suits the map best. This will help you adjust to the conditions of the upcoming battle and make the most of your vehicle.

For example, if the matchmaker sends you into battle at the top of the list, it would be more logical (and profitable!) to use mostly standard ammunition. But if you are at the bottom of the team list, and the enemy vehicles are one or two tiers higher than yours, it makes sense to select ammunition where special shells prevail.

The second Special Modification provides you with the Auxiliary Loadout, an alternative set of equipment and directives in addition to the Essentials Loadout. You can evaluate the team setup and select a better variant during the countdown before the battle starts. If any equipment or directive is used in both loadouts, the second unit (for example, the second Gun Rammer) is not required.

EXAMPLE

You mount Gun Rammer, Vertical Stabilizer, and Improved Aiming to the Auxiliary Loadout. To reduce the gun reloading time, you also use the Orderly Ammo Rack directive.

You decide to create a second set of the Auxiliary Loadout, keeping the focus on the vehicle's firepower, but improving its mobility. You also use Gun Rammer, Vertical Stabilizer, and the Orderly Ammo Rack directive, but mount Turbocharger instead of Improved Aiming. In this case, you need only one Turbocharger as the second equipment item is taken from the Essentials Loadout.

Let's see the advantages of this modification. Say you're in a light tank on Malinovka with three SPGs. On maps open to artillery fire, it's not easy to play as an active scout. The standard equipment set for light tanks of Coated Optics, Improved Ventilation, and Low Noise Exhaust System is not very helpful here. You might select an alternate configuration: Binocular Telescope, Camouflage Net, and Commander's Vision System. With such equipment, you can be more useful to your team and play as a passive scout while hiding in the bushes instead of driving around the hills and "green" areas.

On the contrary, if you're in a heavy tank on Himmelsdorf or Ghost Town where the main fight will take place in the city blocks, enemy artillery is not as big of a threat here, so you won't get much use out of Spall Liner. In addition to the standard set of equipment for "heavies" (Gun Rammer, Improved Hardening, and Spall Liner), you can create an alternative set where you have Vertical Stabilizer or Improved Rotation Mechanism instead of Spall Liner. It will help you adjust your vehicle for the upcoming battle, increase battle performance, and enhance your chances of success.

Similar examples can be provided for every vehicle for which Field Modification is available.

We heard your requests: After researching and purchasing a third Special Modification, you will be able to assign a category to a second equipment slot. This will help you fine-tune your vehicle for yourself in accordance with its battlefield role. For example, tank destroyers will be able to increase their survivability, and light tanks will enjoy a bonus not only to scouting, but also to mobility and firepower.

IMPORTANT

You cannot select the same category (for example, another firepower for tank destroyers). It should differ from that of the first slot. It is also impossible to select a category that doesn't match the vehicle role. For example, the Maus cannot have a slot with the scouting category, and the Grille 15 cannot have one with the mobility category.

Equipment mounted in the second slot, if it matches the category, will provide an increased effect, just like equipment in the first slot. You may change the category for the second slot using credits at any time.

Missions

Considering the high importance of testing Field Modification on the Sandbox server, we would like to thank all active players who will take part in the test. We really appreciate the time you devote to World of Tanks.

During the test period, you will have access to special missions on the Sandbox server. For their completion, you will receive useful rewards in the main game client.

Day 1 Missions

  • Play 2 Battles in LTs
  • Play 2 Battles in MTs
  • Play 2 Battles in HTs
  • Play 2 Battles in TDs
  • Play 2 Battles in SPGs
  • Complete 4 Missions out of 5

Conditions:

  • Be one of the top 12 XP earners on your team in two (2) battles

Restrictions:

  • Once per account
  • Random Battles
  • Tier VI–X light tanks only

Rewards:

  • ×5 Tokens
 
 
 
 
 

Day 2 Missions

  • Play 2 Battles in LTs
  • Play 2 Battles in MTs
  • Play 2 Battles in HTs
  • Play 2 Battles in TDs
  • Play 2 Battles in SPGs
  • Complete 2 Missions out of 5

Conditions:

  • Be one of the top 12 XP earners on your team in two (2) battles

Restrictions:

  • Complete four (4) of five (5) Day 1 Missions
  • Once per account
  • Random Battles
  • Tier VI–X light tanks only

Rewards:

  • ×5 Tokens
 
 
 
 
 
sandbox-2021-field-modification-mission-  

Participate and Share Feedback!

Field Modifications should not be considered as compulsory additions to the main Tech Tree. This is a new fine-tuning tool that will help you take a fresh look at the gameplay of your favorite vehicles. These modifications won't turn your tank into a supervehicle, but they will make playing it even more enjoyable.

Try out this new system on the Sandbox server and see how convenient the tools for tweaking vehicle characteristics are! It is also very important for us to understand whether we have implemented this idea well, and what steps can be taken to make Field Modification even better.

How to Participate

  • Download the Sandbox launcher.
  • Install the Sandbox client by launching the downloaded file. If you're running Wargaming.net Game Center for the first time, you'll have to authorize and restart the downloaded installation file.
  • Wait until the Sandbox client is downloaded and installed.
  • Open the World of Tanks tab, select World of Tanks Sandbox, and click Play.

Jump in, share your feedback, and fill out the surveys—we'll try to make every voice heard!

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They more they make the game complicated the bigger gap between players of different skill will become. This is a bad idea. Not for us in the short term but it will kill wot faster as pubbies will be more angry when unis do even more dmg. 

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Yeah, agree with @hazzgar. This type of stuff just widens the gap between experienced and new players because it is more grind with more buffs and tweaks to your tank and how it functions, which naturally more experienced players will learn and min-max better than new players or players who simply do not understand the mechanics of the game, and the more experienced players will unlock them faster. Bad idea.

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Oof, this is complex. It appears that it will take a fair bit of grinding to unlock all the modifications for each tank, or else use free XP/convert. Basically this is another way for them to drain our free XP. On the other hand the bajillion 100-200% XP boosts sitting in my depot may see a use finally. And yeah, new players will be left even further behind.

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I think WoT is just straight up past the need to make content accessible to new players. Casual players needs it though. 
 

The skillgap should be far between, but considering that it relies so heavily on income to close that gap it needs to be more easily accessible. A 5 year head start in WoT means you’re just going to stay ahead until the game dies at this point. 

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Time to uncheck Accellerate Crew Training on every tank I have.

One thing that's good is you can add a second slot category, which would level the playing field a bit for those without bond or bounty equipment on their tanks.

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8 hours ago, kolni said:

I think WoT is just straight up past the need to make content accessible to new players. Casual players needs it though. 
 

The skillgap should be far between, but considering that it relies so heavily on income to close that gap it needs to be more easily accessible. A 5 year head start in WoT means you’re just going to stay ahead until the game dies at this point. 

 

Time is not as important. After playing on peoples accounts I got myself a new acc and after 2 years I have a huge advantage. Tons of reserves. Maybe not uber high number of bonds but still high + a lot of bounty gear. 
The only advantage old players have are blueprints but even that I had enough to powergrind to t9 for 3 lines. 

Also since now you don't need to play CW to benefit clans there are many clans who just want good players and don't care about what you do. So you get those boosters without participating. Super easy to stock up on free exp.

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This will be great for people who are me. Infact i might run xvm. Open map none or bad LTs? Time to swap my MT to a bLNES/optics/CVS build. Toggling between vision and firepower is going to be great.

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This will be huge for light tanks!

Feels pretty shit to have a pure vision build and get a shit map for scouting, with this you can switch to a damage focused build and play a pocket medium instead.
This can be a huge quality of life improvement, just hope they don't make the modifications too grindy and that it allows for some flexible builds.

Will definitely check this out, it can be very good or very bad for the game, depending on how they implement it.

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I find it interesting that in the past WG has been reluctant to fix balance/matchmaking issues (even with individual tanks) because "it's so complicated", and then do something like this which is basically the equivalent of saying fuggit and flipping the table over.

Just one example, I'm imagining Malinovka/Prok with scouts running full stealth setups. GLHFgetwrecked. You think there are a lot of 15-3 battles now? Or maybe it will just put the camp back into Campinovka.

 

GG WG, forget skill based matchmaking or limiting arty/scouts per battle and just introduce global balance changes that can't have been thought through. Anything to introduce another grind I suppose.

 

 

13 hours ago, sr360 said:

Oof, this is complex. It appears that it will take a fair bit of grinding to unlock all the modifications for each tank, or else use free XP/convert. Basically this is another way for them to drain our free XP. On the other hand the bajillion 100-200% XP boosts sitting in my depot may see a use finally. And yeah, new players will be left even further behind.

This too. Maybe someone at WG noticed that there is a lot of unconverted XP out there and this is simply away to get people to buy gold to convert it. 

 

Sorry for this shitpoasting, this has me kinda salty.

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1 hour ago, YesThatWasAPCR said:

Just one example, I'm imagining Malinovka/Prok with scouts running full stealth setups. GLHFgetwrecked. You think there are a lot of 15-3 battles now? Or maybe it will just put the camp back into Campinovka.

Don't think this will be a huge problem on average, though good players and a few potatoes that is literate enough to read forums might catch on early.
Might become meta and even out after a while.

To me it would mostly just make the game less frustrating on maps that suck donkey dick to spot on, as I'm running vision builds on all my lights, so I already cause everyone on enemy team cancer on Mali/Prokh.

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As it is now, you can get a light on your team on Prok that has a DPM build (makes sense to him as most maps aren't Prok), while the light on the enemy team has a full stealth/vision build, and it's GG before it began.
With this change you can be reasonably sure both lights are running the same kind of setup.

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Is it just me, or is this just kind of par for the course for WG at this point?

You start out with a good idea: Multiple equipment/consumable loadouts that can be swapped between at the start of a battle. This is honestly an amazing idea, and as said earlier will really help light tanks, which kind of need it.

But then WG adds some not so good ideas: Stat changes to all tanks in the game that can and will be min-maxed to death by players who understand them, and will widen the gap between good and bad/new players.

And then, just for good measure, they throw in a massive grind that can be skipped with free xp (Oh, and did you all see that new package in the Premium shop with gold + credits?).

I think I detect a pattern here.

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First impressions from the Sandbox. Being Sandbox, all these are subject to change, of course.

There are 8 ranks of modifications, which require an elite/premium vehicle to unlock. Each rank of upgrade gives small constant, passive bonuses depending on the "role" of the tank. For example, the Leo1 ("sniper medium") gets small improvements to engine power and dispersion - a total of +3% engine power and -4% dispersion on movement for 8 ranks. The EBR105 "wheeled light tank" gets 6% traverse speed increase, and so on. 

Each rank also gives you an additional benefit

Rank I: alternate configuration of shells and consumables aka "essentials loadout"
Rank II: Dual Modification. Pick 1 option out of 2 to specialize the tank, or pick neither. For example, Leo1 has either -50% to damaged ammo rack and engine and -20% to damaged gun penalty, at the cost of -5% vehicle mobility OR +5% to mobility at the cost of a higher penalty if your ammo rack, engine and gun get damaged.
Rank III: alternate configuration of equipment and directives aka "auxiliary loadout"
Rank IV: Dual Modification. For Leo1 -3-5% for bloom at the cost of 3% larger aim circle, or the opposite
Rank V: Dual Modification. For Leo1 +2 k/h top speed and 10% faster suspension repair at the cost of -3% camo, or the opposite.
Rank VI: get a second category slot. This has to be different from the first slot, as in Leo1 main slot is mobility, and its options for second slot are scouting and survivability (boo, no firepower?)
Rank VII: Dual Modification. For Leo1 3% faster reload for 5% bigger aim circle, or the opposite
Rank VIII: Dual Modification. For Leo1 +5% engine power for -5% aiming speed, or the opposite.

For tier 10s, the full 7 ranks take 224,000 XP.  Each of the Dual Modifications cost credits too, as of now set at 150,000. alternate configuration unlocks are free. Tier 9 is 196,000.

Tier 8s only get 6 ranks, the last 2 Dual Modifications are tier 9-10 only. For tier 8s, rank 6 is 168,000.

For tier 6 & 7, you only get 5 ranks, you do not get a second category slot. Rank 5 is 140,000 for both tier 6s and 7s. Tier 5s and below don't get these options.

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9 hours ago, hazzgar said:

 

Time is not as important. After playing on peoples accounts I got myself a new acc and after 2 years I have a huge advantage. Tons of reserves. Maybe not uber high number of bonds but still high + a lot of bounty gear. 
The only advantage old players have are blueprints but even that I had enough to powergrind to t9 for 3 lines. 

Also since now you don't need to play CW to benefit clans there are many clans who just want good players and don't care about what you do. So you get those boosters without participating. Super easy to stock up on free exp.

What I’m referring to is the length of the grind to get on par to not be at a disadvantage simply for having played less. 
 

Any account can get a maxed tier 10 in a short time frame and the fairness in it is that it’s the same for everyone no matter when you start. This doesn’t apply to the economy at all though because the best way of getting to a good relation there is already having a good economy. With how the system works you’ll never get around it and there will always be a gap. 
 

Before bonds rerolling was just a matter of training your crews back up and XP grinding - something that is the same for everyone. New accounts were more annoying but still not inferior the second you elited them. Bounties complicate it even more. New players can’t access this equipment as easily and will spend a much longer time reaching a similar state of economy in bond management. This is simply never going to even out. My acc was 9 full purple sets with 6 extra modules to swap and every bounty possible. Nobody starting their account now is literally ever going to be able to manage their bonds as efficiently while still maxing performance. The game will shut down before that happens. 
 

Economy becomes more of a non-factor the more you play but it’s by far the biggest bottleneck when starting out which is a problem with increasing these gaps further. I don’t think new players need this fixed but the same thing still applies for people not spamming games like crazy. Amount of battles played is a completely useless indicator of anything but time spent which has nothing to do with the actual game itself so it shouldn’t be what decides advantages. (It is now)

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49 minutes ago, kolni said:

What I’m referring to is the length of the grind to get on par to not be at a disadvantage simply for having played less. 
 

Any account can get a maxed tier 10 in a short time frame and the fairness in it is that it’s the same for everyone no matter when you start. This doesn’t apply to the economy at all though because the best way of getting to a good relation there is already having a good economy. With how the system works you’ll never get around it and there will always be a gap. 
 

Before bonds rerolling was just a matter of training your crews back up and XP grinding - something that is the same for everyone. New accounts were more annoying but still not inferior the second you elited them. Bounties complicate it even more. New players can’t access this equipment as easily and will spend a much longer time reaching a similar state of economy in bond management. This is simply never going to even out. My acc was 9 full purple sets with 6 extra modules to swap and every bounty possible. Nobody starting their account now is literally ever going to be able to manage their bonds as efficiently while still maxing performance. The game will shut down before that happens. 
 

Economy becomes more of a non-factor the more you play but it’s by far the biggest bottleneck when starting out which is a problem with increasing these gaps further. I don’t think new players need this fixed but the same thing still applies for people not spamming games like crazy. Amount of battles played is a completely useless indicator of anything but time spent which has nothing to do with the actual game itself so it shouldn’t be what decides advantages. (It is now)

Or look at the basic, crews and credits, i have 137 million, have 140 credit boosters left, have 230 tanks, 70 empty garage slots, have 23 tier 10 tanks (which just collect dust mostly) have ~70 million worth of premium consumables in my depot and dozens and dozens of pieces of equipment (like 20 GLD, 20 vents, 20 rammers etc)

Ishot_1017.thumb.jpg.0ea29d06150b8eae04f4a57ec77c34e2.jpg

I have ~600 crew boosters and like 150 +3e skill crews (including dozens of 4e skill crews)

A new player can never get this, its impossible to unlock everything, get so much crews and credits to fund everything, i have dunno, ~600 million worth of tanks thats a lot of games with premium tanks :P

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Should these changes go through I can see a massive meta shift in both CW and pubs. having a second boosted equipment slot means that you can run a firepower or survivability slot on mediums as well as the mobility slot. I recently saw some FAME CW games where they had the 907s running improved hardening. with a survivability slot you could get the full benefit of the equipment on mediums or tank destroyers so things like 2200 HP mediums and Chieftains with mobility boosts are going to place an even greater emphasis on speed and HP. Giving LTs the mobility slot would help tracked LTs compete with the EBR at least a little, or let them be more effective damage dealers with a firepower slot. All in all I think from a gameplay perspective this makes min/max builds even more insane, especially with the tradeoffs of the "dual modifications". On a final note, this is a massive buff to vents of all things. Right now if you don't know what to do with your boosted equipment slot, its always a good idea to drop vents into the boosted slot. With two boosted slots you can use one for vents and the other for something else and get the full benefit out of both slots. The effects of two boosted slots is probably going to be madness. I hope WG thinks it through and blocks some specific tanks from getting specific slots. 

The loadout switching is awesome. Being able to pick a configuration based on weather or not you are to tier is amazing, and being able to pick a loadout based on the enemy team line up is super useful. It is something I doubt the majority of players will use to their full advantage, but for the non potatoes out there it is an opportunity to fine tune their playstyle according to circumstance. This is the one future I REALLY hope Wargaming implements.

Also Wargaming would have to actually give Vertical Stabilizers a slot boosted value because as of right now no tank with a firepower slot can mount Vstabs.

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Vert stabs have a slot boosted value on the sandbox, it's 23% rather than 20%.
Ofc. none of that matters if you're running any kind of purple equipment, (isn't bond or bounty turbo and hardening supposed to come soon?) but it's nice for those who only have standard equipment. 224k xp to fully upgrade a tank is still less of a grind than getting bond or bounty equipment.

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Its gonna give good players an advantage over bad players, not sure if thats a good idea.

Customiztion is fine though, and this seems a better idea as the crew crap...

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18 hours ago, YesThatWasAPCR said:

I find it interesting that in the past WG has been reluctant to fix balance/matchmaking issues (even with individual tanks) because "it's so complicated", and then do something like this which is basically the equivalent of saying fuggit and flipping the table over.

Just one example, I'm imagining Malinovka/Prok with scouts running full stealth setups. GLHFgetwrecked. You think there are a lot of 15-3 battles now? Or maybe it will just put the camp back into Campinovka.

 

GG WG, forget skill based matchmaking or limiting arty/scouts per battle and just introduce global balance changes that can't have been thought through. Anything to introduce another grind I suppose.

 

 

This too. Maybe someone at WG noticed that there is a lot of unconverted XP out there and this is simply away to get people to buy gold to convert it. 

 

Sorry for this shitpoasting, this has me kinda salty.

 

Yeah. WG is lying. It's probably not even intentional but shit company culture where managers don't get " i want to rebalance tanks and fix maps approved" but a new project that is way more complicated but is "o wow manager bob had this great new idea" is way easier to greenlight. 

For the same reason its very often easier to get a bad movie based on shitty IP to make a good movie with acclaimed cast and a good script. If the managers are incentivized to be stupid they are going to be stupid

12 hours ago, GehakteMolen said:

Or look at the basic, crews and credits, i have 137 million, have 140 credit boosters left, have 230 tanks, 70 empty garage slots, have 23 tier 10 tanks (which just collect dust mostly) have ~70 million worth of premium consumables in my depot and dozens and dozens of pieces of equipment (like 20 GLD, 20 vents, 20 rammers etc)

Ishot_1017.thumb.jpg.0ea29d06150b8eae04f4a57ec77c34e2.jpg

I have ~600 crew boosters and like 150 +3e skill crews (including dozens of 4e skill crews)

A new player can never get this, its impossible to unlock everything, get so much crews and credits to fund everything, i have dunno, ~600 million worth of tanks thats a lot of games with premium tanks :P

 

In 1-2 years now all I'm missing in my account is tons of premium consumables but I can pay for those. 

13 hours ago, kolni said:

What I’m referring to is the length of the grind to get on par to not be at a disadvantage simply for having played less. 
 

Any account can get a maxed tier 10 in a short time frame and the fairness in it is that it’s the same for everyone no matter when you start. This doesn’t apply to the economy at all though because the best way of getting to a good relation there is already having a good economy. With how the system works you’ll never get around it and there will always be a gap. 
 

Before bonds rerolling was just a matter of training your crews back up and XP grinding - something that is the same for everyone. New accounts were more annoying but still not inferior the second you elited them. Bounties complicate it even more. New players can’t access this equipment as easily and will spend a much longer time reaching a similar state of economy in bond management. This is simply never going to even out. My acc was 9 full purple sets with 6 extra modules to swap and every bounty possible. Nobody starting their account now is literally ever going to be able to manage their bonds as efficiently while still maxing performance. The game will shut down before that happens. 
 

Economy becomes more of a non-factor the more you play but it’s by far the biggest bottleneck when starting out which is a problem with increasing these gaps further. I don’t think new players need this fixed but the same thing still applies for people not spamming games like crazy. Amount of battles played is a completely useless indicator of anything but time spent which has nothing to do with the actual game itself so it shouldn’t be what decides advantages. (It is now)

I agree on the bonds thing. In 2 years I have 3-4 tanks with 2-3 bond equipment.

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Ok now my 2 cents. All this changes have the potential to ruin the balance of the games even more. 

The idea to have several equipment and amo setups is something I like. Amo setups are probably just here to safe some credits from time to time if you are toptier. Other than that I don´t see any benefits or game breaking things. 
Equipment on the other hand can be a double edged sword. CCs always seem to bring up the scout unbalance when one side on Poko has a Shitcore fully equipt for spotting and the other side does not have such luxury. But what is the difference to now? Bushwanker Scouts like Shitcore and Even90 are already equipt for spotting. Not much will change on this maps. The enemy scout which has a dmg build focus could at least try to counter this in the future. 
With this feature you can specialize your tanks for public like you do for clanwars. Good players will exploid the system even more. Bots will keep running the Maus with camo net. 

Second category slot is nice as it could reduce the impact bond equipment has. In particular with the coming bond turbo and hardening. Especially the bond turbo has the potential to change competitive gameplay. All timings are gone when you can boost heaviums to medium levels. 
But we adapted to equipment 2.0 so I am certain we can adapt to this as well. 

Dual Modifications. Another Creditsink. At least this thing has pros and cons. But who needs this? It adds an shitty feature and even more complexity. 

But now to the worst thing of all. This shitty Rank system with buffs for every level and it hides all the other changes behind a XP wall. This is Crew 2.0 level of bullshit. 
When you have not much XP you can´t use all the advantages the other changes give you. This will create so much balance problems. 
Now you are screwed if your Toptier is stock and the enemy is not. This Rank system can screw you even more now. Your tank is stock? Well have fun with the OP premium with every future unlocked, we have put as your counterpart in the enemy team. Hope you will like this gaming experience. 
Grinding tanks will feel even more shittier. Not only you are stock you even lack gameplay features now.
WTF is WG even thinking? :serb:


Maybe add this loadout systems. Maybe even this stupid dual modifications. But hell no. Don´t hide it behind this XP wall. 

And for fuck sake don´t add vehicle buffs this retarded ranked system gives you. 

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Didn't someone build a 44kph, good hp/t 2880 hp ebola/279e or am I missing something? Because post HE nerf yeah that sounds like a great idea. 70-75% WR solo tank anyone?

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21 hours ago, hall0 said:

Bots will keep running the Maus with camo net. 

I will have you know I put Low Noise Exaust on my maus. It is way better than a camo net.

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1 hour ago, echo9835 said:

I will have you know I put Low Noise Exaust on my maus. It is way better than a camo net.

t95 LNE. 

Also too bad it can't mount CVS. Imagine t95 with optics, CVS and LNE. 

 

Though BOunty vents, Optics, LNE and you gt 33 camo on the move with 500m vr. 

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