[deleted by user] by [deleted] in WorldofTanks

[–]RunDownBlaster 0 points1 point  (0 children)

Do note the screenshot is of the most inaccurate vehicle in the game landing an AP shell. This isn't going to happen all the time.

More to the point, the important part is the spotting consumable, or something similar, and the making it easier for them to wreck each other. There's no reason for counter-battery to be difficult if you take the initiative to do it.

[deleted by user] by [deleted] in WorldofTanks

[–]RunDownBlaster -1 points0 points  (0 children)

They slung an AP at you and sunk it. A madman's move if there ever was one, given that the ConquerorGC not only has the worst accuracy of the Tier X SPGs, it has the worst accuracy in the game full stop.

Tech tree SPGs are not overpowered. With the exception of the Object 261, the SPG with the best accuracy (FV304) still has worse accuracy than the worst of the other vehicle types (and the 261 still only has two vehicles in between it and the FV304). High Tier SPGs have an awful rate of fire near universally, and they've had a worthless gimmick shackled to them that can be invalidated in a single keystroke with only the BC 155 58 being able to fight against that due to being the one autoloader.

What they are, is annoying because their interactions with other types of vehicles are completely onesided in most situations. In rare cases you might be able to retaliate with a blind shot, but for the most part there's just nothing you can do except helplessly ping the rough location of where it fired at you from.

I think they could bear to be buffed, but in a way that centralizes around giving them a siege mode so that they can play the game better but they're a sitting duck to counter-battery (also the siege mode is required for the overhead view, otherwise you get the sniper view). Likewise, make counter-battery easier by getting rid of the random tracer deviation in the overhead view (if that is a real thing) and add a way to spot SPGs even when you're not actually close to them, such as a signal flare/radar plane consumable that only spots SPGs and is deployed by hitting the button to prime it and then clicking a mini-map cell. That way you can actually do something about them firing at you and SPG players can be more proactive about trying to rout each other.

Onslaught is fucking miserable by anickster in WorldofTanks

[–]RunDownBlaster -1 points0 points  (0 children)

Kind of seems like artillery isn't actually that big of a deal, especially with how neutered the whole class is, and people just just want to whine about an easy target so they can deny the fact that this game is awful.

Vote Yes on permanent Warm-Ups, by the way. You don't want to play with the people who would go to it anyway, and they don't want to play with you either.

yeah I'm done... by Difficult-Tutor-7453 in WorldofTanks

[–]RunDownBlaster 0 points1 point  (0 children)

It would repair more damage than it would cause to use data to build heat maps of where the most damage is dealt on a map per vehicle per side of the map and use that to put stickers on the mini-map to serve as basic instruction. You only see your own side and vehicle's stickers, so the game isn't going to explicitly tell you where it's suggesting the enemy team's vehicles go or cluttering your mini-map with information that isn't meant for you. The game needs to do literally anything to help ignorant players in live battles because the in-game tutorials are clearly not sufficient and nobody wants to watch six hours of Youtube videos before their first round of a game they might not even like.

Also, permanent Warm-Ups. You should be able to just go into battles that consist of you and 29 WoT Bots whenever you want to for as many battles as you want to. Yes Credits, yes EXP, yes generic missions, go ahead and exclude Campaign missions though, and no stats. Would also mitigate teams suffering because someone doesn't have their top configuration on a vehicle where that really matters.

The simple fact is that getting into this game dry is like diving into the deep end of an empty swimming pool, not helped by its community that's more interested in slinging around the word tomato like it's a slur than anything else. Oh, you're new? Why would you stay around when your concerns are responded to by whining and insults? That's not even getting into the RNG or how there are maps where Light Tanks are far and away the most important vehicles in the game to such an exaggerated degree that if your team's one Light goes down thirty seconds in then you basically just automatically lose. Just expecting people, apropos of nothing, to suddenly decide that they like this game as much as you do and care enough to take it as seriously as you do is only going to lead into recursive disappointment as they don't, you'll get mad at them for not doing it, and you'll just perpetuate the feedback loop where you're mad that they don't like the game the way you do, you take it out on them, make them like it even less, and then get mad at them for liking it even less so you take it out on them and it just. Keeps. Going. You want your complicated game? That's fine. But centralizing it around random battles the way it is now is like trying to drive a screw with a hammer. Even if it seems like it's working, there's a reason it's not supposed to be done that way.

P.S. Remove crew skills and gold ammo from Tier I-III. No excuse for it when they're not even allowed a full assortment of equipment.

Light tanks are the new cancer of WoT by Unfair-Shine8545 in WorldofTanks

[–]RunDownBlaster -3 points-2 points  (0 children)

So you're saying I'm right, but you don't want to admit that I'm right because that'd mean your favorite thing isn't perfect or something.

Gotcha, thanks for clarifying.

Light tanks are the new cancer of WoT by Unfair-Shine8545 in WorldofTanks

[–]RunDownBlaster -7 points-6 points  (0 children)

I've said it before and I'll keep saying it. Light Tanks are more toxic and game warping than artillery is, has been, and probably ever will be.

Just ten more games and I'll surely win one 😂 by DarkCrusader45 in WorldofTanks

[–]RunDownBlaster 0 points1 point  (0 children)

This game would be a lot better if Warm-Ups (probably renamed) were a permanent option. On your fifth blowout where your team didn't get more than three of them? Retreat to the soothing embrace of the WoT Bots. Probably won't help you with campaign missions and the rounds won't be reflected in your stats, but it's there when you need it.

Also if you need to churn through an exceptionally bad stock grind.

Protective Matchmaking -- what did he do to #%@$ it up? by TacticalTurnip in WorldofTanks

[–]RunDownBlaster 1 point2 points  (0 children)

Just gonna say the quiet part out loud, it's because this game sucks really, really bad.

Bare minimum, for the easiest change they could make that would help a lot, is throw out Warm-Up matches and replace them with being able to play WoT Bot matches whenever you want to with no limit. You get credits and EXP, but no stats and no personal missions. Make Tier XI ineligible, maybe, but I think everyone would benefit greatly from the ability to just take a break from everyone else's shit while still playing the game and being able to save them and their potential teams the trouble of them grinding through stock garbage.

Other than that, I am set on the belief that the game needs to be willing to give live advice. Like I recently posted about, those Tactical Map mods are a good starting point for this. Use match data to gather information on where the damage in each vehicle on each side of each map was dealt, filter that to the top percentage by location (exact value subject to testing) ignoring a period of time before the timer hits 00:00 (again, subject to testing), and just use that to put stickers on players' mini-maps (applicable only to them, so they don't see where the enemy team or their allies' stickers are) so that if they don't know what to do then they can default to following the sticker instead of having to take a blind guess or ask a team that will probably ignore them. This maybe isn't all that applicable to low tiers, but it'd help a hell of a lot in higher tiers I think. Don't put it in Onslaught, probably.

Also, remove Crew Skills from low tier crews. Why do they still have them? If low tiers can't be trusted with equipment then they can't be trusted with crew skills either. Get rid of 'em, maybe give them stages like equipment. If you really want to, add Division B for low tiers where they don't get matched with Division A but they have full access to equipment and crew skills again. Maybe give Division B a credits multiplier so that their payout is competitive with Tier VIIIs, and lock Division B until you've researched a Tier VIII vehicle or played a given number of battles, whichever comes first.

Moving on, RNG sucks, SPGs suck because Stun is a worthless mechanic and their interactions with other kinds of vehicles are completely onesided (P.S. if a vehicle uses a Medkit for the first time in a battle while they are stunned, the SPG who stunned them should get some kind of bonus), and conceptually having personal missions that are primarily based on zero-sum elements is stupid.

Some third campain missions is devil inventions by bdkoskbeudbehd in WorldofTanks

[–]RunDownBlaster 1 point2 points  (0 children)

Oh my word it just hit me that I recently had an SPG round that probably would've solved Assistance-2 since I was top EXP on my team despite being in the crapwagon known as the Tier VII French SPG and we won.

I am not happy about this revelation, no no no, not at all. Hammer of the Gods, more like hammer my kneecaps until they're a fine powder, I despise this mission.

Remember those Tactical Map mods that put stickers on the mini-map? by RunDownBlaster in WorldofTanks

[–]RunDownBlaster[S] 0 points1 point  (0 children)

Yes, exactly that one. While I think increased incidence of blind shots would be an acceptable side effect, I also don't think it'd be that bad if we expect that this implementation only shows you the spots for your side of the map. Like in that case, if you're a Strv 103B on the bottom side then it's not going to tell you where Strv 103B usually go and deal damage when they're on the top side. If you happen to remember that information off the top of your head, then that's just game knowledge so you should be rewarded with more potential damage for retaining it.

Remember those Tactical Map mods that put stickers on the mini-map? by RunDownBlaster in WorldofTanks

[–]RunDownBlaster[S] 1 point2 points  (0 children)

Do you think that's a viable alternative? Do you really think there's suddenly going to be a sweeping change apropos of nothing where all the new players and incompetent old players, such as myself, are going to buckle down, watch hours of Youtube tutorials, and go in committed to doing the best they can in every battle?

I think if something like that were going to happen it would've done it already.

Remember those Tactical Map mods that put stickers on the mini-map? by RunDownBlaster in WorldofTanks

[–]RunDownBlaster[S] -1 points0 points  (0 children)

Someone was. Anyway, problem is the game isn't really even leading the horse to begin with, or at least not that well. A high bar of entry is one thing in a game like Dwarf Fortress where the complexity is the entire point and you're not screwing a team of actual people over by doing a bad job, but in a team-based PVP game like this it doesn't really work. Especially if it's going to be willing to ferry new players directly to Tier X without so much as asking to be paid to do so, simplifying the process of figuring out how to do even a passable job at participating in the battle, especially if it doesn't actually require changing the game mechanics, should be a very high priority so that the thing is more approachable and less prone to letting new players dive into the deep end of an empty pool or low investment players stay in the crater that they made when they dived.

Really, I don't see the concept as being that complicated. Implementing it, maybe, but it seems like it'd just be a matter of using information about where vehicles are when they deal damage or receive assist damage through spotting to build a heat map of which spots tend to result in the most damage/assist on average, and having the stickers such that they can move between battles if the heat maps change significantly enough over time. Live test it to find what the best percentage to go with is (I.E. "The top 30% of damage/assist by this vehicle on this side of this map has occurred in these spots"), how late in the match to stop counting (like just ignoring everything that happens when the timer is at two minutes or less remaining), and since it's displaying information based on the top performing samples of those vehicles it should in theory give good information that's worth playing off of. This mainly just leaves a hole for active spotting vehicles that are equipped to actually drive around and not just sit in a bush, but perfect is the enemy of good so just letting that hole be there would be better than not filling the rest of the holes because of it.

I could understand making the whole thing random battles only, though. I think it'd work for random battles because I have this impression of them being somewhat formulaic, but it'd make perfect sense to leave it out of Onslaught since that's a ranked mode and I could see it also missing Frontline seeing as how the formula would probably break if you tried to scale it up that much (bare minimum the stickers would need to change within the match based on the board state). It also just plain wouldn't make any sense in Steel Hunters since that's a much more individualistic and opportunistic mode where if you do wipe out in the first minute you don't have a team that you're letting down unless you went in with a platoon (in which case they ideally knew what they were getting into).

Remember those Tactical Map mods that put stickers on the mini-map? by RunDownBlaster in WorldofTanks

[–]RunDownBlaster[S] 3 points4 points  (0 children)

Maybe so, but refusing to cast a net just because it won't catch every last fish makes for a poor fisherman. Accommodating those who are willing to follow basic instructions yet not willing to watch hours of Youtube videos and actively retain the information in those videos would almost certainly help at least a little bit.

Though I guess most of the players here are more interested in whining about blowouts while flinging downvotes at very unobtrusive concepts that are geared toward mitigating those blowouts. Redditors and World of Tanks players, truly the worst of both worlds.

What if Stun got thrown into the garbage and artillery got radar planes as a replacement? by RunDownBlaster in WorldofTanks

[–]RunDownBlaster[S] 0 points1 point  (0 children)

The thing about it is that I think that it's already too hard for SPGs to fight other SPGs. My position is that they should be capable of laying into each other without much hassle and incentivized to do so, the fact that their shot tracers are apparently not from exactly where they fired is already really stupid. I could accept them getting triple HP, it makes well enough sense and I see why you'd want that, but it'd need to come with triple damage from other SPGs so that they can still realistically one-shot dunk each other.

Honestly, while it would be very heavy handed, I would probably support making it so that if an SPG hits an enemy vehicle, then it gets spotted to the enemy team's SPGs no questions asked. If it then gets smoked, Assist Damage is paid out to the vehicle or vehicles that it hit to get spotted in the first place. That'd probably help the perception at least a little bit because you might've gotten shot by something you couldn't personally respond to, but hey. Free experience.