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My Dream Patch Notes, Volume Three.

Patch Notes Funny Serious Mostly

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Slayer_Jesse #1 Posted Mar 04 2016 - 15:38

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O Hai. One of my more popular threads back in the day was the dream patchnotes. Sadly the Archive monster seems to have eaten it, so I'm making a new updated version instead. If you have a suggestion/think i got a mechanic wrong, leave me a comment. (I could use help on CW, as I don't play that.)

 

Policy Changes

  • Premium vehicle spam stopped. If we add a new premium, it will stay in the game and not be a limited time event, outside of sponsored promotions. (such as Fury)
  • Old limited vehicles permanently re-added to shop.
  • Premium vehicles are no longer immune to re-balancing. Full refunds will only be given in extreme cases, other nerfs may be compensated in gold/premium time at discretion.
  • We will start giving a damn about mission rigging and blatant rule breaking that's reported to us.
  • Rental tanks will require you to have a tier lower tank to unlock them. (Ex- Wz-111 rental mission would require you to have a tier 7 tank to unlock it, not  A FREAKING T2 LIGHT TANK.)
  • Exorcised Stalin's Ghost, was causing unintentional RNG bias to Russian vehicles.
  • Hired a map design team that listens to more than just the Heavy tank loving Russian Playerbase and gives a damn about game balance.
  • Returned gold compensation for already earned premium tanks.

 

Game Mechanics:

  • HESH Shells reworked to be more realistic. They now have 100% normalization, but will fail to fuse if the slope is 70 degrees or greater and do 0 damage. Penetration is set to 1.3X the shells caliber. Has an increased chance of causing module/crew damage even if it fails to penetrate.
  • HE shell mechanics reworked: The damage negated by armor depends on caliber and thickness more. Shells 1-80mm: 50% reduction. 81-105mm: 45% 106-130mm: 131-155: 40%. 156-210: 37% 210mm+: 35%
  • HE damage blocked by armor will count towards damage blocked for personal missions.
  • Armor thickness equal to HE shell caliber will reduce damage taken by an additional 10%. Double the shell caliber, 30%.
  • Premium APCR (Standard shells are not affected) damage reduced by 20%.  Cost reduced by 15%.
  • Autoloader/Autocannon premium rounds are now charged by the drum, not the shell. (A bulldog's magazine would cost more like 20k compared to 36k now.)
  • Sixth sense made into game mechanic, removed as skill.
  • SPG's can now deploy their recoil spades. Deploying/retracting the spade takes 15 seconds. This locks hull traverse but gives reduced bloom from firing and moving the gun, and a slight reload increase. It also unlocks the Barrage ability, allowing rapid fire but locked into a single grid square.
  • Smoke, Flare and Flechette SPG rounds added. Smoke creates concealment for tanks. Flares Illuminate map areas temporarily and reduce the vision of nearby enemy tanks. Flechette does minor damage, but slows tanks and debuffs the crews by 15%. Duration is affected by tier for all.
  • SPG's will now reveal their position to other SPG's if they fire from the same location too often. Taking a shot at the same target/grid square will reveal the position as well. (but not if using Barrage ability) Victim gets a general area cone that narrows with subsequent shots.
  • SPG's receive all xp/credits for dealing damage, even if not spotting the target themselves.
  • Added "Dazzle" camouflage: Reduces enemy accuracy at ranges greater than 100m by 4%. Cannot have both concealment and Dazzle camo at the same time, but you can pick different types for different maps if you so wish.
  • Equipment rework: re-balanced to introduce greater variety. Gun rammers removed, DPM of ALL vehicles capable of mounting them increased 10%, credit cost of purchase refunded. GLD increases maximum accuracy 10% in addition to its normal effect. Things like cyclone filter, tanks with co2, and WAR combined into one "Enhanced Surviability" equipment. Enhanced suspension simplified to 4 modules: light, medium, heavy, and superheavy. German vehicles that can mount additional grousers get the effect of it from Enhanced Suspension without the additional weight. Slightly reduces bloom from firing due to reduced tank pitch. Speed loss from hitting obstacles reduced. Additional Grousers removed, refunded if owned. Spall liners are effective against penetrating HESH shells for the full amount, and non penetrating HESH shells have the additional module damage chance removed. Penetrating HE shells have their damage reduced by half the listed amount.
  • Tier 3 tanks are limited to seeing tier 4 maximum (+/-1 MM spread)
  • Platoons are limited to 1 tier difference.
  • Premium tanks may not be purchased if the player has not reached the tier below it.
  • Added bumper stickers. These are applied to the rear of the vehicle and work in the same way as Signal Flags in WoWS. they provide small passive buffs for getting battle hero awards. (and some minor awards, like dying to ammo rack/fire, eye for an eye, ect)
  • Tier 7-8 light tanks can use smoke grenade launchers to conceal their positions. 2 charges initially.

 

Crew Skills:

  • Reworked skills into a WoWS style. All crewmembers are still present, but have several new specialist skills. (for the unfamiliar, there are no wot style skills, only perks)
  • No more base crew skill, all crew are 100% trained. Retraining is a 50% penalty to skills effectiveness.
  • Many new crew skills, and reworked old ones to be more viable. (Intuition made 50% per loader, adrenaline rush triggers at 25%, eagle eye available for low points, ect.)
  • Some skills now have an active consumable attached. For skills that require all crew to have them, the consumable will not activate unless all crew have it. Examples: Repairs: free track repairs without consumable use on a 5 minute cooldown, also boost teammate repair speed within 100m for 2 minutes. Camo: Greatly reduced concealment penalty for firing for a short time (increasing with tier of vehicle) Designated target allows you select a target, and allies firing at it will have better accuracy and RNG rolls.
  • Researching a tank that does not use the same crew layout as the current will give you one free Scholarship. The Scholarship allows you to retrain one member to a new Major Qualification for free.
  • Changing Major Qualifications for credits added. Cost is 500k per crewman.

 

Game Modes:

  • Domination/Steel Hunt Removed.
  • Removed influence Auctions from Clan Wars 2.0.
  • Added PvE Historical Battles. Awards permanent Historical camo patterns for completing missions, famous historical crews, and historical premium tanks. (Example, duplex drive Sherman, Strumtiger premium arty)
  • Added PvE Survival mode. Comes in tier 6,8, and 10 difficulties. unlockable tier 5-6 premiums as reward(changing monthly), unique camofluages, bumper stickers and missions for premium time.
  • Added expanded tutorial. More tutorials are unlocked as you unlock new tiers and vehicle classes. Completing them rewards normal consumables, one each of Binos, camo net, and toolbox, and a 3 point crew for a nation of the players choice. Existing accounts with more than 4000 battles will get the rewards without having to do tutorial. (roughly equivalent to a 1st skill crew now)

 

Vehicles

  • Added the branch of Chinese/Japanese TD's/SPG's
  • Added premium Tier 5 SPG's for every nation that has SPG branches. LeFh balanced and readded to shop.
  • Radio ranges have been severely reduced at higher tiers, with light tanks and mediums keeping the most.
  • View ranges re-balanced: Light tanks stay  the same. Medium tanks nerfed to be inferior to light tanks. Heavies with 400m view ranges brought down to 350. German tanks have slightly improved view ranges due to superior optics. Assault TD's range nerfed to that of heavies.
  • SPG major re-balance: HE shells do at most damage comparable to same tier TD's.  (certain tier 10's do at most 1000) Accuracy and aim time improved significantly. Slower SPG's given mobility buffs to allow them to relocate after firing better.
  • Light tanks re-balanced: No longer see +1 their tier spread. General nerfs to make them fit their actual tier. (Bulldog would lose 2 shells from its autoloader, penetration will always be lower than same tier mediums, ect)
  • T-22 removed, all owners permabanned.
  • Russian,German Heavy lines re-balanced for historical Accuracy. Us medium line  re-balanced for historical accuracy.
  • Panzer IV Anglerfish From blitz added. (Girls Und Panzer tie in) Premium tier 5 with 75mm, earned for 50 wins. Get 50k exp in it and 25k damage to Unlock a Sisterhood of Steel crew with the show's cast.
  • All reload buffs listed below are before adding in the rammer changes.

 

 

Changes in Characteristics of U.S.S.R Vehicles:

  • Took the Hover out of Russian Hovertanks:

T-54 Lightweight:

  • Terrain resistance for top suspension increased (nerfed) to .79 for hard terrain and .86 for medium terrain.

Matilda IV: Moved to tier 4, HP reduced to 380, DPM reduced to 1,500.

T-54:

  • 100mm D-54: Aim time decreased to 2.5, Accuracy increased to .35
  • 100mm D-10T2S: Penetration increased to 207
  • HEAT ammo for both guns reduced to 290 pen.

Obj. 430 V2:

  • HEAT Ammo nerfed to 290 pen.

Dispersion and aimtime increased for all russian tier 10 Mediums by 10%. Terrain Resistances Nerfed by .20 on hard and medium terrain.

 

KV-1:

  • Moved to tier 4, removed top turret. 122mm and 85mm guns removed.

KV-85:

  • Moved to tier 5, 85mm is top weapon.

IS-1:

  • Moved to tier 6, Removed 122mms, removed top engine.

IS-2 ( R ) Cloned from china line, new Tier 7.

 

Su-122-44:

  • Chassis traverse speed nerfed to 37 Degrees.
  • Reload time increased from 7.6 seconds to 8.1 seconds.

 

 

Changes in Characteristics of U.S. Vehicles

M3 Lee: Renamed the RanKizamaspecial.

M4: Added ability to mount Vertical Stabilizer.

T20: Removed from tech tree, made tier 6 premium. loses 90mm. Grind mission made available to earn the premium version.

M4A3E2: Swapped stock and elite turrets, removed M1A2 76mm. Cost of T29's 90mm added to researching it from this tank.

M26 Pershing: Moved to tier 7, removed top 90mm, engine, and turret.

M46 Patton: Renamed to M46/M47. becomes tier 8.

Loses top 105mm gun, top engine.

M48A1 Patton: Loses top 105mm, becomes tier 9.

M60A1: New tier 10.

 

M46 Patton KR:

  • Terrain Resistance Decreased(buffed) to 0.9 for hard and 1.0 for medium terrain.

T26E4:

  • (optional) Pen buffed to 205mm, made full mm spread.
  • Terrain resist buffed to 1.0 for hard terrain and 1.1 for medium.

 

T29: Stock 76mm removed.

T32: New top 90mm: 205 pen, 270 apcr. 240/200 alpha. .36 accuracy, 1790 dpm. 105mm remains.

T34: Reload time reduced from 14.384 to 13.9 seconds.

M103: Stock 105 removed, research cost of 1st 120 added to Research cost from T32.  120mm gun M58 made a prerequisite to research T110E5.

T110E5: Cupola armor increased 300mm.

 

Hellcat: Removed 90mm.

  • M1A2 Penetration increased to 155mm. (solid shot AP values) APCR Cost reduced a further 20% (to reflect its real world supply priority.)
  • Terrain resistance reduced (buffed) to .90 on hard, 1.0 on medium and 1.5 on soft.
  • Reverse speed increased to 20kph.
  • Bloom on turret traverse  reduced to .136

 

 

M22 Locust: Will give you the "Cutest tank in the game" award after playing your first battle in it.

M5 Stuart: 37mm M6 (littlejohn) added. Pen 91/110, no HE.

T49:

  • 152mm Gun Launcher XM81: Aim time reduced to 3.0,
  • Premium round replaced with 198 pen HESH
  • Bloom from moving hull/turret significantly reduced

 

T28 HTC:

  • Hp Increased to 1000
  • MM spread reduced to 7-8

T28 (nonturreted TD):

  • Frontal armor increased to 305mm, same profile as T95.

T95:

  • Top speed increased to 72 kp/h.
  • 2000 Horsepower engine added.
  • Terrain resistance decreased (buffed) to .55 for hard terrain and .66 for medium terrain.

 

T110E4: Removed and replaced with Mirage tank. Has same 180 only turret. Fires 1000 pen HEATFS standard, 500 pen HESH, 2000 pen APCR. Turns into a tree with 100% camo rating after not moving for 3 seconds. only 20mm of armor so it's balanced.

 

Changes in Characteristics of British Vehicles

Matilda: Unhistorical armor nerf reversed, armored stowage bins count as 70mm of armor again.

TOG returned to store to celebrate its introduction as a WOWS premium ship. Commander Jingles added as special event mission prize.

 

Challenger:

  • Terrain resistance reduced (buffed) to .80 on hard terrain and .90 on medium terrain.
  • Dispersion for full speed moving reduced to 10.0
  • Commander will pop out of the hatch, unscrew the pommel of his broadsword and throw it at nearby opponents to end them rightly.

Reload time for 20 pounder guns at tier 8 reduced (buffed) by 0.5 seconds for Caernevon, Centurion 1 and 7/1, and FV4202. Shell cost for ALL 20 pounder guns reduced to 500 silver.

 

Centurion 7/1:

  • 105mm Royal Ordinance L7A1: Reload time Reduced from 11.5 to 11 seconds

 

FV215b: Replaced with Chieftain Mark 5.

FV4005 Stage II:

  • Forward speed increased to 40kph.
  • Terrain resistance reduced (buffed) to .80 on hard terrain and .90 on medium terrain.

 

Changes in Characteristics of German Vehicles

Luchs: Will award the achievement "Pretender king to the Kawaii throne." after your first battle in it.

 

Ferdinand: Becomes tier 7, loses 105 and 122mm guns. short 88 and long 75 are stock/mid guns.

Tiger 1: Tier 6, loses long 88.

Tiger P: Tier 6, loses long 88.

Tiger II (P) New tier 7, uses rounded Porsche turret and long 88. uses 650 HP engine.

Tiger II (tier 8) renamed to Tiger II mit 105mm.

VK 45.02B removed and replaced with Maus prototype. It will NOT have a 150mm gun, that's just silly.

 

E25:

  • Made 25% physically larger in accordance with historical documents. increased weight as appropriate.

Jagdpanzer E100:

  • 17cm Pak HEAT shell penetration reduced to 340.

 

Pz.Sfl. IVc: can deploy sides down to gain full 360 turret, but cannot move. takes 7 seconds to lower/raise.

 

Changes in Characteristics of French Vehicles

  ELC AMX: Can deploy when stopped to gain full 360 turret, but loses mobility. takes 5 seconds to change.
 

AMX 13 75:

  • 75 mm SA50 gun: Default ammo changed to 175 pen APCR.

AMX 13 90:

  • 75 mm SA50 gun: Default ammo changed to 175 pen APCR.
  • 90mm F3: Accuracy increased to .35, Aimtimed reduced to 2.5
  • Added ability to mount Vertical Stabilizer.

AMX 30 B: Default ammo changed to HEATFS: much faster than standard heat. Premium round is APCR with lower pen but higher damage.

 

AMX 50 Foch 155:

  • Interclip reload time reduced to 3 seconds.

Changes in Characteristics of Chinese Vehicles

Wz type vehicles now Wheeze instead of using engine sounds.

Type 64: Now sings "We are Taiwanese If you Please" in before battle countdown.

Changes in Characteristics of Japanese Vehicles

 

Chi-to given brand deal with Frito Lay, now has unremovable Cheetoes skin on it.

 

Chi-Ri: Terrain resistance reduced (buffed) to .70 on hard terrain, .80 on medium, and  1.5 on soft.

 

O-I Exp:

  • Top speed reduced to 30kph
  • 10cm Type 14: Reload time increased from 9 to 11 seconds.

O-I

  • Cupolas on turrets reduced to 130mm thickness.
  • Reload time of 15cm Howitzer Type 96 increased from 23.96 to 25 seconds.

 

O-ni Will now say "Sugoi, Onii-chan!" when you fire the gun.

 

Fixed a bug that caused tanks to randomly transform into giant fighting robots.

 

  • Mines: Ramp added to east side of hill facing both spawns. TD ridge and medium terrain path to island added to south spawn. limited to tier 6 and below.
  • Ensk: limited to tier 6 and below.
  • Lakeville: Made the valley medium terrain. added switchback paths from valley over the mountains to 4 line road. Widened 4 line road. Added small stone bridges over lake from 4 line road to either side of town, has soft destructible stone guardrails on bridges.
  • Removed corridors on many maps, added concealment for TD's, and many smaller bushes for light tanks.
  • Expanded low tier map variety, as we realized our customers are not idiots and can handle more than 2 maps at a time.

 

Interface:

 

  • HE rounds will now be selected first for Howitzers that can fire AP.
  • Added Damage Caused/Spotted while undetected in post battle results screen.
  • Added damage dealt/received hitlog at bottom of screen, configurable in optons menu.

Edited by Slayer_Jesse, Mar 04 2016 - 19:36.


Spooooooooooooooooooooon #2 Posted Mar 04 2016 - 15:44

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Upvote even though I don't expect to see any of it.

Slayer_Jesse #3 Posted Mar 04 2016 - 15:47

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View PostSpooooooooooooooooooooon, on Mar 04 2016 - 09:44, said:

Upvote even though I don't expect to see any of it.

 

That's why it's Dream patchnotes :teethhappy:

 

...

 

:arta:



Echo_Saber #4 Posted Mar 04 2016 - 15:49

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Where is my neg button.

 

Huge nerfs to the best line in the game (American mediums), premium SPGs, huge nerfs to the german heavy line.

 

-1



Slayer_Jesse #5 Posted Mar 04 2016 - 15:54

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View PostEcho_Saber, on Mar 04 2016 - 09:49, said:

Where is my neg button.

 

Huge nerfs to the best line in the game (American mediums), premium SPGs, huge nerfs to the german heavy line.

 

-1

 

Effectively, the US line would stay the same, (sans the Pershing) just with more historical tanks.

If anything, moving tiger 1 down to tier 6 is a buff as it armor is actually somewhat effective there as evidenced by HT no 6.

Same with Tiger P, it's not been great since the turret nerf. Tiger II (P) would fill the same niche as Tiger P does now.

 

And premium SPGs would only come after the SPG re-balance. (Both in my mind and WG words.)



Echo_Saber #6 Posted Mar 04 2016 - 16:03

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View PostSlayer_Jesse, on Mar 04 2016 - 09:54, said:

 

Effectively, the US line would stay the same, (sans the Pershing) just with more historical tanks.

If anything, moving tiger 1 down to tier 6 is a buff as it armor is actually somewhat effective there as evidenced by HT no 6.

Same with Tiger P, it's not been great since the turret nerf. Tiger II (P) would fill the same niche as Tiger P does now.

 

And premium SPGs would only come after the SPG re-balance. (Both in my mind and WG words.)

 

The Tiger I is second best Tier 7 heavy right now, only following the T29.  It has best in class gun handling, HP, pen, and DPM.  It's a passable platform for an excellent gun that makes up for any faults.   The HT No. VI on the other hand, is a terrible tank.  Have fun having less pen than the lights and mediums at your tier.  Have fun fighting that IS-3 with 130 pen.  I liked the Tiger a lot, and I would hate it if this happened, robbing people of the chance to enjoy what is a very good and unique tank right now.

 

The American line changes are nerfs.  A Tier 7 Pershing wouldn't have the top turret, making it a slower and fatter T20.  The problem is the line is already so good any changes will only be nerfs.  The line is perfectly fine, there is absolutely no reason to change it outside of people who don't want to join a clan and win an M60.



Slayer_Jesse #7 Posted Mar 04 2016 - 16:20

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View PostEcho_Saber, on Mar 04 2016 - 10:03, said:

 

The Tiger I is second best Tier 7 heavy right now, only following the T29.  It has best in class gun handling, HP, pen, and DPM.  It's a passable platform for an excellent gun that makes up for any faults.   The HT No. VI on the other hand, is a terrible tank.  Have fun having less pen than the lights and mediums at your tier.  Have fun fighting that IS-3 with 130 pen.  I liked the Tiger a lot, and I would hate it if this happened, robbing people of the chance to enjoy what is a very good and unique tank right now.

 

The American line changes are nerfs.  A Tier 7 Pershing wouldn't have the top turret, making it a slower and fatter T20.  The problem is the line is already so good any changes will only be nerfs.  The line is perfectly fine, there is absolutely no reason to change it outside of people who don't want to join a clan and win an M60.

 

Call me an odd duck but i couldn't stand tiger 1 but i love the HT no 6 :P And the new Ferdinand would be pretty similar in style, although not as mobile.

 

Pershing top turret... i considered keeping it, and its kinda borderline. it was a real thing, but only used for the howitzer tanks. im not sure if having 200mm turret armor at tier 7 is too op or not.

 

The reason is historical accuracy. Yes i know, arcade game, blah blah blah. but any steps we can make in that direction while still being playable im all for it. This is sadly many people's 1st encounter with historical tanks, and the misconceptions from it can be hard to change. The only reason we don't have M60A1 is that it used to be past cutoff, but then WG added a whole bunch of 60's tanks to the game. Now it's only fair to add it.

 

(P.S. I did try for M60 but only got camo because I'm a baddie Hacks and conspiracies.)


Edited by Slayer_Jesse, Mar 04 2016 - 16:33.


Kamahl1234 #8 Posted Mar 04 2016 - 16:33

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View PostSpooooooooooooooooooooon, on Mar 04 2016 - 14:44, said:

Upvote even though I don't expect to see any of it.

 

A bunch of it are things the devs talked about doing.

 

Though a bunch isn't realistic. Such as the Lakeville change, which would invalidate city, as you can get to the enemy cap MUCH faster through valley. Which is the entire reason that the terrain is the way it is. The map itself would have to be reworked a bunch if you were to make that terrain medium.



karas_73 #9 Posted Mar 04 2016 - 16:41

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Lol..72 kph T95...that would be a game breaker...but fun 

Slayer_Jesse #10 Posted Mar 04 2016 - 16:44

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View Postkaras_73, on Mar 04 2016 - 10:41, said:

Lol..72 kph T95...that would be a game breaker...but fun 

 

there are a few jokes in there... but i would to try that once in a fun mode. RAMMING SPEED!:izmena:

View PostKamahl1234, on Mar 04 2016 - 10:33, said:

 

A bunch of it are things the devs talked about doing.

 

Though a bunch isn't realistic. Such as the Lakeville change, which would invalidate city, as you can get to the enemy cap MUCH faster through valley. Which is the entire reason that the terrain is the way it is. The map itself would have to be reworked a bunch if you were to make that terrain medium.


id love to hear your ideas on that. how would you fix lakeville?


Edited by Slayer_Jesse, Mar 04 2016 - 16:47.


Tanks_from_Mars #11 Posted Mar 04 2016 - 17:02

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"Premium vehicles are no longer immune to re-balancing. Full refunds will only be given in extreme cases, other nerfs may be compensated in gold/premium time at discretion."

 

^^^^

You're going to have a big problem with this one of your suggestions from the list above in your opening post.


 

-They are not going to do that. Cause no one will ever buy a premium again if they do that.

-If they do that, there could be possible litigation on a mass scale towards WG, because they would be opening the door to stipulations from tanks purchased with real cash$

-the outrage would drop the NA population down to even only 40% of its current population, and through out Wargaming if this were to occur.


 

That will never wash.



Slayer_Jesse #12 Posted Mar 04 2016 - 17:07

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honestly, i feel they shouldn't compensate for nerfs, i just put that in there to try and quell rage :hiding:

 

But on the other side they NEED to nerf premiums. having broken content in your game you're not allowed to fix is dumb. Removal isn't a solution, it just makes it an elitist item.



xrays_ #13 Posted Mar 04 2016 - 17:09

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View PostSlayer_Jesse, on Mar 04 2016 - 09:38, said:

  • T-22 removed, all owners perma-banned.

 

I was reading enthusiastically up until this point... Such a shame you had to ruin a potentially good post.

 

Most ideas would have been welcomed, however.

 

x.



Slayer_Jesse #14 Posted Mar 04 2016 - 17:14

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View Postxrays_, on Mar 04 2016 - 11:09, said:

 

I was reading enthusiastically up until this point... Such a shame you had to ruin a potentially good post.

 

Most ideas would have been welcomed, however.

 

x.

 

semi joking, semi not. T-22 should have never existed in the 1st place, making a top tier,best in class reward for a nonstandard game mode... :facepalm:

Their terrible reaction to the rigging scandal didn't help. The whole thing is just one giant fustercluck.


Edited by Slayer_Jesse, Mar 04 2016 - 20:19.


Cl0r0x_4_U #15 Posted Mar 04 2016 - 17:47

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lol

pepe_trueno #16 Posted Mar 04 2016 - 18:06

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was allright until you nerfed oi exp speed, the gun alpha is crazy and needs to be nerfed but dont dare touch its speed, ramming puny tanks is way to funny to let it go.

 

type 4 and type 5 need spaced armor on the front, at least on the turret so they stand a chance against the heat spam.

 

View Post:

"Reload time for 20 pounder guns at tier 8 reduced (buffed) by 0.5 seconds for Caernevon, Centurion 1 and 7/1, and FV4202. Shell cost for ALL 20 pounder guns reduced to 500 silver."

 

do this now!!! and dont forget about at-15

 

 

 



Vautour #17 Posted Mar 04 2016 - 18:19

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View PostSlayer_Jesse, on Mar 04 2016 - 11:07, said:

honestly, i feel they shouldn't compensate for nerfs, i just put that in there to try and quell rage :hiding:

 

But on the other side they NEED to nerf premiums. having broken content in your game you're not allowed to fix is dumb. Removal isn't a solution, it just makes it an elitist item.

 

I love how they think removing an Over Powered premium tank from store somehow fixes the balance problem it causes.

 

 

The premium shells that are simply better, you can't give an advantage without balancing it with a drawback, otherwise anyone spamming it will gain an unfair advantage.

And they also negate the heavy tank's only advantage, which is horrible game design.



Slayer_Jesse #18 Posted Mar 04 2016 - 18:20

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View Postpepe_trueno, on Mar 04 2016 - 12:06, said:

was allright until you nerfed oi exp speed, the gun alpha is crazy and needs to be nerfed but dont dare touch its speed, ramming puny tanks is way to funny to let it go.

 

type 4 and type 5 need spaced armor on the front, at least on the turret so they stand a chance against the heat spam.

 

 

do this now!!! and dont forget about at-15

 

 

 

It's a 100Ton tank that goes 40. that just shoudn't happen. The only thing that comes close is kv4-5, but that's only downhill.

 

I dont have personal XP with the tier 9-10 japan heavies, so i dont know how it is to drive them.

and tbh AT-15 DPM is good enough already :P

View PostVautour, on Mar 04 2016 - 12:19, said:

 

The premium shells that are simply better, you can't give an advantage without balancing it with a drawback, otherwise anyone spamming it will gain an unfair advantage.

And they also negate the heavy tank's only advantage, which is horrible game design.

100% agreed. APCR's only drawbacks, reduced normalization and pen loss over distance, are 95% of the time negated by the extra penetration. That just leaves cost, which is not enough and heavily favors older more experienced players.


HEAT is decently balanced due to its unreliability, other than the stupidly high pen ones which I tried to address (but let me know if i missed any)

 

And yeah, It does make heavy tanking hard. On the flip side, it's the Necessary Weasel of 2 tier spread MM, without it lower tier tanks would have 0 chance of competing, especially in the current corridor meta.


Edited by Slayer_Jesse, Mar 04 2016 - 18:24.


Shadowy_Ninja #19 Posted Mar 04 2016 - 18:51

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View PostSlayer_Jesse, on Mar 04 2016 - 15:38, said:

  • Old limited vehicles permanently re-added to shop. PLS NO, NO TYPE 59 SPAM!
  • Premium vehicles are no longer immune to re-balancing. Full refunds will only be given in extreme cases, other nerfs may be compensated in gold/premium time at discretion. YES, but not that many prem tanks need nerfs, T34, etc.
  • We will start giving a damn about mission rigging and blatant rule breaking that's reported to us. SURE, why not.
  • Rental tanks will require you to have a tier lower tank to unlock them. (Ex- Wz-111 rental mission would require you to have a tier 7 tank to unlock it, not  A FREAKING T2 LIGHT TANK.) I don't care one way or the other, more idiots to farm.
  • Hired a map design team that listens to more than just the Heavy tank loving Russian Playerbase and gives a damn about game balance. I like the current maps.
  • Returned gold compensation for already earned premium tanks. PLS!!

 

Game Mechanics:

 

  • HE damage blocked by armor will count towards damage blocked for personal missions. BUT only if the tank takes zero HP damage from the shell.
  • Premium APCR (Standard shells are not affected) damage reduced by 20%.  Cost reduced by 15%. PLS NO!! Prem ammo has its purpose, and while fighting KV-1s or O-Is in a tier 5 med, you NEED gold, that does FULL damage.
  • SPG's can now deploy their recoil spades. Deploying/retracting the spade takes 15 seconds. This locks hull traverse but gives reduced bloom from firing and moving the gun, and a slight reload increase. It also unlocks the Barrage ability, allowing rapid fire but locked into a single grid square. PLEASE NO!! ARTY NEEDS NERF, NOT BUFF!
  • SPG's will now reveal their position to other SPG's if they fire from the same location too often. Taking a shot at the same target/grid square will reveal the position as well. (but not if using Barrage ability) Victim gets a general area cone that narrows with subsequent shots. YES!!! After one shot!
  • Added "Dazzle" camouflage: Reduces enemy accuracy at ranges greater than 100m by 4%. Cannot have both concealment and Dazzle camo at the same time, but you can pick different types for different maps if you so wish. wth?
  • Equipment rework: re-balanced to introduce greater variety. Gun rammers removed, DPM of ALL vehicles capable of mounting them increased 10%, credit cost of purchase refunded. GLD increases maximum accuracy 10% in addition to its normal effect. Things like cyclone filter, tanks with co2, and WAR combined into one "Enhanced Surviability" equipment. Enhanced suspension simplified to 4 modules: light, medium, heavy, and superheavy. German vehicles that can mount additional grousers get the effect of it from Enhanced Suspension without the additional weight. Slightly reduces bloom from firing due to reduced tank pitch. Speed loss from hitting obstacles reduced. Additional Grousers removed, refunded if owned. Spall liners are effective against penetrating HESH shells for the full amount, and non penetrating HESH shells have the additional module damage chance removed. Penetrating HE shells have their damage reduced by half the listed amount. PLS NO! KEEP the useless equipment useless!
  • Tier 3 tanks are limited to seeing tier 4 maximum (+/-1 MM spread) For all tiers?
  • Platoons are limited to 1 tier difference. NO, I want to do my arty missions with a tier 7 in a tier 10 game. And what about light tanks?
  • Premium tanks may not be purchased if the player has not reached the tier below it. NOOOO! I LOVE farming noob Lowe players.

 

Crew Skills:

  • Reworked skills into a WoWS style. All crewmembers are still present, but have several new specialist skills. (for the unfamiliar, there are no wot style skills, only perks)
  • No more base crew skill, all crew are 100% trained. Retraining is a 50% penalty to skills effectiveness.
  • Many new crew skills, and reworked old ones to be more viable. (Intuition made 50% per loader, adrenaline rush triggers at 25%, eagle eye available for low points, ect.)
  • Some skills now have an active consumable attached. For skills that require all crew to have them, the consumable will not activate unless all crew have it. Examples: Repairs: free track repairs without consumable use on a 5 minute cooldown, also boost teammate repair speed within 100m for 2 minutes. Camo: Greatly reduced concealment penalty for firing for a short time (increasing with tier of vehicle) Designated target allows you select a target, and allies firing at it will have better accuracy and RNG rolls.
  • Researching a tank that does not use the same crew layout as the current will give you one free Scholarship. The Scholarship allows you to retrain one member to a new Major Qualification for free.
  • Changing Major Qualifications for credits added. Cost is 500k per crewman. INTERESTING IDEAS HERE, FOR THE WHOLE SECTION....

 

Game Modes:

  • Domination/Steel Hunt Removed. NO! Nice for derping around in when you don't want to play pubs.
  • Removed influence Auctions from Clan Wars 2.0. Sure, I don't pay attention to that part of running a clan.
  • Added expanded tutorial. More tutorials are unlocked as you unlock new tiers and vehicle classes. Completing them rewards normal consumables, one each of Binos, camo net, and toolbox, and a 3 point crew for a nation of the players choice. Existing accounts with more than 4000 battles will get the rewards without having to do tutorial. (roughly equivalent to a 1st skill crew now) Better tutorial? SURE. More rewards? MAYBE.

 

Vehicles

  • Added premium Tier 5 SPG's for every nation that has SPG branches. LeFh balanced and readded to shop. NO! you want MORE tomatoes s***ting on you with arty? PLS NO!
  • Radio ranges have been severely reduced at higher tiers, with light tanks and mediums keeping the most. Why? don't you want to be able to see you allies on the other side of the map? Do you not find that VERY useful? Go back and play tier 3 with a stock radio, you will see what I mean.
  • View ranges re-balanced: Light tanks stay  the same. Medium tanks nerfed to be inferior to light tanks. Heavies with 400m view ranges brought down to 350. German tanks have slightly improved view ranges due to superior optics. Assault TD's range nerfed to that of heavies. NO NO NO, you want us to bring tier 8 lights to clan wars?
  • SPG major re-balance: HE shells do at most damage comparable to same tier TD's.  (certain tier 10's do at most 1000) Accuracy and aim time improved significantly. Slower SPG's given mobility buffs to allow them to relocate after firing better. NO NO NO!! THIS IS BY FAR THE WORST SUGGESTION ON HERE. ARTY SHOULD BE REMOVED!!
  • Light tanks re-balanced: No longer see +1 their tier spread. General nerfs to make them fit their actual tier. (Bulldog would lose 2 shells from its autoloader, penetration will always be lower than same tier mediums, ect) How about putting light tanks UP a tier, and giving them regular MM? 13 90 is moved to tier 9, stays the same... And tier 10 light tanks would be GREAT!
  • T-22 removed, all owners permabanned. HELL NO, WHAT ABOUT THOSE PEOPLE WHO GOT IT LEGIT! This is possibly the other WORST suggestion here.

 

Tank Changes:

  • Blah Blah Blah..... Keep most tanks the same, rebalance ARTY and FV215B 183, and any other tanks that use HE mechanics, aside from KV-2. Reduce alpha on JP. E 100, and remove waffle and O-I, the tier 6 one.

 

 

 

  • Mines: Ramp added to east side of hill facing both spawns. TD ridge and medium terrain path to island added to south spawn. limited to tier 6 and below. NO! Mines through at LEAST tier 8, and I don't mind it in tier 10. And no more camping TD spots are needed on this map.
  • Ensk: limited to tier 6 and below. Tier 8.
  • Lakeville: Made the valley medium terrain. added switchback paths from valley over the mountains to 4 line road. Widened 4 line road. Added small stone bridges over lake from 4 line road to either side of town, has soft destructible stone guardrails on bridges. NO? This sounds AWFUL!
  • Removed corridors on many maps, added concealment for TD's, and many smaller bushes for light tanks. NO NO NO! I hated the vision meta, and this brawling meta is SO nice.
  • Expanded low tier map variety, as we realized our customers are not idiots and can handle more than 2 maps at a time. Don't care.

 

Interface:

 

  • HE rounds will now be selected first for Howitzers that can fire AP.
  • Added Damage Caused/Spotted while undetected in post battle results screen. Sure, makes missions easier.
  • INGAME DAMAGE COUNTER PLEASE! LIKE ARMORED WARFARE! PLSPLSPLS!

 

So there are my comments on these suggestions, remember they are OPINION!



Slayer_Jesse #20 Posted Mar 04 2016 - 19:08

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In order:

  • Within reason of course. perma rares stay rare, im talking more your M4 improved and your Mutzes.
  • He absorption might be exploitable either way. But i'd be nice if the itiot who HE spams at you all game actually helped yo uget missions done.
  • reasoning for APCR explained above.
  • Dazzle camo is imported from WOWS. It would give a use to camo for heavies beyond looks.
  • The server pop couldn't support +/-1 mm for all tiers. I said tier 3 as this is the most imbalanced tier as far as power difference between tiers.
  • The radio thing is an attempt to make an unused game mechanic useful, and increase the role of light tanks.
  • You could shift light tanks up, but that would make a hole around tier 4-5, and IDK what we'd fill that with.
  • Yeah, Deathstar could become super OP with hesh changes, it might need major overbalancing if it ever came to pass.
  • Brawling meta is nice if you play onyl heavies. playing TD's or lights is a pain. TD's have been nerfed enough that even if we went right back to the old maps, they'd be nowhere near OP as they were.
  • Yeah, I'll add the damage counter. I use it so much in my modpack i forget its not standard.





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