


#23 Posted Apr 19 2017 - 03:45
- Costs of Kits, because of the constant damage (though even this was a problem before these changes) you need to reduce the costs of kits.
Large Kits should be $3,000 and Small $1,000.
I would actually also prefer you just get rid of the "small" kits so we can just hit one Key and fix all crews or modules.
I always have issues with the keys and it get's me killed. I've been using the "CTRL Key Center Fixing Mods" popups to help with this, but a key is better, it's now part of XVM. Why does XVM add more useful things to the game than Wargaming?
Or, you all just need to implement it in the game like you should have done a couple of years ago by now, if you want to keep both.
#25 Posted Apr 19 2017 - 06:33
i kind of wish the premium consumables were still only 60 seconds on cool down, but hey, 90 seconds is better than only using it once and regretting you ever did!
#26 Posted Apr 19 2017 - 09:45
#27 Posted Apr 19 2017 - 10:06

Edited by warco3, Apr 19 2017 - 10:06.
#28 Posted Apr 19 2017 - 10:45
Being able to reuse the consumables is great, yet I think charging credits for every use would create a better sense of responsibility and respect for the player that damaged the module or hurt the crew member. I think the use of the HE will decrease even more as its effects will mostly vanish in 90 secs.
#33 Posted Apr 19 2017 - 18:37
Re-useable med kits are on par with removing all the skill and challenge out of the game
These are a great addition for children who haven't had to work for what they have in life as everything is handed to them
Welcome to dummying down the game!
They rate right up there with Gold high pen rounds,
shot direction indicator, Klingon cloaking camo, OP / unbalanced tanks, SPG Stun effect.
BAD FOR THE GAME
#34 Posted Apr 19 2017 - 22:09
Gunadie, on Apr 19 2017 - 10:37, said:
Re-useable med kits are on par with removing all the skill and challenge out of the game
These are a great addition for children who haven't had to work for what they have in life as everything is handed to them
Welcome to dummying down the game!
They rate right up there with Gold high pen rounds,
shot direction indicator, Klingon cloaking camo, OP / unbalanced tanks, SPG Stun effect.
BAD FOR THE GAME
LOL what?
They are nothing like what you describe.
First, how does it remove "challenge"? You can still track tanks and kill them.
You're confusing "challenge" with angry frustration. The old kits were basically worthless given the amount we are damaged, especially now with Stun.
#35 Posted Apr 19 2017 - 23:41
leeuniverse, on Apr 19 2017 - 13:09, said:
LOL what?
They are nothing like what you describe.
First, how does it remove "challenge"? You can still track tanks and kill them.
You're confusing "challenge" with angry frustration. The old kits were basically worthless given the amount we are damaged, especially now with Stun.
they take another realistic element out of the game, a tank that has survived the battle will naturally have suffered damage and be at reduced capability. As for dealing with the stun effect, we shouldnt have to. It was a bad idea and wargaming should own up to their mistake and roll back the update.
#36 Posted Apr 20 2017 - 02:15
#37 Posted Apr 20 2017 - 09:49
How often do you use consumables in a match?
Between 0 and 2 times per match, per consumable.
How does the consumable changes impact overall match strategy and tactics?
There are less tactics and a more limited strategy now regarding consumables. Damaging modules is no longer tactically advantageous, it seems to be all about damage now, where as before you could track an opponent late-game and use their limited gun depression or turret traverse to beat them. Now it's just "who has the bigger gun".
Edited by leechtime, Apr 20 2017 - 09:49.
#38 Posted Apr 20 2017 - 11:55
#39 Posted Apr 20 2017 - 12:13
#40 Posted Apr 20 2017 - 13:29
This is a great change to the game!
- How often do you use consumables in a match?
- A: when something critical like a driver, gunner, gun, engine or tracks get hit (average probably once a match)
- How does the consumable changes impact overall match strategy and tactics?
- A: Not much - it just makes a bad hit at the start of the match not as penalising any more.
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