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LittleJoeRambler #33641 Posted Nov 14 2012 - 06:11

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I'm not sure I like the idea of increasing crew/module damage. The big issue is that the TDs currently in game have vastly different abilities all stacked under the "tank destroyer" designation. I mean, you've got ones that act like real TDs in that they rely mostly on camo (high tier Russian ones mostly), ones that act like heavy tanks with gimped stats (US turreted TDs), ones that rely on mobility (French and high-tier Russian to a degree), and ones that rely on armor (The E3 and the JPE-100 somewhat). Centralizing them around a gun-based ability does make sense since that's the one thing they all have in common but the current system of permanent crew death and module damage means that one shot could pretty much take an equal-tier tank out of the game, removing half it's health with a very high chance to force a use of non-replenishable consumables to maintain combat readiness. Fast-firing TDs would focus less on dealing damage and more on just depopulating a tank (think StuG III versus a Tiger H). However, I think it'd be great if they implemented a non-permanent crew/module damage system, then TD shots would basically be like spells that have temporary secondary effects in RPGs. I'm not sure if that's what the "temporary" damage asterisk was supposed to cover or if it was supposed to be HE-specific.

Rest of it sounds great, I'm all for giving each tank type a specific role instead of having a system with massive overlap in which tank types become essentially meaningless. I mean, isn't every tank in this game technically a "tank destroyer"? Gimped stats for everyone! I'll take Faust's system any day.

Hellheavytanks #33642 Posted Nov 14 2012 - 06:13

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View PostLittleJoeRambler, on Nov 14 2012 - 06:11, said:

I'm not sure I like the idea of increasing crew/module damage. The big issue is that the TDs currently in game have vastly different abilities all stacked under the "tank destroyer" designation. I mean, you've got ones that act like real TDs in that they rely mostly on camo (high tier Russian ones mostly), ones that act like heavy tanks with gimped stats (US turreted TDs), ones that rely on mobility (French and high-tier Russian to a degree), and ones that rely on armor (The E3 and the JPE-100 somewhat). Centralizing them around a gun-based ability does make sense since that's the one thing they all have in common but the current system of permanent crew death and module damage means that one shot could pretty much take an equal-tier tank out of the game, removing half it's health with a very high chance to force a use of non-replenishable consumables to maintain combat readiness. Fast-firing TDs would focus less on dealing damage and more on just depopulating a tank (think StuG III versus a Tiger H). However, I think it'd be great if they implemented a non-permanent crew/module damage system, then TD shots would basically be like spells that have temporary secondary effects in RPGs. I'm not sure if that's what the "temporary" damage asterisk was supposed to cover or if it was supposed to be HE-specific.

Rest of it sounds great, I'm all for giving each tank type a specific role instead of having a system with massive overlap in which tank types become essentially meaningless. I mean, isn't every tank in this game technically a "tank destroyer"? Gimped stats for everyone! I'll take Faust's system any day.
Yup! I gave to yours 100% Gold crew.=)

You can have no idea to can tell me! I know that TD German JT 10.5cm that's all.<3

This click of points: Links
http://forum.worldof...premium-tier-8/
http://forum.worldof...25#entry3033625

And good luck at goodnight cya anyone.

GoldMountain #33643 Posted Nov 14 2012 - 06:14

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View PostThe_Chieftain, on Nov 14 2012 - 05:05, said:

That's another of my pet projects. It died a few months ago due to priority issues, and I've just restarted it. My email to Random House (Who owns the copyright to the Hunnicutt books.. Yes, it's still covered, so I can't condone the links posted earler) of last week has so far gone unresponded. The big question for me is I have absolutely no idea how big a print run we're looking at.
As far as I am aware the Hunnicutt books available on-line are all through 3rd party re-sales, meaning Random House receives no income from the sale of said books.

I am in the opinion of that if the Producer/Publisher/Network denies it's customers the ability to legally obtain content at a fair price then they might aswell support piracy in itself.

Part of the reason why I don't legally purchase the new episodes of MLP from iTunes or Netflix (or any american-produced TV show for that matter) is because the UK has to wait 6-8 months after the content is aired/released in the US before it becomes available in the UK or the rest of the EU for that matter. And you can't purchase it from the US online without an american credit card...

I swear to god the EU must Pirate more shows produced in the US than the rest of the world because of this...

Edited by GoldMountain, Nov 14 2012 - 06:18.


The_Chieftain #33644 Posted Nov 14 2012 - 06:17

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If the M36B1 shows up, I would wager it would be a premium ad well. If you ever saw a 'Sherman 90' reference in the game, it would be the one with the T26 turret, also a premium most likely.

Hellheavytanks #33645 Posted Nov 14 2012 - 06:20

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View PostThe_Chieftain, on Nov 14 2012 - 06:17, said:

If the M36B1 shows up, I would wager it would be a premium ad well. If you ever saw a 'Sherman 90' reference in the game, it would be the one with the T26 turret, also a premium most likely.
Yes please sir.

Bridgeburner_ #33646 Posted Nov 14 2012 - 06:21

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Any Russians/nonRussians here able to identify the movie/TV series the footage for this video was pulled from?



Mow_Mow #33647 Posted Nov 14 2012 - 06:29

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View PostThe_Chieftain, on Nov 14 2012 - 06:17, said:

If the M36B1 shows up, I would wager it would be a premium ad well. If you ever saw a 'Sherman 90' reference in the game, it would be the one with the T26 turret, also a premium most likely.

Is this a hint?  :Smile_great:

FaustianQ #33648 Posted Nov 14 2012 - 06:39

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View PostThe_Chieftain, on Nov 14 2012 - 06:17, said:

If the M36B1 shows up, I would wager it would be a premium ad well. If you ever saw a 'Sherman 90' reference in the game, it would be the one with the T26 turret, also a premium most likely.

Can the M36B1 be Iranian/Pakistani/Yugo? I'd throw money at a Yugo M36. Heck, maybe even take ROC variants on some of my tanks.

Toasted_Rofls #33649 Posted Nov 14 2012 - 06:57

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View PostFaustianQ, on Nov 14 2012 - 06:39, said:

Can the M36B1 be Iranian/Pakistani/Yugo? I'd throw money at a Yugo M36. Heck, maybe even take ROC variants on some of my tanks.

I want a DPRK tank. Make it happen.  :Smile_trollface-3:

So, bad jokes aside, what do you think we will get for whatever Tanksgiving special we are bound to receive? Personally, I think that lines that no one seems to ever go down could use some love. M5 Stuart --> M7, VK4502s (both of them), the entire French TD and heavy line, the second Russian TD line, British medium line (because, lets face it, anyone with a brain is going for the end tier heavy if they want to use their tier X in clan wars), and I'm sure there are other things people never play. Perhaps what they should do is troll us all and give a 10x bonus EXP and credit special to all artillery? I'm trying to think of other ways they could troll us... Maus half off with triple credit income? Or what about a special where tier 8 premium tanks make 5x credits, so that I can power grind my way to earning the credits I need for the E-100, T110E5, Bat Chat, E-50M, and any other tier X tank I'm pretty close to getting.

O.k, now, I'm going to talk about the Chineez tree. Has anyone else noticed that there is an M5 Stuart as the tier 4 tank, and it is literally the only way to get into the higher tiers? That means that if you want a higher tier Chineez tank, you will have to suffer through the Stuart. For some of us, it will be a second run in it, myself included. If there is not something really different about it vs the American Stuart, or it doesn't get tier 4 medium matchmaking, then all I can say is God help us all. If we are really lucky, we will get tier 4 A13 level matchmaking, without tier 4 A13 levels of performance. The worse case scenario still remains the tank being anything like the current M5 Stuart.

Finally, I've got some great Chineez tank crews and crew trainers, and I've had them for quite some time, much to the chagrin if the tier 5 tanks I used to bully around in one of them. Oh, how I miss the days when my Type was retarded thanks to the good armor and great matchmaking. Now its just retarded thanks to the great armor and good matchmaking. How things have changed.

lostwingman #33650 Posted Nov 14 2012 - 07:01

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View PostToasted_Rofls, on Nov 14 2012 - 06:57, said:

I want a DPRK tank. Make it happen.  :Smile_trollface-3:
lol I was about to say it but decided against it at the last minute.

:Smile-bajan2:

Razven #33651 Posted Nov 14 2012 - 07:11

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I would actually like to see if artillery was implemented similar to the way that it's used in Company of Heroes or Wargame: European Escalation, both of them are actually great games, imo and artillery in that game is lethal in the right hands but not downright the deciding factor of the match (unless you're an artillery centric player)

Captain_Howdy #33652 Posted Nov 14 2012 - 07:24

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View PostToasted_Rofls, on Nov 14 2012 - 06:57, said:

I want a DPRK tank. Make it happen.  :Smile_trollface-3:

At least give us the DPRK flag for the type so trolling can be that much more fun.

lostwingman #33653 Posted Nov 14 2012 - 07:45

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View PostCaptain_Howdy, on Nov 14 2012 - 07:24, said:

At least give us the DPRK flag for the type so trolling can be that much more fun.
God I want to troll so much...



Duty_Remains #33654 Posted Nov 14 2012 - 08:11

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View PostLittleJoeRambler, on Nov 13 2012 - 12:09, said:

Spoiler                     

View PostBrackDynamite, on Nov 13 2012 - 12:43, said:

Spoiler                     

I'm not particularly pleased with how RNG interacts with artillery's statistics to create such random battle performance.
Perhaps the + or - 25% and dispersion calculations should be replaced with a system that smoothes out the variation at higher values.
I don't think it should improve performance, just make it more consistant.

I am also not opposed to a hard cap on artillery, personally I think 4 or 5 would be a better number...
...or better yet make it based on the sum of the artillery's tiers. (5 tier III's or 3 tier V's or 3 tier IV's and a tier III etc...)

As far as beating the dead horse to get things done... Well I have to do the same thing now don't I?
I firmly believe that your optics and radio should both be more important to swaying the course of the battle than your cannon. (I say this as a HEAVY tank driver.)
One of the battle hints says something along the lines of "Artillery is the primary striking power of your force."  Which I whole-heartedly agree with.

View Postlostwingman, on Nov 13 2012 - 15:17, said:

Except it sucks at that too now. The upper glacis is very weak now even with angling. There is NOTHING going for that tank. Not dpm, not armor, not mobility, not anything. The biggest kick in the balls? That the E-75 has all the "strengths" of the VK45B but has them BETTER.
<snip>

I'm honestly surprised how well I'm doing in my VK45B...  I earned both a Sniper and Steel Wall in a pub match with my VK45B last night.
You really don't need much of a tank to stomp on the poor pubs these days (my T25/2 is also doing well :Smile-tongue: ).

View PostKilljoyCutter, on Nov 13 2012 - 16:02, said:

On the subject of arty, I can't play it anymore.  It's too dependent on the rest of the team understanding spotting and angles of fire.

I'd rather be the spotter than the shooter because then I can be confident the first step will actually be taken.
The bane of my experience in arty has always been cowardly camping team-mates...

View PostWarriorOsprey, on Nov 13 2012 - 18:24, said:

<snip> Then again, I don't hit with many blind shots because I don't play artillery.

Couple months ago I got a blind kill in my M103: I fired at a Bat Chat, missed and accidentally killed an enemy Hummel I couldn't see...

View PostMow_Mow, on Nov 13 2012 - 22:18, said:

<snip>
...and additionally, potentially, possibly make it so that the Tiger P only carries this late-war 88L56 instead of the L71 so that the Tiger I has an advantage.

I'm grinding my Tiger P right now to unlock the Ferdinand at the moment.
In my experience the Tiger H's better handling and smaller silhouette far outweigh the Tiger P's armor.
As it stands right now... All things being equal I'd choose the Tiger H each and every time... but things are not equal: I have a Ferdi to unlock...
And that's something my sweet little Henschel Tiger can't do... :Smile_sad:  

View PostToasted_Rofls, on Nov 14 2012 - 00:41, said:

<snip>Here are tanks I am calling reliably HE pennable from the get go: Hellcat. That's it.

T20... PzIII with 75mm micro-derp penned mine frontally 3 hits in a row.

View PostFaustianQ, on Nov 14 2012 - 04:04, said:

Spoiler                     

I don't like tank "classes" and I think what Wargaming has already done along those times is too much already.
I think a tank's classification should be purely academic and it should be placed and balanced according to its performance characteristics.
I like your ammo ideas though, a lot. :Smile_honoring:

View PostToasted_Rofls, on Nov 14 2012 - 05:52, said:

I love how Wargaming goes in and changes El Campalluf, but the fundamental problem with it remains. What an awful map. Seriously, one of my biggest problems with this game is how awful the maps are. Like, I'd say 75% of them need changes, and 10% of them need complete and total overhauls. Most of the maps have a serious lack of cover, a serious problem with "instant dies zones", to many chokepoints, and not enough flanking routes.

Also, I am having a serious loosing streak going on right now. I'm only performing around average, which is bad enough, but also my pubs are going full retarded all the damn time. How the hell am I supposed to pull my team to victory if half my team no longer exist 5 minutes into the game? Pubs, listen to me: You don't get a bonus for dying early like an idiot. Either accomplish something with your suicidal aggression, or use caution and thinking when you position and move your tank.

Seriously Toasted, do you have anything positive to say about the game?  Ever?
And here I thought I was the masochist, guess I was wrong. :Smile_trollface-3:

Toasted_Rofls #33655 Posted Nov 14 2012 - 08:31

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View PostDuty_Remains, on Nov 14 2012 - 08:11, said:

Seriously Toasted, do you have anything positive to say about the game?  Ever?
And here I thought I was the masochist, guess I was wrong. :Smile_trollface-3:

Shooting gold rounds out of my AMX 105 is fun. Its not balanced mind you, but its fun. Hitting a tier 8 heavy tank for 330 damage from 1000 meters away, over a mountain, with my little tier 4 arty? That fires every 9.6 seconds? Very enjoyable. I also really like HEAT shells out of derp guns. Also hilariously broken, but tons of fun. I think the tactical aspect of this game is also quite enjoyable, I just wish it wasn't hindered so much by a combination of pub stupidity, bad maps, and arty.

I keep giving Wargaming my money for some reason, so obviously there must be something positive about the game that keeps me hooked. All I ask is that they work to make the game better in return so that I can continue to enjoy it. At the very least, I'd like to see them make better maps and have a long, hard look at the current tier vs. tier balance issues. If I am really lucky, they may rework a few problem mechanics.

Also, another idea for arty: The closer you get with it, the faster you aim and the higher your shell arc. That means if you manage to plant your arty piece of choice 100 meters from the enemy, you can lob rounds straight up like a mortar, over there cover, with minimal aim time, and this minimal exposure. This would mean that arty would get more potent if you can manage to get it to the frontlines, thus adding another factor to the battle and putting arty in actual danger when they shoot people, vs now where they sit near cap and whack people from 1000+ meters. Now there is a new dynamic is the game, and if the enemy entrenches too hard, you will be able to bring arty up to force them out. If we are lucky, it will add a positive mechanic for the game, and arty will now require actual skill. Worse case scenario is that people camp even harder and arty manages to become stupider. So, thoughts?

Duty_Remains #33656 Posted Nov 14 2012 - 08:40

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View PostToasted_Rofls, on Nov 14 2012 - 08:31, said:

<snip> So, thoughts?

Jokingly teasing you is less satisfying than anticipated. :Smile_sad:

Edited by Duty_Remains, Nov 14 2012 - 08:49.


Toasted_Rofls #33657 Posted Nov 14 2012 - 09:02

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View PostDuty_Remains, on Nov 14 2012 - 08:40, said:

Teasing you is less satisfying than anticipated.

I think arty has a place, and that place is competitive play where its implementation is fine. However, most games are in pubs, and pubs are stupid, unorganized, not competitive play, random, whatever you want to call them, they are just not a good place for arty in its current state. I understand the idea of vision control being rewarded with devastating firepower being brought to bear on the enemy in a wargame, but you must realize that WoT pub matches are not wargames, despite the name of the developer, they are arcade like PVP fights, where it boils down to a combination of half pure combat skill, half tactics, while competitive play is more 90% tactics, with 10% player skill. As such, I'd like to see arty be balanced in pubs first and foremost.

Ideally, I want three things: Big numbers of arty or just big arty to not completely dominate games, artillery to require more skill to really use effectively, and artillery made so that it is fair to both those playing in it and against it. Anyone who has played a game on a map like Sand River where each team has 4 tier 8 arty, and then says that big arty never dominates matches, is lying. That's a problem, that one tank has so much influence over the battle, and this also ties in to my desire to see tier vs tier balance fixed, so one idiot tier 8 who is the top tank doing nothing does not screw over your primarily tier 6 tank team. As for artillery requiring more skill, I know this is a touchy topic, but I believe my GW Tiger is easier to play then any of my direct fire tanks save the T57 (which is a direct fire tank as far as I am concerned). I'd like to see effectively playing artillery to require an understanding of game mechanics, aiming, and positioning, with less luck involved. As for making it fair, lets stop this bullshit where a tank evaporates 30 seconds into the match because he got lit and then an arty shell penned his tank. That is stupid. Not everyone runs sixth sense, and no one deserves to be oneshotted from full HP, ever. And before anyone ask, yes, I think ammo racking needs to be altered slightly so its no longer "lucky hit = explosion" like it is now.

Most of these ideas I have I've had for some time now, really. I'll probably make a thread at some point about why 75% of the maps in this game are bad, and have easy fixes. Most of them involve extra flanking routes combined with more cover. One idea I had was for changing Prokhorovka. To much of that map is open and goes to waste. What I would like to see is a small town in the dead center of the map, and multiple pieces of cover strewn across the road that everyone likes to camp on. That way, you have three different ways to approach the map. You could head to the center area and brawl it out up close, head down the more open side with the large hill on it to gain favorable shots into the town from the hill or to push around into there cap or straight into outskirts of the town, or finally, go down the long road and fight from cover to cover. This would be a lot more interesting. Another map that could be fixed rather simply is Malinovka. In the main field, place lots of small pieces of cover here and there. On the second level of the map, expand the town to make it larger, denser, and more permanent. On the edges of the cliff that overlook the small lake and the main field, set up some sparse cover so that people in the middle can exchange fire with people at the bottom. Flatten the third level hill a little bit to make it easier to climb, add another building or two, and that should be all you need.

I could go on and on. I have a lot of ideas I have been meaning to share. Hopefully I can fire off enough of them we get some ideas that really stick and can be incorporated into better, future ideas.

ice101v #33658 Posted Nov 14 2012 - 09:12

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They need to fix the spotting system while they are at it too, just had a heavy tank sneak up and hit me from the front before he became visible. That or the british heavy tanks have some crazy camo values to out camo my 1948...

He was moving btw, if that wasn't implied at all to anyone.

Edited by ice101v, Nov 14 2012 - 09:28.


Razven #33659 Posted Nov 14 2012 - 09:20

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I am getting some reports here and there that the Chinese distributor for WoT has pulled the"credits for premium shells" on their version of WoT 8.1 without notice.
The forums are full of butthurt and the mods are deleting every single thread with complaints about this.

Toasted_Rofls #33660 Posted Nov 14 2012 - 09:53

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View PostRazven, on Nov 14 2012 - 09:20, said:

I am getting some reports here and there that the Chinese distributor for WoT has pulled the"credits for premium shells" on their version of WoT 8.1 without notice.
The forums are full of butthurt and the mods are deleting every single thread with complaints about this.

Wow, this is so surprising, especially from the people who sell the Type 59 G.  :Smile_smile:

Guess China doesn't really mind the Pay2Win system, or their version of capitalism is so stifled they can do nothing about it. If Wargaming pissed off enough people in America, they would loose a lot of customers, and with them, money. With this system in place, you basically get rewarded for keeping the community happy, and it is one of my favorite features of the capitalistic system: If you do not adapt and listen to feedback, fixing your mistakes and adding in new features, then you will fail as a company. And so, evolution takes a hold, and only the strongest survive. One of Wargaming's problems right now, although I hardly doubt they themselves see this as a problem, is that their are really no competitors to this game on the market right now to force them to change for the better. They have a semi-monopoly, so to speak.

I think my biggest issues with the game, right now are, in no particular order, arty, tier vs. tier balance, class vs. class balance, map setups, and grinds. While this may seem like a lot, compared to other games where I can find numerous issues with them and produce list much larger then this one, I'd say the devs are actually doing pretty good. Once they put in a second American medium line, they will be doing really good. And if the Chieftain is added to the game, then they have done amazing work and there will be only one tank I will ever drive ever again.




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