"Punishes Camping"
Дата: 16.12.2015 20:36:16
Echo_Saber, on Dec 15 2015 - 23:07, said: And there you have it. How dare you play your tank to
its strengths. Why should we be bothered to actually outplay
you and your team to dig you out of that
agressive/hulldown/sidescraping position, when our arty can just
click on your tank, with no other thought process involved?
Why bother to flank you, or find a better position to work
against you, or find a way to put you in a position where you have
to play to my tanks strengths instead of your own when I can just
have someone click on your engine deck? Why good players
overwhelmingly dislike arty, and the ones who endorse it are nearly
completely composed of horrible ones.
The_Chieftain: Heaven forbid that in a team battle, that a group of
inferior players working together with various assets should be
able to defeat the best individual player. Of course, while
two or three of the enemy team are dealing with that one good
player, that should, in theory, leave a superior number of that
good player's team-mates unmolested to do whatever else needs
doing, thus helping provide a win. I have observed, over the
four-plus years that I've been playing that the ability to
'encourage' and 'punish' camping can exist at the same time, and
seems to come down to the difference between how one perceives a
problem, and how a problem actually is. (You should see the
"Sherman was a death-trap" arguments, with the position of
veterans, and objective numbers not matching). There is no denying
that artillery finds stationary targets far the easiest to hit, and
will usually aim at them in preference. Predictable targets rank
second, and only in matters of desperation, urgency, or a lack of
other targets, will they select a moving one. Of course, the player
on the receiving end will only notice the times that he was hit.
Selective bias. Further, folks who are cowering behind large
obstacles in the hope of not providing targets for artillery are
effectively taking themselves out of the fight, thus contributing
to their eventual defeat. (Also, providing fewer targets to choose
from when one courageous guy goes forward). And, of course, folks
who cower from too long are under threat from the rare artillery
player who understands that their vehicle has tracks, and can move
around a bit to get a shot, so the camping only delays the
inevitable. On the other hand, the fear of artillery has
encouraged camping, with a players' individual belief that they,
personally, are safer should they do so. This is natural enough. It
is against normal instinct, for example, to charge into an ambush
instead of taking cover, or to stay in a tank when the tank is the
target of an air attack. That doesn't mean that instinct is
correct, only what people are inclined to do. Thus we have an
interesting fight between how a game is intended to be designed,
and how the players actually play the game. After all, most
players, outside of clans, are not particularly well drilled or
trained. Neither, sadly, do they always care about the team as
opposed to themselves. Thus the game designers have a problem: The
game survives both on the conscious perception of how much fun it
is, as well as the subconscious perception of people enjoying a
good balanced game without their necessarily knowing it. It can be
argued that the way artillery is implemented right now works well,
from the perspective of interesting games, at the same time as
being hated by a large number of folks. (In other words, people
don't necessarily know what's good for them). This doesn't mean
that the system cannot be changed. Perhaps there are ways of better
attaining both goals, and this is likely what the devs are looking
at with their proposed re-work. Certainly it is.. unlikely
that artillery, as it generally exists, is going to be removed. I
wouldn't be surprised to see some tweaks, such as maybe playing
with alpha, ROF or splash. Until then, however, the reality is that
the more stationary you are, the more likely it is you will be hit,
and the more mobile and unpredictable you are, the less likely it
is you will be hit. No guarantees, but probability.
"Punishes Camping"