How can they balance premium ammo?
Дата: 16.12.2020 15:58:30
kejmo, on 16 December 2020 - 11:03 AM, said: Indeed you are. We all see how you improved MM, overall
ballance, 6 clown cars per game, 3 spgs per game, constant being
bottom tier in the game, HE, gold spam, fantastic map rotation
(spamming with corridor maps where for example, open maps are
seen in 1/60 games), spotting mechanism, 4x indestructible reward
tanks vs 4x completely out of meta tanks in the game, massivelly
unballanced teams, clown cars vs normal tracked light tanks, report
mechanism that does nothing, customer support that is 99.9%
automated and does nothing, incredibly stupid physics, impressive
penetration mechanics (clown cars 15mm super armor has absolutely
no problem of swallowing JGPZs shells, for example), with the
biggest improvement of all - RNG +25% that really shines and helps
skilled players who know where to shoot to land their shots in the
ground and save <300 wn8 bots to remain in the game so they
could not uninstall the game in which they massively suck.
Keep up the good work <3 HeatResistantBFG:
So you want the old MM and game stuff then? Right, well i'll pass the message on that you wanted 5+ arty per side, none matching tiers and less maps
Make sure to tell all your friends
that it was you that asked for more arty 
Seriously though, the game has massively improved year on year. If you had a time machine and showed yourself the game now to 2012 you and then made the same complaints you'd probably find that 2012 you thinks you have very little to complain about. Is the game perfect? No. Is it better than it once was? Obviously. Can it be improved? Of course.
If you want to be a part of that then we are always open to ideas and constructive criticism
So you want the old MM and game stuff then? Right, well i'll pass the message on that you wanted 5+ arty per side, none matching tiers and less maps
Seriously though, the game has massively improved year on year. If you had a time machine and showed yourself the game now to 2012 you and then made the same complaints you'd probably find that 2012 you thinks you have very little to complain about. Is the game perfect? No. Is it better than it once was? Obviously. Can it be improved? Of course.
If you want to be a part of that then we are always open to ideas and constructive criticism
Gkirmathal, on 16 December 2020 - 11:29 AM, said: He meant "over-penetration" which is different to
"overmatch" mechanics, which simulated a shell eating into thin
armor from an angle due to it's caliber, instead of bouncing off.
Over-penetration results from the targets low armor thickness
versus the energy penetration value of a shell. Where it does not
lose it's energy on hitting the thin armor and thus cleanly passes
through doing little damage to it except to when there is
crew/equipment it's path (splatter). An "over penetration
mechanics" should IMO be Sandbox tested with any reworking of
special ammo, including ammunition cost and a global game economic
rework.HeatResistantBFG:
OllieCromwell, on 16 December 2020 - 12:35 PM, said: Thank you SIr, And Strappster earlier as well ... I meant to
say 'Over penetration' indeed, which proves I should not make forum
posts before having my 2nd coffee. HeatResistantBFG:
Ah. Well i'm not sure that would help either. The way the overpen mechanic works is not really as described here. The way that works is if the shell would have not armed inside the ship you get 10% of your max damage. So this means say firing at light tanks any high pen shell will now do over penetration on most shots, firing at weak spots like commanders hatch's, lower plates and often people poking out will almost always ensure this to though. So i see where the idea is (a round that pens high armour but not doing so much damage against lights/mediums/arty) but i'm not sure it would work as intended. I'll take a note of it though
. We're happy to listen to any ideas. I
use to spend many a week coming up with excel sheets with idea's
for similar myself before working here
so i'm not against hearing new ones and
i'll be honest with how feasible they are. Best way to come up with
good ideas is to find the problems with them and use that to
improve it.
Ah. Well i'm not sure that would help either. The way the overpen mechanic works is not really as described here. The way that works is if the shell would have not armed inside the ship you get 10% of your max damage. So this means say firing at light tanks any high pen shell will now do over penetration on most shots, firing at weak spots like commanders hatch's, lower plates and often people poking out will almost always ensure this to though. So i see where the idea is (a round that pens high armour but not doing so much damage against lights/mediums/arty) but i'm not sure it would work as intended. I'll take a note of it though
How can they balance premium ammo?














