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Sandbox 2021: Try Out Crew 2.0! - **Updated - Read Original Post**

Дата: 26.02.2021 19:36:13
View PostCovenant_R, on 26 February 2021 - 04:18 PM, said: Overall
I assume any direct values and specific talents in the rework need balancing and might not even make it into the game. This is my feedback on the system, not on the specific skills or their values. The base of the system is good. One commander boosted with instructors is fine. Included Sixth sense is a given and necessary. In the end, it offers a much clearer progression on your commanders value compared to the multicrew system today. It also streamlines the crew over the whole game instead of needing to care for different roles and different numbers of crew within the same tank line.

But while I think most of the base system is fine, there is things that IMO doesn't make sense, mostly with regards to conversion, instructors and talents as a system,
  General Suggestions for Rework Skill Trains * Remove the Talents from the skill tree. * When enough points is invested into a specific skill train, give a slight % boost to all skills in that path.   Instructors These changes would keep the instructors valuable and usable. And actually meaningful. And you can give specific instructors unique talents. * Give the instructors 4-6 talents that is available for choosing. * When equipped, depending on the instructor level. Choose one or two Talents. There might also be one talent, but higher effectiveness on higher level instructors. * Thus, once your commander reach level 15, 30, 45, 60 you get natural access to 1, 2, 3 or 4 different talents for boosting the commander.   Conversion * Bia zero skills crew needs to count towards the conversion points
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First Sandbox of Crew 2.0 opinions. Legend + Positive - Negative * Suggestion   Conversion BIA Crew + You get an instructor for each and every BIA Crew. - Several tanks that has crew trained on them on live, when converting, it seas crew needs to be assembled from reservists, looking in the reserist list, all the tanks crew is available there. - Bia Crew is only converted to the actual trained skills, not account for the bia itself. - Bia crew was often costing money as part of tank packages. - The converted skill abilities for a BIA crew is severely undercut, an instructor does not boost enough to equal the ability of BIA on live. Especially without full control over instructor skills.   Training Manuals - No preview of the levels when applying multiple crew manuals at the same time. Its a separate screen without preview. * Would be better to have the # selection of training manuals to apply on the preview page directly. Or add a crew level preview meter to the page where you select to apply a higher # of training manuals.   Instructors + The bonus to crew XP is the best thing with instructors. + Instructors offer a unique flavor.
- Instructors is not unique enough, and they are basically all the same, a slight points boost. - Instructor boosts does not add to the Talent Unlock Limit, making instructors less effective. - The amount of boosting an instructor gives to skills, does not equal the effectiveness of a free BIA crew. - Choosing instructor specialization, the names of some tracks are the same, while others are not aligned with the commander training tracks, and several contain skills from different commander tracks, making the process and difference between commander and instructor boosting confusing. See technical vs maintenance. - Choosing instructor skills on multi-skill instructors, it makes little sense that they would have skill boosts from separate training tracks when you have no control over the specific skills. - When choosing training track on instructors, you have no direct control over which skills they will boost on multi-skill instructors. - When choosing training track on instructors, you don't see a preview of which sets of two skills will be boosted. Leading to choosing specialization, but having suboptimal combinations of skills.   Instructor Suggestions Further down is a complete rework that would keep the instructors Unique and more interesting as entities.
If points on instructors will be kept as it is on sandbox. They need to have the following attributes: * Let the instructor boost count towards the 30p for the talent so you can either spend less points, or get it earlier then otherwise. * Needs to be possible to decide where those points end up during choice of specialization.
  Mobilization (conversion of barracks reserves) + Good that you can convert crew you had prepared, but don't have the vehicle for yet.   Skill Trains * Look at making the talents weaker, but set points limits it to 25p so you can focus all 75 points into 3 skill trains if wanted. 

HeatResistantBFG: The base of the system is good. One commander boosted with instructors is fine. Included Sixth sense is a given and necessary. In the end, it offers a much clearer progression on your commanders value compared to the multicrew system today. It also streamlines the crew over the whole game instead of needing to care for different roles and different numbers of crew within the same tank line.

But while I think most of the base system is fine, there is things that IMO doesn't make sense, mostly with regards to conversion, instructors and talents as a system,
  General Suggestions for Rework Skill Trains * Remove the Talents from the skill tree. * When enough points is invested into a specific skill train, give a slight % boost to all skills in that path.   Instructors These changes would keep the instructors valuable and usable. And actually meaningful. And you can give specific instructors unique talents. * Give the instructors 4-6 talents that is available for choosing. * When equipped, depending on the instructor level. Choose one or two Talents. There might also be one talent, but higher effectiveness on higher level instructors. * Thus, once your commander reach level 15, 30, 45, 60 you get natural access to 1, 2, 3 or 4 different talents for boosting the commander.   Conversion * Bia zero skills crew needs to count towards the conversion points
--------------------------------------------------------------------------------------------------------------
First Sandbox of Crew 2.0 opinions. Legend + Positive - Negative * Suggestion   Conversion BIA Crew + You get an instructor for each and every BIA Crew. - Several tanks that has crew trained on them on live, when converting, it seas crew needs to be assembled from reservists, looking in the reserist list, all the tanks crew is available there. - Bia Crew is only converted to the actual trained skills, not account for the bia itself. - Bia crew was often costing money as part of tank packages. - The converted skill abilities for a BIA crew is severely undercut, an instructor does not boost enough to equal the ability of BIA on live. Especially without full control over instructor skills.   Training Manuals - No preview of the levels when applying multiple crew manuals at the same time. Its a separate screen without preview. * Would be better to have the # selection of training manuals to apply on the preview page directly. Or add a crew level preview meter to the page where you select to apply a higher # of training manuals.   Instructors + The bonus to crew XP is the best thing with instructors. + Instructors offer a unique flavor.
- Instructors is not unique enough, and they are basically all the same, a slight points boost. - Instructor boosts does not add to the Talent Unlock Limit, making instructors less effective. - The amount of boosting an instructor gives to skills, does not equal the effectiveness of a free BIA crew. - Choosing instructor specialization, the names of some tracks are the same, while others are not aligned with the commander training tracks, and several contain skills from different commander tracks, making the process and difference between commander and instructor boosting confusing. See technical vs maintenance. - Choosing instructor skills on multi-skill instructors, it makes little sense that they would have skill boosts from separate training tracks when you have no control over the specific skills. - When choosing training track on instructors, you have no direct control over which skills they will boost on multi-skill instructors. - When choosing training track on instructors, you don't see a preview of which sets of two skills will be boosted. Leading to choosing specialization, but having suboptimal combinations of skills.   Instructor Suggestions Further down is a complete rework that would keep the instructors Unique and more interesting as entities.
If points on instructors will be kept as it is on sandbox. They need to have the following attributes: * Let the instructor boost count towards the 30p for the talent so you can either spend less points, or get it earlier then otherwise. * Needs to be possible to decide where those points end up during choice of specialization.
  Mobilization (conversion of barracks reserves) + Good that you can convert crew you had prepared, but don't have the vehicle for yet.   Skill Trains * Look at making the talents weaker, but set points limits it to 25p so you can focus all 75 points into 3 skill trains if wanted.   Good feedback! Thanks :) 

View PostGalaxy_class, on 26 February 2021 - 04:50 PM, said: @HeatResistantBFG Coherence doesn’t affect camo? Seems a bit strange. Do any of the other Vehicle Handling bonuses, (vents, food, Elite Progression etc), improve the camo skill? You can’t really tell in game as a lot of the stats don’t show what is boosting them.    Also, if it’s true that Coherence is permanently lost for the reminder of the battle if you temporarily lose a crew member, that’s not good and needs to be changed imo. 

HeatResistantBFG:  If you hover over your camo rating after opening up "concealment" it should pop up and show which bits are applying. I don't know if it not affecting camo is a bug or not and so I can't really say much on it, if I was to guess it's intended as the new camo perk is so much more impactful adding an extra 40% to a potential like 170% (something like that) could be really overpowered. It's certainly something we noted and are aware of (hence me pointing it out lol) though :). I don't think it is permanently lost, I haven't heard that anyhow. I'll take note and if you get a chance feel free to test it as best you can and send me the results in a DM or something. 

View PostOrigamiChicken, on 26 February 2021 - 04:59 PM, said: I wish that, when hovering over a certain skill, in the popup i could see what benefit it would give when fully upgraded. Right now it only shows the current benefit and my firs thought was "your something something something is increased by 0%, huh?". You have this on ammo where the popup shows how, for example, APCR penetration drops over certain distance. Why not implement similar information for skills? It's tedious, not fun and not user friendly to click every skill 10 times to se the full benefit, then reset and move on to another skill.

HeatResistantBFG:  In this article, there is a skill calculator allowing you to check how they work and it'll tell you all the bonuses you will be receiving :) But thanks for the feedback about maybe making it clearer/easier to understand! 

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