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Incoming! This Sandbox test is Mandatory!

Дата: 12.02.2020 19:12:56
View PostPoppa_Smoke, on Feb 11 2020 - 15:49, said: So you pretty much need gold to pen tier 10 tanks if you're in a tier 8 so let's increase the hit points on the tier 10 tanks and decrease the amount of damage that prem shells do.     I'll ask again, what game is it that Wargaming wants us to play now that they're trying to destroy this one?

KRZYBooP:  Don't you need gold to pen a tier 10 tank as a tier 8 already? Please be sure to complete the new balance missions and fill out the survey 

View Postalex22123, on Feb 11 2020 - 15:27, said: -need to balance armor repair bill for tier 7+.(doesn't what to pay more for not camping)..    need to remove negative income at end of battle completely.    mean major economy change. -need to remove mini hit zone like view port. -more hp for medium and light tank. -reduce power of tank destroyer and balance them(like German paper armor). -make explosive shell work. -remove penality for crew xp for dying...well remove all penalty for dying. -more xp for losing...like a way more. -split old and new stat in 2 completely different tab and a 3rd for cumulated. -stop removing achievement upon new release -scrap mission and event interface and remake it from scratch    need something clear. -more camera max range(at least double). -music....option to come back to old music and make most of those greatest hit default.    new music are terribly bad not fitting at all in combat game at all. -show xp for crew whit number. -remove gold to unequippe gear. -reduce the cost of gear on heavy tank in general. -when killed stop moving automatically the camera to some1 else point of view. -reduce the number of map. -make option to block some map in random battle. -less op tank. -less dmg for arty and faster reload(more action). -a system rewarding for not camping like a battle line.    Team controlling a bigger part of the battlefield receive big and real      advantage(and xp). -in general faster reloading. -change  system so it easier to hide. -make quick join daily/weekly tournament whit real reward even for participating. -whit all those tanks now a faster progression can be fun. -blueprint...i like to chose myself my discount and stop reviving usefulness blueprint. and well many more. -more default chat room(for beginner, for those seeking tip,    for those who what to speak political, for trash talk) well at least 4-5 different default chat room and option for    specific         language chat room to. -bond for losing side to...(like 2/3).     -faster -more action(driving inst action)                                           thx for great game in general.       

KRZYBooP:  This feels like a hard troll post since many of the issues brought up are already in the game.  

View Postdominator1819, on Feb 11 2020 - 16:30, said: Do not change the HE rounds at all in the game there is nothing wrong with them in their current state  also why do u have to increase the alpha of standard  rounds why not change the alpha of premium rounds lower them so much simpler and wont have to rework everything

KRZYBooP:  Devs wanted to give a reason to use each round other than, 1- I might do enough damage in a top tier game to make a profit, or 2- I will pen and do more damage in a top tier game.  

View PostSlappedbyRommel, on Feb 11 2020 - 17:08, said: Just wondering how many players will drop this game when these changes hit?

KRZYBooP:  The changes aren't absolute. This is a balance test that everyone can give feedback on. 

View PostIndygoEEI, on Feb 11 2020 - 17:24, said: Tell Domo to tell the devs to not release the Jumbo Sherman with the top turret.  PLEASE!
Top Turret has 63 mm Armor all around vs Lower Turret with 152 mm...  It needs it's armor...

KRZYBooP:  We are aware of this and are bringing it up to our Dev team. Thank you for letting us know! 

View Postbravo9er, on Feb 11 2020 - 18:26, said: The cost of "special" ammo is not going down?  WHY???  This is the number one issue I have with the test server at this point.  It's now net zero, you gain some, you lose some situation and the ammo should cost the same as standard rounds.  Please add this to the list of feedback issue to Minsk.

KRZYBooP:  I brought this up as well.  

View PostThePsycoticSoviet, on Feb 11 2020 - 18:52, said: So Do I get XP back for all the time I wasted grinding all those low tier vehicles since you are now removing them all? You know, since I already don't have Blueprints for you to pay out. Or is this just another "screw the old players who keep the game alive in the name of fresh meat" situation?  

KRZYBooP:  They aren't being removed. Boop that person that started that rumor. They are moving to a new tab under your tech tree. You get to keep all the tanks that are being moved.  

View Postseanwilcox337, on Feb 11 2020 - 21:18, said: Who can't read the tech trees? not once in my life have I heard "It's complicated we need less tanks" and frankly after seeing the direction Blitz went, this terrifies me. PLEASE FOR THE LOVE OF GOD DON'T CHANGE THE TECH TREES THEY'RE JUST FINE HOW THEY ARE. I still enjoy grinding up a low tier tank every now and then when a new line gets added in, and I love the historical significance. I know the tanks will still exist but they're basically removing the entire fun and variety out of low tier matches instead of balancing them properly. This is their excuse to do less work instead of rebalancing the low tier tanks to work with the new meta. This change will drive players further away from low tier than ever, so if this happens then FML I'm probably never playing a tier 1-6 match ever again. I'll keep the tanks to look at but it'll be useless in battle, because we'll get games in tier 1-3 where EVERYONE is in THE SAME tank, and tier 4-6 barely get any better. I don't want the team list to have six "T6 medium" tanks on the team just because WarGaming was too lazy to do their F U C K I N G JOB

KRZYBooP:  Reading wasn't the issue. The reason is to offer an easier time for new players.  Too many choices for a new player can be bad for the game, for example there are many tier two branches to try when starting out and can make a player waste their free xp trying to find a tank line that fits their playstyle. 

View Postseanwilcox337, on Feb 11 2020 - 21:29, said: Coming from somebody who has played for almost 8 years on 2 different accounts, and spent well over $1000 on this game probably in just the last 2 or 3 years, if they remove all the tech tree tanks I will quit this game and never spend another cent on it. F U C K that.

KRZYBooP:  They aren't being removed. 

View PostOtto_Steiner, on Feb 11 2020 - 21:47, said: I tested my FV183 with the new HE shells   Basically you made this TD totally useless now.   It's main interest was that it could deter a medium tank from flanking as you could kill it with one shot. Now, you won't so you can't deter anyone anymore since you do half the previous damage   I'd say this is one of the worst rebalance I've ever seen HE shells were fine as they were The wide spread was part of that shell To convince bad players to use it more, you made some niche tanks totally useless   I must say that this is a shamefull choice        

KRZYBooP:  Yes, sadly the death star can't blast a tank through a mountain anymore. Time to come up with a new name :P. There are new HESH and HE mechanics to take into consideration and from what I noted in the New Balance is that the HESH rounds aren't, click and kill anymore they do more damage in the vulnerable areas of tanks.   

View PostPlayer_0064736756, on Feb 12 2020 - 05:34, said: Feedback on the new 1.8 mechanism

I personally think the change to version 1.8 is very good. The adjustment to the performance of the existing bomb species improves the balance and gameplay of the game, which is also in line with the reality. But there are still some suspicious points.
1. Why is the AP ammunition damage of the large caliber artillery of the self-propelled artillery (SPG) in the game less than that of the smaller caliber artillery of the tank destroyer (TD)? For example: the 210mm cannon of g.w.e100 does less AP damage than the 170mm AP damage of jg.pz.e100.
Solution (personal thought) : whether to consider subdividing the two types of ammunition (AP and APHE), and then appropriately reducing the penetration of the AP of the SPG.
2. Version 1.8, it is very good practice to separate the damage values of different ammo types, which is quite true. For example, APCR has high penetration, but low damage. The AP (APHE) is less penetrating, but the hesitant shell explodes when it hits the armor, so it does more damage. The question, however, is whether HEAT, a special kind of ammunition, needs to be reconsidered for the damage it does when it breaks through armor.
3. The elimination of penetration by HE shells makes some tanks that rely on HE ammunition unplayable, such as Type 5 Heavy. I suggest we continue to adjust the performance of HE.
Conclusion: version 1.8 is a highly anticipated update. Version 1.8 gives us a different gaming experience, with more details and more realism. Hopefully the game will continue to grow and become more sustainable.

KRZYBooP:  This is a not happening for update 1.8 this is a new balance test that our Dev team is asking for feedback on. Thank you very much for the feedback though. 

View PostMichael_200061, on Feb 12 2020 - 09:31, said: Some feedback and ideas I wish to provide for the new HE changes/ tech tree changes.  1. Personally I do not agree with the HE changes, especially for mid-low tiers tanks with low calibre guns(75-88s). but I understand why some players complaint about such matter for higher tier guns, such as TD guns with 155mm+ using HE making side-scraping tanks and hull down tanks unenjoyable. But I am focusing about the low tier low cal guns is because I'm a competitive T6 stronghold player, and HE of croms/t3485 is very good at dealing with light tanks such as type 64 and amx12t. taking the ability for us to punish the opponent's mistake is a big punch to the tactical level. this small HE is not just brainless spam, its a merely calculated risk that is similar to the WOT sandbox AP-APCR as their small calibre prevents the HE spammy-damage, which they rarely do more than 30-50 damage if the HE did not penetrate.   could this change just apply to high tier high calibre guns? i think the main concerns and complaint from most players are not for small calibre and low tier gun. it's mainly top tier big guns HE spamming (big gun TDs , foch tri shot HE etc.) that made hull down tank/ side-scraping tankless enjoyable. low tier low cal guns cant really do any of that and it really takes away our calculated, tactical, risky but possibly rewarding ammunition diversity. 

2. Tier 6 Tanks that is being removed stuck in their top but not the "best" configuration.  Tank such as the M4A3E2, it is stuck with the weak top turret and 76mm gun, which majority of the player base do not agree with. We should have the option to switch between guns and turret options. Another tank is the kv85, which is stuck with the 100mm gun, but some players do prefer the 122mm gun.    3. I understand that one-shotting low tier tanks with 105-122mm derp guns is not enjoyable, but when fighting higher tier tanks ( tier 6 vs tier 8) , it is the only few ways that allow us to slowly chip away their health ( with a very low damage per minute, doing unreliable damage that barely goes over 100 ;)  however from what i see from the test is made these unreliable HE guns more unreliable.  Is it possible to increase the derp guns DPM/give them back penetration of tier 6s as they are facing tier 6-8s more often which the underdog-powergap is very large, and less changes of 1 shotting someone and ruin their game, while tier 5s sees same/tier 4 tanks more often and could remain the same as the test server to prevent the 1 shotty-ness of these guns.   

KRZYBooP: Thank you very much for the feedback, and I hope that you finish the balance test to fill out the survey

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