9:05 am, November 16, 2013
132
The problems of WOT and WG
Okay, this will be a long thread, there will be no tldr, if you cant read it, dont read it
Let us watch 2 videos first from extracredits to give you an example what I am going to talk about
http://www.youtube.com/watch?v=Bxszx60ZwGw
http://www.youtube.com/watch?v=e31OSVZF77w
The power creep of this game, and how WG attempts to solve it ....
The most clearest power creep tanks are Tier 10 TDS and autoloaders
Why?
Lots of points can be made.
First, lets talk about the effect it had made on the game, generally everyone knows it, going to keep it short
Tier 10 tds in game has huge Alpha, punishing enemy to half health in a one shot
Heavies , meds are scare to advance
Heavies are actually being the force of the game now
Autoloaders,
the ease of dumping huge amount of damage in such time
in hands of capable hands, it is the ultimate destroying machine , wayy better than a single loading tank by the same person
Why is it Power creeping
for t10, TD has little disadvantage for their huge advantage
Alpha damage, having double amount the damage or even more than a heavy
it has only a few short coming, a bit lower HP, maybe no turret, slower, maybe weak armor, but most have good armor
the shortcomings are what WG hoping to balance the tank out, however it is not working
because the game design and map design
In game design,
The game revolves in pubs, 15v15 in random map,
excluding platoon
no one no each other and are place in a random map
this made a problem
people cannot plan ahead what tanks to bring
so they bring the most effective tank in generally most maps
a counter argument you might bring,
If everyone knows what map is going to be , everyone will just bring the most effective tank for that map
True, however that is not the point,
This bring map design
The map design are horrible, let me be honest
Three kinds of maps can be categorized
Choke point map(mountain the one with ice glacier on one side)
Open map( malinovka)
City map(Himmelsodof(cant spell ))
and mix together map like american map with a small city
and unfortunately TD rules them all
I do not think i have to explain much, TD can dominate all in choke(alpha), (open, view range 420 +accuracy) , city (all)
When heavies , meds and lights cannot compete with every map
Choke point maps are the worst of all... and WG will keep introducing them
All tanks except heavies and TDs are useful, generally med have to wait and hope for them to be successful and have a breakthrough
ROF doesnt mean anyhting, since you can move back for safety to reload
This bad map design has lead to ALPHA wins almost always, if not, you can easily make it happen, choke points , alley are always present, however open place are not,
therefore, TD is the best in all
Autoloaders is similar with slight different dis and adv
but generally the same
Those unfortunate tanks such as is4, is7, maus, e100, are redundant, cause no matter what map, a td can simply outperform them
What are the attempt that WG tries to make perfect unbalance on these tds?
Lets take an example of WFT e100
obvious shortcoming, no armor on turret
wg hopes us to use HE to counter him
but unlike EXtracreditz example of LoL
WFT has complete domination on almost every tank it face in any map
The expectation of us tankers to reload, 5.5-17 second to change to HE round just for one tank is really bad balancing
additionaly, HE mechanic is still bad,
this obvious short come of this tank is not that bad
however the OP in this tank
420m view range,
insane rof in the drum, aimtime, accuracy and penetration with or without gold
will in almost every situation and events, the wft will **** you
other weak point for other t10 td
no turret, slow, horrible reload time
you can flank it, circle it and others
but what are the odds that happen?
No turret? I have huge amount of ways to overcome it,
snipe, fight in alleys, is not even a big problem
Slow, with better camo, the chance of surviving still lives on
meds need to rely on flanking and timing, this often requires communication,which pubs arent well design for
Reload time
with the horrible map design, the can dump all their shells and get away easy
heck, a maus could retreat back and reload just as easy
All of their shortcoming can be solve easy,
compare to the blessed t62a
lots of people like it
its adv
great rof and dpm, good camo, good pen, accuracy and aimtime
however shortcoming is bad armor, low health, horrible alpha
It is forced to go to maps with open fields and cover, does a lot of maps provide it?
Half i will say
But can it fight in chokepoint maps? Nope alpha will **** it
that is like one third of maps for it left
not to mention its dpm in the end is beaten by TDs....
Healthpool, i have to add this
why does every tier , med has higher health than td
but except tier 10?
why?
med have higher health cause they fight in front line, have less armor
but for tier 10, they have higher health, and more armor...
except ussr
in the end, wg attempts to fight against power creep, however it fails to recognize the flaw
the map design, the pubs of not having good teamplay, and advantage is overshooting its disadvantage
arguments such as
well, we cant nerf td, we nerfed arty, we are just going to nerf everythng then?
No. First, you cannot deny TD is ruling t10 games
Nerf, not necesary but will be a good relief for now
the game mechanic and map design are needed to be fixed for all style
simply TD rules just everything
Let us watch 2 videos first from extracredits to give you an example what I am going to talk about
http://www.youtube.com/watch?v=Bxszx60ZwGw
http://www.youtube.com/watch?v=e31OSVZF77w
The power creep of this game, and how WG attempts to solve it ....
The most clearest power creep tanks are Tier 10 TDS and autoloaders
Why?
Lots of points can be made.
First, lets talk about the effect it had made on the game, generally everyone knows it, going to keep it short
Tier 10 tds in game has huge Alpha, punishing enemy to half health in a one shot
Heavies , meds are scare to advance
Heavies are actually being the force of the game now
Autoloaders,
the ease of dumping huge amount of damage in such time
in hands of capable hands, it is the ultimate destroying machine , wayy better than a single loading tank by the same person
Why is it Power creeping
for t10, TD has little disadvantage for their huge advantage
Alpha damage, having double amount the damage or even more than a heavy
it has only a few short coming, a bit lower HP, maybe no turret, slower, maybe weak armor, but most have good armor
the shortcomings are what WG hoping to balance the tank out, however it is not working
because the game design and map design
In game design,
The game revolves in pubs, 15v15 in random map,
excluding platoon
no one no each other and are place in a random map
this made a problem
people cannot plan ahead what tanks to bring
so they bring the most effective tank in generally most maps
a counter argument you might bring,
If everyone knows what map is going to be , everyone will just bring the most effective tank for that map
True, however that is not the point,
This bring map design
The map design are horrible, let me be honest
Three kinds of maps can be categorized
Choke point map(mountain the one with ice glacier on one side)
Open map( malinovka)
City map(Himmelsodof(cant spell ))
and mix together map like american map with a small city
and unfortunately TD rules them all
I do not think i have to explain much, TD can dominate all in choke(alpha), (open, view range 420 +accuracy) , city (all)
When heavies , meds and lights cannot compete with every map
Choke point maps are the worst of all... and WG will keep introducing them
All tanks except heavies and TDs are useful, generally med have to wait and hope for them to be successful and have a breakthrough
ROF doesnt mean anyhting, since you can move back for safety to reload
This bad map design has lead to ALPHA wins almost always, if not, you can easily make it happen, choke points , alley are always present, however open place are not,
therefore, TD is the best in all
Autoloaders is similar with slight different dis and adv
but generally the same
Those unfortunate tanks such as is4, is7, maus, e100, are redundant, cause no matter what map, a td can simply outperform them
What are the attempt that WG tries to make perfect unbalance on these tds?
Lets take an example of WFT e100
obvious shortcoming, no armor on turret
wg hopes us to use HE to counter him
but unlike EXtracreditz example of LoL
WFT has complete domination on almost every tank it face in any map
The expectation of us tankers to reload, 5.5-17 second to change to HE round just for one tank is really bad balancing
additionaly, HE mechanic is still bad,
this obvious short come of this tank is not that bad
however the OP in this tank
420m view range,
insane rof in the drum, aimtime, accuracy and penetration with or without gold
will in almost every situation and events, the wft will **** you
other weak point for other t10 td
no turret, slow, horrible reload time
you can flank it, circle it and others
but what are the odds that happen?
No turret? I have huge amount of ways to overcome it,
snipe, fight in alleys, is not even a big problem
Slow, with better camo, the chance of surviving still lives on
meds need to rely on flanking and timing, this often requires communication,which pubs arent well design for
Reload time
with the horrible map design, the can dump all their shells and get away easy
heck, a maus could retreat back and reload just as easy
All of their shortcoming can be solve easy,
compare to the blessed t62a
lots of people like it
its adv
great rof and dpm, good camo, good pen, accuracy and aimtime
however shortcoming is bad armor, low health, horrible alpha
It is forced to go to maps with open fields and cover, does a lot of maps provide it?
Half i will say
But can it fight in chokepoint maps? Nope alpha will **** it
that is like one third of maps for it left
not to mention its dpm in the end is beaten by TDs....
Healthpool, i have to add this
why does every tier , med has higher health than td
but except tier 10?
why?
med have higher health cause they fight in front line, have less armor
but for tier 10, they have higher health, and more armor...
except ussr
in the end, wg attempts to fight against power creep, however it fails to recognize the flaw
the map design, the pubs of not having good teamplay, and advantage is overshooting its disadvantage
arguments such as
well, we cant nerf td, we nerfed arty, we are just going to nerf everythng then?
No. First, you cannot deny TD is ruling t10 games
Nerf, not necesary but will be a good relief for now
the game mechanic and map design are needed to be fixed for all style
simply TD rules just everything