World of Tanks

World of Tanks MMO Fan Discussions

9:05 am, November 16, 2013
132

The problems of WOT and WG

0
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

References



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