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Fuck World of Tanks, all hail Tankhammer (who you gonna call?)
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and uninstalled it over a month or so ago.
Amazon wish list | My dumb deviantArt page | Steam Wishlist
hi 5
I still play quite frequently, but it definitely has some major pitfalls. Main one is artillery, it needs to be completely overhauled.
The only US heavy I see so far is the T1, which at best is a churchill with a bigger hitbox.
Yeah, that's the stuff.
Power Overwhelming!
KV3's can be annoying as all hell to fight. I repeatedly bounced off one with my IS while it killed me
On a related note, it seems they've changed the way auto-aim works - specifically it doesn't lead targets any more at all. So it's suitable for very close range combat, such as you would have in a fast-moving light or medium trying to circle a slower target, but no good for sniping at anything that's moving at all. A good change in my opinion; close-in dogfighting is when you really need the assistance with aiming while you concentrate on driving, while longer-range shots should be based more on player skill. With this change plus the elimination of warping, that's finally the way it works in practice.
Like FlatEric, I also think artillery could use some work. I've enjoyed playing it, and I don't think it's completely overpowered or game-breaking as-is, but I do think it could be improved. One suggestion that came up on the forums a while back was to increase RoF, decrease damage and initial accuracy, and to give an accuracy bonus with each successive shot fired in the same area. That would result in a "zeroing-in" effect, making artillery more of an area-denial weapon. You could use it to lock down a chokepoint (by zeroing in before enemies arrive) or to force enemies to move from a targeted area, but it wouldn't be as much of a brutal long-range instant-kill type of affair.
So it seems like some aspects of the game are getting better, and that there's hope for improvement in other areas as well. There's no denying that the game is still a grindfest, though, and that they're quite intent on getting you to buy gold - and neither of those things is likely to change, except for the worse. If it were a regular retail release, or even a flat monthly sub, I'd be much more likely to pay for it, but the microtransaction model just makes me angry.
Hmm, the regular IS feels only moderately durable to me. I rarely see mine bounce shots from anything within a couple of tiers of it. The IS-3 and up, on the other hand, have some brutal sloping, which makes them a huge pain to engage from the front.
And I really like your idea for artillery, I had a similar one. Even with zeroing in though, artillery shouldn't be as accurate as it currently is. That era artillery fired fast and inaccurate.
One other change that I think would balance things better is the removal of this overhead view that's like a live satellite video. Instead, when artillery goes into overhead, enlarge the minimap and let them plan their shots based on that. No more live view of the battlefield or being able to tell exactly where enemies are moving. Instead, it's like their getting information over a radio and updating a map based on that info.
I dunno, I don't find the satellite view to be a problem at all. Unless they REALLY amp up the volume of fire you can put out, you'd have to be able to locate targets pretty precisely to have any hope of being useful. Plus it would be dull as a motherfucker to be staring at a blown-up minimap full of red and green dots for the whole match, clicking on it and waiting to get a text alert about whether or not you killed anyone. The current view system feels like a perfectly reasonable concession to fun over realism to me.
As to accuracy, I think it's important to the fun-factor that you be able to score hits on targets in your zeroed-in area with a fair degree of consistency. It's also important that artillery remain a serious threat to enemies that stay in one area for too long. As long as the damage and RoF are adjusted properly, high artillery accuracy (which would take several shots, spread out over maybe 10 to 20 seconds to achieve) wouldn't be as immediately lethal as it is now anyway.
The bottom line is that enjoyability trumps realism in my opinion. As long as artillery is fulfilling a vaguely artillery-like role, that's good enough for me. The specific mechanics should be tailored to make the game as fun as possible for everyone - the artillery players, their teammates, and the people they're shooting at.
What is your opinion on battletech guys?
I just lost a dire wolf because I ran it into the open trying to get a shot at my opponent's heavy.
It's not really an intuitive game IMO.
it also fired from a mile away with a greatly increased rate of fire and a much larger blast radius
and when they blew treads off a tank, they didn't magically regrow in 15 seconds
As it is, it sucks the fun out of playing as any slow moving vehicle. Even quick vehicles don't stand a chance against a good artillery player. Because of this the battles become repetitive and boring with tanks going to the same locations that have cover and having the same firefights on each map over and over because if you don't then you'll get wiped out by artillery. So while it adds some variety to the game and an extra element of danger for tanks and TDs, as it is currently I feel it hurts the game more than it helps it.
I just hope it gets changed in some manner, because otherwise it's a very fun game.
edit: yeah that's true Pip. Changes made for the sake of it being a videogame and all that, I just think the system they decided to use could use some tweaks to make it more enjoyable for everyone.