Good day everyone, me and my friend Ragnarov2, came up with some ideas on how WG could fix some of the problems WoT has, while WG does have their own ideas, we still wanted to share our ideas with the goal to start a discussion in the comments below.
Also keep in mind that WG is likely to never see this and that these are merely our ideas of how things could be done, these ideas will likely never come into the game. So don’t go hating on us because we wrote something that you might not agree with, if you don’t agree with us let us know politely and maybe we could start a nice conversation.
(Warning! This Article is Text only)
How to Fix Arty
As mentioned above, this is just a our view on how things could get fixed.
First of all let’s start with the most controversial class in World of Tanks: artillery! for artillery we use WGs attempt in fixing arty which means: low damage and the all new stun mechanic. While it’s hard to balance the damage you do and the stun time for snapshots, which is a pretty big problem.
Our version would make Artillery aim way quicker with a better accuracy and a quicker shell travel speed. While this would look like a substantial buff to Arty, the biggest part of our proposal is that arty would be able to charge it’s shots.
What this means is simply: Artillery would for example aim in 5 seconds, during these 5 seconds of aim time the damage is maybe a mere 10% of what it could do potentially. And afterwards there would be a charge time. Each second of charge time adds maybe 5-10% to it’s potential damage.
The Player has the choice to immediately click and do low damage and a short stun time. Or waits till the shot is halfway or fully charged and does similar damage to a TD or maybe 30%.
In addition Arty should not be able to penetrate it’s shots, it would not get any AP rounds. And in order to make this balanced, every player would be have Sixth sense by default, so they know when they’re spotted, so if they insist to stay in that location, they could get hit for 30% of their Hitpoints. In addition the stun duration also increases with each second of charging.
The only way to avoid this is to move, when arty moves the aim circle out of a certain area near the place where it first aimed, the Charge would reset so even slow tanks have a chance to outrun arty.
In addition there could be skills that could:
-Reduce the effect of the arty hit ( recieve less damage when hit and have a shorter stun duration)
-Increase the charging time for an artillery aiming near you
WG could also add various support shells like smoke screens and flares, which could also use the charge system in terms of how long they stay and what radius they cover.
I think that WGs own way of fixing arty is a good step in the right direction, but it wouldn’t solve the camping problem. If they add a similar system to what we have proposed they could remove most of the camping as then you would know when you’re spotted and you would get the chance to Avoid getting hit. So if you get hit for 30% of your HP you would know whose fault it would be.
Along with this arty should also receive a buff to the amount of xp and credits that they gain to bring them in line with the other classes
How to fix Premium ammo
In our Opinion, fixing premium ammo would require the complete removal of the current system of “Standard Ammo/Premium Ammo/HE” and instead replace it with 4 types of ammo available to all vehicles except SPGs.
The 4 types would be as follows:
AP ammo, being the “jack of all trades” I’d work pretty much like it does now, decent penetration, standard damage and a moderate penetration falloff at longer ranges (Probably similar to the way it was on the sandbox server).
APCR ammo would have the highest penetration at the cost of reduced damage and being almost completely useless at long ranges due to the significant penetration falloff.
HEAT ammo would be the sniper’s best friend, not losing any penetration at long range however it’d sacrifice a little bit of penetration compared to the AP rounds. Which makes it ineffective at close range compared to the AP rounds
HE rounds would stay pretty much as they are now.
HESH rounds would have much lower pen but high module damage and high normalisation (so they deal HE damage more consistently than normal HE ammo)
Having so many ammo types might cause a problem on some vehicles however that can be mitigated by increasing their ammo capacity slightly if needed to accommodate the increasing number of shell types.
While every vehicle would get these new ammo types (Excluding artillery of course) their penetration values would also be changed in order to allow heavy tanks to withstand everything but the biggest guns head on.
The general idea would be something along the lines of:
Light tanks would have a short reload time on their guns however their damage per shot would not be too high and their penetration would only allow them to use that rate of fire only if they manage to flank the enemy.
Mediums would be somewhere in between, not being able to outright penetrate a heavy tank head on however if they really have to they could by switching ammo types and in addition aiming for weak spots in the armor.
Heavy tanks would be capable of penetrating their peers even with the standard AP round as long as they know where to shoot.
TDs would be tasked with dealing with threats that are far away and with reliably penetrating heavy tanks their teams might have issues with thanks to the high penetration of their guns.
How to fix MM
MM has been and still is one of the major frustrations of this game, being matched up against vehicles you realistically have minimal chances of doing anything to (for example a T7 having to fight T9s) isn’t exactly fun for anyone.
Reducing the matchmaking to +/- 1 tier difference would probably solve most of those issues and make the games where you’re bottom tier less frustrating. (However this part should be disregarded if it turns out to considerably slow down the matchmaking times)
Another option would be to even out the HP, damage and penetration scaling over the tiers so even bottom tiered vehicles stand a chance, and don’t get one or two shotted (Especially on lower tiers like T4 and lower where getting one shotted by higher tier tanks is way too common)
This way the higher tier vehicles would still be superior over their lower tiered counterparts, however even if you’re lower tiered you’d stand a chance if you know what you’re doing.
Along with these changes, the artillery cap should be lowered to 2 per team in order to make life a little easier for the slower vehicles.
How to fix personal mission
The best way to deal with this Problem is to completely get rid of the old system. To many missions require pure luck, either you need to get the right mm or you need a team who knows what they’re doing. It also forces people to sometimes throw the game or deny the team to get more kills because some heavy tank needs to capture the enemy base.
I know a lot of people who have given up on even trying to get the vehicles. I myself am 1 Point away from getting the T-55A, i just never get the right mm to complete the mission.
The proposal we’ve come up with Works on a Token System and would include different things from WoWps Token system and WoWs loot containers.
The Idea is that the players can earn Tokens each battle depending how good they play and what tank they play.
So if you’re having a good game in the Batchat 25t then you’d get as an exemple 1000 MT Tokens and 1000 France Tokens, while a bad game in the E100 would give only 100 HT Tokens and 100 Germany Tokens.
In addition battle hero awards would also give Tokens. That way good players will be able to get the good stuff easier than bad players.
The Tokens could be exchanged for various goods in some sort of “Valor Shop” for special Valor Shop only Tanks, Special Camo, Female Crew, Premium Consumables, Gold, Free exp, etc.
To buy something in the Valor Shop could spend different Types of Tokens: The above mentioned Nation Tokens and Class tokens.
You would need to pay with for example 6 types of Tokens, 3 National tokens (from playing different nations, no matter which specific nations they are) and 3 Class tokens (No matter which class it actually is, as long as they’re 3 different ones)
So either 100 HT, 100 MT and 100 SPG, 100 Sweden, 100 USA and 100 USSR Tokens, that way the players could be motivated to play different Nations and Classes while not Forcing them to play to many Classes and Nations.
Which ones the Player does chose does not matter.
This system would promote good playing and yes, while this would give even the biggest tomato the chance to earn a tier 10 reward tank, however it would take a bad player a lot longer to receive a tier 10 Tank while a good player would have it relatively quick.
WG could also add a Supply Crate System similar to WoWs, you could receive them just like the Nation and Class tokens, however you could spend those Supply Tokens for different tiers of crates, each higher tiered crate costing a bit more than a lower tiered one, and each tier could get better Rewards. These supply crates could give regular premium tanks, regular unlimited camo and premium consumables etc.
So These were our ideas on how wg could fix certain things. and while WG is likely not gonna see this, it would still be interesting to see what you think about it, agree with our ideas or would you do some things different than us? Let us know in the Comments, let this be a nice a civil discussion.
Pretty interesting article to read through. I am for many of the ideas that you propose here, certainly worth a petition to get some form of these changes in a sandbox so as to see if any of your hypothesis’s are correct. It’s not perfect, but very well intended to make a better game for the community.
Artillery changes that you suggest are promising. More shell types and more utility/support roles are very much due to give the class more variety. Meanwhile a faster aim time, less damage, and no more absurd AP rounds would make less players feel cheated. The charging system is curious, it does seem like a straight forward way to stop artillery from taking snap shots but at the same time makes artillery more useless on city maps. The cheapest solution is that a special artillery sixth sense goes off when an artillery cursor via ray cast so much as glances over a player (trained on radio operators or is given standard to everyone so as to just use existing code). This could make a fun game of ruses to make players shift because they will have a chance to know that an orbital laser is targeting them. Even if you were unspotted in a forest or dug in against a wall and that artillery alert went off, you would be inclined to move.
Premium shells, great idea, making it so no shell is a solve all solution, big emphasis on making shell drop over distance an effective mechanic is a must. Personally, I have not seen HESH with 100-ish penetration as a problem, but maybe you really hate low dpm 105’s.
As for MM, going for all out +/- 1 match making might be too extreme because you lose those exciting bottom/top tier games but at least preventing players from going 3-5 rounds bottom tiered against tanks two tiers higher as well as keeping an even number of heavies/classes on either side would stop a lot of hate toward the mm. Unfortunatly, evening out HP/ stats between tiers would make fewer players inclined to go to higher tiers as the cost of maintaining expensive tier 10’s that barely exceed tier 9 or 8 tanks is a hard deal to argue. Limiting arty to 2 per side is also counter intuitive to rebalancing artillery in the first place. The change overall would be a nightmare for balancing. You should also consider that roughly an equal number of players play each class of tanks and limiting artillery would make the ques for teams more unbearable than it already is. Especially with wargaming pushing to increase their audience by picking up younger and younger players with shorter patience than the older player base.
The personal missions could use some tweaking, there simply aren’t enough of them to get too much of a feel of whether they are working or not. What does work is that earning a reward tank is glorious and very rare (ie T55A’s and Obj 260’s occur almost as frequently as premium tanks did three years ago but are not piloted by wallet warriors), you really need to own a very wide variety of tanks to earn them and the problem is more with grinding out the tanks needed for these missions than the missions themselves. I myself am working on that last point for the T55A for the past year and I’m currently grinding out the 3 million credits I need to buy a VK 45.02B for HT-15. Meanwhile the token system would be fun for play testing in a future event. Maybe use the token system for the release of a partial line like some polish or italian tanks?
Very neat article once again, keep on voicing your opinions ^^b
How to fix arty? No pen, only splash dmg and shorter range. They should also change the arc, it should be flatter, so you can use more terrainfeatures as cover (like the dunes on Sand River for example) and it would require skill to make arty work. It would be nothing more than a longrange TD with topdown view.
Nowadays, 90% of the artyplayers are 45%-48% players that can ruin the day of a good player without any skill.
Arty is simply the only way for bad players to get the feeling that they can have an impact on a game (by only clicking on the green/blue/purple players). Sometimes I play a platoon with a retired coworker of my dad. He is 66 and only play arty or high-alpha TD’s, because it’s the only way he can do more than a third of his hitpoints in damage per game and he admits that.
Why would you as a company cater to this kind of player, that is actively ruining the game for others?
You have brought up four points to be changed. Arty, premium ammo, the mm and the personal missions.
Let me start with the issue of the mm system. The goal is to get a mm system which players enjoy. But what makes such a system enjoyable? We would like to see e.g.
– short queue times
– competitive teams by skill for both newbies (new players) and unicums
– competitive teams by tank class/type/sort/etc.
– competitive teams by tank tier
– competitive maps (in combination with the tanks you play in)
– the ability to play with friends (platoon, clan, stronghold, team battles)
– the ability to play solo
– win more than we lose
– dynamic gameplay
– etc. etc. etc.
What we want is an enjoyable game. Which for every player holds different aspects, which need to be incorporated. There are indeed problems in the current game. This is my view on the matter:
– maps have a lot of corridors, which favor tanks with good armor. This used to be different. TD’s had a more dominant role, hence the maps felt to me more campy, which was also a bad thing. Note that the team the tanks that suits the map conditions the best often wins. E.g. more heavies on himmeldorf.
– arty is not enjoyable to play or to play against, because of the long reload times and high alpha. But arty can have a great impact to break enemy positions on the maps, forcing tanks to leave strong positions. Good players are also being bullied by arty, hence they need to adapt their playstyle. If arty is removed, I fear two things will happen. It will favor tanks which can go hull down and it will favor good players to have a greater impact on the game.
– Getting a more narrow spread on the mm system in like +1/-1 is feared to influence queue times drastically on certain servers. How long and how drastically is unknown for many players. Ideal queue time in my view is below 10 seconds
– A skilled team vs. a newbie team does make gameplay boring and a bad experience for new players. If ranked teams are introduced the queue times could increase.
– stock tanks are not competative
– etc. etc. etc.
Let’s tackle one point; the mm.
I believe the general approach of players is to implement other static boundaries like +1/-1 vs. +2/-2 mm, ranked or no ranked, equal tank class, vs total random. This could influence queue times. My suggestion is to have a patially dynamic system based on expected queue times.
So how to do this? Not that easy as I found out. The basic idea was:
First, we compromise a pool of 30 players of preferably the same tier, then we try to mix teams according to the tank class.
First, put players into a +0/-0 mm pool of 30 players, but if your queue time increases this becomes +1/-1 or (+2/-2). The more players are queued the higher the chance to get into full pool of +0/-0 mm. I have not figured out how to do this, but I am open to suggestions.
Once a pool is filled the tanks will be shuffled to get even tank classes. Problems here are the platoon feature and the maximum number of tanks per class. Now you can make this a horrible as you want by implementing different strategies, conditions, feedback systems etc. But once you think about how difficult it is to make any mm just based on two parameters, you find this much more of a challenge. Note that if you also implementing parameters like player skill, stock tanks, this problem becomes worse.
Another approach is to let players themselves choose between long queue times with an increased potential chance of better mm (+1/-1), or short queue times with (+2/-2)
arty
quicker reload+better accuracy+low damage+low stun time = arty “simply” becomes a track killer. WoT has a kind of this type arty (except stun): 105 leFH18B2. It just makes the detrack his victims and eats his hp slowly but with better acc+reload time.
Plus this type of arty adjustment will not be perceived as nerf and in your suggestion there is a very risky way for arty. You give the better acc+better aiming but low damage. Or wait until end of the charge and get full damage near the same tier td BUT better acc+aiming? So, how much time will you give the arty for full charge? 5 second to fire low damage or 25 second for full power? hmmm if i can be an arty player i choose 2nd optin. just wait 25 sec to hit full potential. Nice! We created another arty monster with better acc+aiming time.
premium ammo
just give the historical amount of ammo for tanks. for example in real time Tiger carried 92 shells. half of them is APCBC/Pzgr.39 (standart AP round in WoT) and another half is HE/Gr.39 HL (standart HE round in WoT). Tiger has a little APCR/Pzgr.40 (premium ammo in WoT) due to the shortage of tungsten carbide. Some sources says that Tiger carried only 3 or 5 APCR. So give the historical amount of premium ammo for the tanks and decrease gold spammers.
fix MM
complicated problem. i dont want to think about it.
persona missions
Reward tank number must be higher than today’s and your suggestion is very good.
Here is a reality for you … nothing will get fixed and WoT (or WG) is getting worse and worse.
I still think that the main problem of arty is not it’s destruction power, but the fact that it is not actively involved in the battle. What causes the frustration is that they sit in the far corner of the map unspotted, and still able to wreck your tank while you are trying to actively participate in the game. And you can do absolutely nothing about it.
My fix would be: arty gets spotted when it fires. But it gets: more HP, more mobility, slow shell velocity with high gun arc, better aim time.
Basically I would make arty look like the current Bishop and FV304, which are the only enjoyable arties in the game imo.
To fix WoT:
Get rid of arty full stop
Remove gold ammo/rebalance ammo similar as shown in article
Remove small maps for t6 and higher (Ensk for example, is just disgusting).
Remove corridor maps that exist only to serve heavies, like Stalingrad, and Ensk again
Make classes more unique. At high tiers, most TDs, for example are just heavy tanks without turrets, and sometimes not even that.
Fix the bizarre scout MM. If you want scouts to meet higher tiers MAKE THEM HIGHER TIER TANKS
Change the MM to -1/+1, that is to say a two tier spread. Because of the weird power creep on certain tiers, being bottom tier in plenty of games is a death sentence.
+/- mm on a 4k server population will result on 5+ min queue times… do you really want that? the game will be dead in no time. Still dont believe? download armored warfare
I think the problem with the Match maker is really a problem with the caps between tiers. When you compare eg. tier 8 to tier 10 tanks, the difference is huge. I think WG needs to rebalance the tiers. All the high tier tanks (tiers 8-10) needs to be nerfed and all low tier tanks (tier 1-7) buffed.
Especially the HP and the damage of the high tier tanks needs to nerfed. And all the low tier tanks need to have buffs in their HP, damage and gun handling. This way if you are in bottom tier tank, the top tier tanks are not too over powered against you.
Also penetration and armor could be rebalanced, but that is more difficult job…
The problem is that WG doesn’t want to nerf premium vehicles, because people could demand their money back.
OP:- ” let us know politely and maybe we could start a nice conversation.”
I LOL’d
i would agree to this article if i didn’t know any better. its clear that the one who wrote this doesn’t fully understand his game. there are a lot of different systems in this game and players should use them, instead of going forward and dying like morons. its a lot to explain. best is to find a guy that streams and learn from him. i personally like watching the guy who currently has 207 marks of excellence, and plays without platoon or mods. the best thing – he explains how to play and when he fails – why he failed.
no amount of premium ammo or tanks are going to help you win.
arty – learn about them, how to hide from them and then you will notice, that only 1 out of 100 deaths is because of arty.
btw i do agree, that current iteration of arty is no fun. its annoying to play them and when they focus on you its annoying to play against them.
Interesting …
1. I want to see what changes come with the new MM as it sounds well considered.
2. I want another look at arty. I play *all* tanks and I get the frustration at being 1-shotted by arty or always missing with arty because of rng. Fix arty don’t remove it cause if you do TD’s are next on the haters list. Not sure about stun being THE solution. Possibly an improvement on the way to one. (i) Personally I think arty has a couple of sub-classes. Stun works for big shells, big splash, low damage. Shorter range works only for mobile and more accurate arty. It would kill the school bus and its ilk. They’d probably have to do something about buffing camo on fast arty and HP / survivability on the bus types because there is nothing that screams kill me in inappropriate ways for instant satisfaction more than a bus in plain sight behind a fig leaf in the middle of a field. I prefer fast accurate arty to the bus type because picking a bush and staying there is really boring. (ii) The idea of a modified six sense is *VERY* interesting. It would remove frustration from being unexpectedly hit and force arty players to apply more skills. (iii) The charge up idea as explained sounds terrible on first reading. Arty players already have the bloom/focus which has a similar effect. Not sure how this would be different or an improvement. Was this intended as a more sure hit with less damage rather than missing entirely? So maybe it just needs more thought/explaining. (iv) The problem with the whole “Arty discourages camping” idea is that arty can only focus on things seen so, the hard core campers just camp harder and the people at the front get special focus. This seems to me to have the opposite effect in many cases. Not sure how to fix that one. (v) I also don’t think 1-shots should be eliminated but they should be rarer. (vi) Possibly finding other ways to incentivize arty. Like making counter battery worth something. Why would I cb another arty for chump change if there is a Maus or Type 5 Heavy swimming in gravy? (vii) Support alternate firing solutions but *only* after you fix the other problems. (viii) Build in the battle assistant mod arty makes it more fun to play. Also keep the current view too as both are useful. — Arty still needs more work but they’ve made a start. A bare start.
3. Being 1-shotted by invisible tanks is a problem. The new indicators are an improvement.
4. Tanks vanishing mid field are problems too. It will likely never be perfect as a lot of this is probably due to constraints on map size and the artificial idea of view range.
5. I’d like to see more anti-cheating measures. I’m not sure if the bans are actually representative or if they are picking a % of examples. If it’s a percentage, they could implement server side anti-cheat countermeasures. If you have a tracer cheat, stop sending tracer messages. If you have an object destruction alert cheat, stop sending destruction messages outside of a narrow range. Basically, actively blind the cheaters tools. detect an aimbot, increase the effect of rng. I bet that would be effective. Cheaters would start doubting their own tools. A bit of Karma. While this won’t work for all cheats, I bet it would neuter a bunch of them.
6. Adjust compensation. Great effort on a losing team should be worth more than no effort on a winner. Please de-incentivize bots.
7. Distraction might be incentivized somehow. If you are holding a position and distracting your enemy that should be worth something. Maybe XP or something else like emphasizing it in the mini-map so your team can exploit it. Then it becomes like damage with your assistance.
8. Rechargeable consumables. At least repair and first aid.
Gold Ammo – I’ve always believe that none of them ammunition choices should be markedly better than another, except dictated by circumstance. Thin skinned vehicles targeted by HE, AP for long range good damage, APCR for short range high penetration moderate damage, and HEAT for decent damage regardless of range. Premium ammunition should not be … premium.
Match Maker — +2/-2 is fine with me. Shermans should face Panthers now and then. Use it as an opportunity to excel despite a handicap. Improvise and flank.
Artillery – I have a thought here. Allow artillery two modes: Direct fire and barrage. In direct fire mode, you have a scope similar to what normal tanks have, but with only a couple of zoom levels. More than just one. Perhaps three. Allow full ammo selection in this mode, including AP and HEAT as appropriate for the vehicle. In Barrage mode, the vehicle “sets up” similar to what’s done with the higher tier Swedish DD’s now. In that mode you get an overhead view with a circle. You put the circle on the map and click fire. The vehicle will start firing with an improved rate of fire randomly within the circle. Only HE can be used in this mode. When you hit the “set up” button again, the vehicle stops, the braces retract, and you may move the vehicle again
“…You put the circle on the map and click fire…”
Allow friendly arty players to see your aiming circle, to encourage historically accurate battery fire.
Wargames will never “fix” artillery because artillery is working as intended. Artillery is the balancing factor allows WG to release OP broken tanks that is their main revenue generator. They could introduce the WaffleMaus at Tier X with a 150mm high pen autoloader and two metres of frontal armour, make it the size of a house and give it a top speed of 20kph and know artillery will stop players recognising exactly how OP it is.
“…Artillery – I have a thought here. Allow artillery two modes: Direct fire and barrage. In direct fire mode, you have a scope similar to what normal tanks have, but with only a couple of zoom levels. More than just one. Perhaps three. Allow full ammo selection in this mode, including AP and HEAT as appropriate for the vehicle. In Barrage mode, the vehicle “sets up” similar to what’s done with the higher tier Swedish DD’s now. In that mode you get an overhead view with a circle. You put the circle on the map and click fire. The vehicle will start firing with an improved rate of fire randomly within the circle. Only HE can be used in this mode. When you hit the “set up” button again, the vehicle stops, the braces retract, and you may move the vehicle again…”
THIS
I disagree with the arty and premiumammo changes.
APCR should have more dropoff but should not be worse than regular AP
HEAT should have less pen initially than APCR but still a bit more than standart AP
Stop trying to make arty enjoyable for their enemies. Indirect fire class will always be annoying to those who are on the recieving end so might as well make it an effective class. I loved the changes they did on Sandbox and i hope that it will come into the game just the way it was. Howerver they already said that they reduced the stuntime for further iterations for SB server.
Infact preferred SB server to normal server because of all the changes they made and especially because of the new class system they introduced.
1) ARTY. Being one-shot by arty can indeed very frustrating. But imagine if you are in a heavy slow tank in the open, say Westfield, and arty repeatedly stuns you and nibbles 10-20% of your health? Charging sounds so arcade. I know this game is far from realism but at least it pretends some realism. And I like it, I have always liked it about WoT.
2) AMMO. Again, this would take even more realism away. Each tank with the same ammo types. And diminishing value of APCR would remove the possibility of competitive play of lower tiers against higher tiers and here we reach…
3) MM. Am I the only one who actualy liked +-3 MM? This is what WoT has been for me. Challenge in lower tiers with wild satisfaction of trolling high tier tanks (I still remember killing Maus with T-50-2 few years ago) on one side or roflstomping kv1s, T-34s and PZ IVs with Type 59 on the other. And I love both roles! Getting those Lehvaslaiho’s, Oskin’s or Orlik’s medals. By the way much more difficult now than in the past.
4) PMs. Both, I love the original idea I think your idea could be great as well. As long as botting would be succesfully weeded out. (Proud owner of Obj 260 🙂
To 2): That is a good point. You practically shattered the proposition of less-damage-dealing premium ammo with this.
To 3): Dude what are you smoking? 🙂
On personal missions. One way to mitigate the grind on these and make it easier to deal with ones where you get a lot of mission fails on launch due to MM giving you no targets would be to have a way to have several active at once. Even a couple active for each class of tank would help. Then you could choose which at the end of the game.
Premium Ammo:
This is totally unrealistic, and you are treating all tanks as if they were equal. You totally disregard how different heavy tanks are (just an example). You simplify too much. Balancing the tanks while keeping them unique in their playstyle is very difficult.
But the general idea of letting premium ammo deal less damage is somewhat appealing to me.
Match Maker:
Yes a +-1 MM wouldd be so nice. But the thing with the hitpoints is bullshit. Think of how often you have to be hit by a tier 1 cannon if your tier 1 tank has as many hitpoints as a tier 10 tank.
Arty:
That’s all far too complicated.
I would keep it easy, Let them have (for example) a splash radius the size of the cap circle. They do only marginal damage but they can damage the external modules like the tracks or the periscope. Additionally they can stun your tank like they did in the sandbox. We would get ridd off those annoying oneshots and arty can punish camping tanks. So they would be more in a pure supporting role.
Misc:
A general idea I had was that they could change the dispersion of the shots in the aim circle. Let more shots go the outside of the circle than to the inside. Accurate guns could still snipe, but with bad accuracy guns it would be pure luck to hit a tank at 400m. Maybe this could be adjusted tank wise.
I think a great alternative to the arty has already been introduced. I believe allowing 2 modes for artillery, direct fire or “shot gun mode” that will have decreased accuracy, longer reload time and longer long range aim times with a lower shell arc.
Enter “artillery mode” like siege mode outriggers are deployed, there will be no movement possible in artillery mode. Accuracy will increase as well as aim time and reload at long range with a higher shell arc increasing shell travel time.
Transition from one mode to another will halt any reload counter (since the entire crew is needed to stow or deploy rigging) and the gun will be inoperable.
I believe this will balance most issues with artillery as well as make the class more skill based. Choice of battle mode as well as shell type will play a big role in the effectiveness of the artillery.
Example: On Abby, artillery can set up to defend the base in direct fire mode but would opt for HEAT or AP rounds since it will be firing low arc into side or front plate armor. This allows them to fire, then move. Or they can take several seconds to deploy Artillery mode and fire HE rounds at weaker top/roof armor with higher accuracy but they must plan accordingly. Once in this mode the hull can not move so transverse to track targets is impossible without leaving artillery mode. Obviously this gives turreted artillery a distinct advantage.
On the Arty suggestion – No. No. No. Too complicated and too big a change.
Limit of 2 per game, OK. It is fairly rare to get more than 2 anyway. Would need to limit wait times for arty players and ‘flush’ out to a 3 arty game if waits get too long. Live with it.
Note this would cause some headaches with coding for 3 person platoons.
People have invested money in premium arty and have invested hundreds or even thousands of hours of grind time to get the top tier in the existing arty lines. This type of major change would infuriate a LOT of players.
The arty whiners on the forums are a very vocal minority. Their whine threads are just boring. I just ignore them.
On the +/- 1 MM suggestion. Caveat – Again a lot of players have invested money (probably in the tens or even hundred of millions of dollars in total) in preferred MM premium tanks. Those tanks would need to be guaranteed to be top tier in order to preserve preferred MM.
Be aware the WG has other plans for MM and I doubt that they would even consider this change.
On the shell suggestion. No. Too big a change. Too complicated. Simply not needed. The shell’s selection for tanks is one of the parts of WOT that I think work rather well.
On the personal missions – They did rework this somewhat several months ago (maybe a year?) to make more of the missions humanly possible. In my opinion the missions are still too hard. (I too have been stuck with 1 point needed to complete the T-55 mission. Been this way for probably 4 or 5 months.) I would suggest leave the first set as is, make the second set a little easier, the third set easier still, and make the 4th set the same as, or only slightly harder than the existing third set.
Just think about +/-1 MM. Lots of tanks have it already because they would be underpowered if they had to fight tanks 2 tiers higher. So what about when the tanks that CAN fight tanks 2 tiers higher only need to fight 1 higher? Games will be over in 3 minutes. I have no idea how to fix MM. I did like what they were doing with the roles of tanks, instead of heavies (Like the Valentine) or Lights (like the Batchat) reclassify them as breakthrough, support, etc.
AP and HE: Stay the same
HEAT: 15-25% higher pen, 10% lower damage. Make it nearly ineffective at angled/spaced armor.
APCR: The damage falloff thing is okay, as long as it’s not absurd. 15-25% higher pen, 10-15% lower damage, and low chance to damage modules.
HESH: HE but it is more likely to kill crew/damage modules OR make it like APHE, Lower pen than AP, but higher damage.
Hire me WG.
1*.Arty. Artillery never was a precise weapon,it allways was an area-denial tool,and thats how i think it should work in this game too,to be balanced:much larger splash to deny a certain area to the enemy by splashing concentrations of campers-quicker firing but no pens-much less hp dmg-special illumination shells which will decrease any camo on a certain area by lets say 50%,revealing any but the most sneaky enemys hiding there. After hitting an ally,any member in his team,should get a message of where the general area of yhe arty position is.So,with those measures taken,arty players would annoy large enemy concentrations by splashing them doing module damage but minimal hp-damage,they would get a new role of revealing enemys in camouflaged positions,but still have to relocate and be afraid of retaliation after every shot cuz their general position is compromised. 2*. Gold rounds damage nerfed by 15%,so you trade more penetration chance for lrss dpm…………problems in WoT solved……
How to Fix Wot:
1:Flex Que = depending on the players present in the que tiers matchmaker starts making even tier games +-1 tier games or +-2 tier games
In order to make 1: work we need something else and that is tank tier rebalance!
2:Rebalance all tanks , the gap between some tiers is insane… especially t5 vs t7 400 hp vs 1200+ hp? Some tanks have more armor then the guns can even pen with gold atm? How is this balanced for new players?
All the stats must be touched up so all tiers have a smaller gap between the last one HP ,Damage on guns and penetration just little adjustments so everyone is on more of a even ground… mostly HP then anything else has to get a boost between tiers..
3:Rebalance the Classes
Light Tanks should have the highest view range and they should get better guns and better gun handing to go allongside their mobility … they can still have low hp and armor
Medium tanks – second best view range , great guns and handling good mobility and average armor and hp
Heavy Tanks – avrage to good view range , big powerful or fast and relible guns , average to slow mobility , good to great armor
Destroyers – first of all all the stupid destroyers that have better armor then heavy tanks should get a big armor nerf – destroyers are snipers not heavy tanks , they should have average view range , great guns with a mix powerful and fast ones , mobility and armor is a mixed bag, about the armor if they have the hull or turrets of heavy tank types they should have the same stats like them not better ones if anything they should have lower stats..
4:Shell types should work like this :
Armor Piercing – standart all purpose round , deals average damage has great armor penetration and low module damage.
APCR – A little lower damage then AP better best shell speed after Ap and better penetration , deals no damage to modules.
HEAT – Higher damage then AP and APCR , lower armor penetration then AP , deals moderate damage to modules.
HE – Highest Damage possible , lowest penetration in class , best module damage ,Deals splash damage.
Also , all the nukes and crannies that tanks have all the weakspot little shits on the armors and viewfinders and all those shits should be pen-able but they should take damage depending on the shell you use, if you shoot commander hatches with AP it should deal like 60% of the damage or something and not the full damage like now.
5:Arty – arty should be changed from the cancer over the top mode to the , battle assistend mod view.
Arty should have lower Damage and reload speed then now, and they should be able to to shoot unique shell types for them , Like smoke and tracer rounds that when they explode they burst and do a giant aoe splash of spotting, Make artilery a support vehicle not this random ass thing that oneshots your front line tanks that try to push…
With these changes they can switch ammo types according to the battle and even provide some spotting for their team, the smoke screen can be used to despot your teammates and save them from a choke point if they get hammered.
6: Unique tank perks
Arty: Once a round is fully loaded you can activate your special perk (on cooldown of some sort lets say 2 minutes) and you can change and chamber another one of your ammo types (chamber time should be like a few seconds and not a full reload) (Essentialy it gives you something like a fast reload to a nother shell instead of weating 25 sec for changing to another shell type you wait like 5 sec when activating the perk)
Light tank: Super stealth(Passive)(when stationary you get a consealent bonus and you are harder to detect but if you stay in the same position for too long the enemy radio operators will start to catch your signal and your position will be shown on the map (even tho you are not spoted) (you have to move from sector to sector and spot for your enemies and with combination with your active skill you can be a passive spotted and agressive spotter
Smoke Screen(for light tanks its just on a cooldown): this perk when activated(only works if you are unspoted) (like the arty one it has some cooldown like 1 min)
Greatly increases your consealment and you cannot be spotted for a few second 100 yards away and also activating this will instantly jam all enemy radio operators ( this will help scounds who want to be sneaky and if they get spotted they can actually survive being torn to shreds…)
Medium tank:
Meds are pretty good all around no idea what to change here my only suggestion will be to give meds smoke screen pellets something like the light tank but it has like 2 charges for the entire game once you use them thats it..
Heavy Tanks:
Hevies are awesome just like mds they are all around good with the shell changes actualy having armor and using it to your advantage is a perk of it self… rip 300+ pen shells
but if they have have quirk to them selfs something like adrenaline rush should be cool i guess but it works when you bounce a shell ( being shot by the enemy and richosheing a shell should be a pretty cool and frightening experience so everyone inside will get fired up from the adrenaline and start loading working faster 😀 something like that)
Tank Destroyers:
Skill :(something like the Swedish siege mode) Lock n Load : after like 2 or 3 lock in place(you cant turn your hull) but you aim faster and become more accurate at long ranges also you get a reload buff and much better view range!. but the trade off is you cant move at all or turn your hull, if you want to leave this move it takes a bit of time (this skill also haves a cooldown but you it starts when you leave the mode)
And the last problem with this game is the MAPS!
WE NEED MORE MAPS! BRING BACK HIDDEN VALLEY !:P
How to Fix Wot:
1:Flex Que = depending on the players present in the que tiers matchmaker starts making even tier games +-1 tier games or +-2 tier games
In order to make 1: work we need something else and that is tank tier rebalance!
2:Rebalance all tanks , the gap between some tiers is insane… especially t5 vs t7 400 hp vs 1200+ hp? Some tanks have more armor then the guns can even pen with gold atm? How is this balanced for new players?
All the stats must be touched up so all tiers have a smaller gap between the last one HP ,Damage on guns and penetration just little adjustments so everyone is on more of a even ground… mostly HP then anything else has to get a boost between tiers..
3:Rebalance the Classes
Light Tanks should have the highest view range and they should get better guns and better gun handing to go allongside their mobility … they can still have low hp and armor
Medium tanks – second best view range , great guns and handling good mobility and average armor and hp
Heavy Tanks – avrage to good view range , big powerful or fast and relible guns , average to slow mobility , good to great armor
Destroyers – first of all all the stupid destroyers that have better armor then heavy tanks should get a big armor nerf – destroyers are snipers not heavy tanks , they should have average view range , great guns with a mix powerful and fast ones , mobility and armor is a mixed bag, about the armor if they have the hull or turrets of heavy tank types they should have the same stats like them not better ones if anything they should have lower stats..
4:Shell types should work like this :
Armor Piercing – standart all purpose round , deals average damage has great armor penetration and low module damage.
APCR – A little lower damage then AP better best shell speed after Ap and better penetration , deals no damage to modules.
HEAT – Higher damage then AP and APCR , lower armor penetration then AP , deals moderate damage to modules.
HE – Highest Damage possible , lowest penetration in class , best module damage ,Deals splash damage.
Also , all the nukes and crannies that tanks have all the weakspot little shits on the armors and viewfinders and all those shits should be pen-able but they should take damage depending on the shell you use, if you shoot commander hatches with AP it should deal like 60% of the damage or something and not the full damage like now.
5:Arty – arty should be changed from the cancer over the top mode to the , battle assistend mod view.
Arty should have lower Damage and reload speed then now, and they should be able to to shoot unique shell types for them , Like smoke and tracer rounds that when they explode they burst and do a giant aoe splash of spotting, Make artilery a support vehicle not this random ass thing that oneshots your front line tanks that try to push…
With these changes they can switch ammo types according to the battle and even provide some spotting for their team, the smoke screen can be used to despot your teammates and save them from a choke point if they get hammered.
6: Unique tank perks
Arty: Once a round is fully loaded you can activate your special perk (on cooldown of some sort lets say 2 minutes) and you can change and chamber another one of your ammo types (chamber time should be like a few seconds and not a full reload) (Essentialy it gives you something like a fast reload to a nother shell instead of weating 25 sec for changing to another shell type you wait like 5 sec when activating the perk)
Light tank: Super stealth(Passive)(when stationary you get a consealent bonus and you are harder to detect but if you stay in the same position for too long the enemy radio operators will start to catch your signal and your position will be shown on the map (even tho you are not spoted) (you have to move from sector to sector and spot for your enemies and with combination with your active skill you can be a passive spotted and agressive spotter
Smoke Screen(for light tanks its just on a cooldown): this perk when activated(only works if you are unspoted) (like the arty one it has some cooldown like 1 min)
Greatly increases your consealment and you cannot be spotted for a few second 100 yards away and also activating this will instantly jam all enemy radio operators ( this will help scounds who want to be sneaky and if they get spotted they can actually survive being torn to shreds…)
Medium tank:
Meds are pretty good all around no idea what to change here my only suggestion will be to give meds smoke screen pellets something like the light tank but it has like 2 charges for the entire game once you use them thats it..
Heavy Tanks:
Hevies are awesome just like mds they are all around good with the shell changes actualy having armor and using it to your advantage is a perk of it self… rip 300+ pen shells
but if they have have quirk to them selfs something like adrenaline rush should be cool i guess but it works when you bounce a shell ( being shot by the enemy and richosheing a shell should be a pretty cool and frightening experience so everyone inside will get fired up from the adrenaline and start loading working faster 😀 something like that)
Tank Destroyers:
Skill :(something like the Swedish siege mode) Lock n Load : after like 2 or 3 lock in place(you cant turn your hull) but you aim faster and become more accurate at long ranges also you get a reload buff and much better view range!. but the trade off is you cant move at all or turn your hull, if you want to leave this move it takes a bit of time (this skill also haves a cooldown but you it starts when you leave the mode)
And the last problem with this game is the MAPS!
WE NEED MORE MAPS! BRING BACK HIDDEN VALLEY !:P
You have just described Armored Warfare. Go play it if you want, but don’t force equal gameplays from 2 games. You basicly said “LETS BUILD NEW GAME WITH OLD MODELS” and that’s it. It won’t happen, sorry
I am not describing call of duty you noob , its my take on how to fix the game and make it more unique and fun to play its called a suggetion . also wot has nothing to do with cod dumbass if anything it shows that my ideas a good if call of duty has the same mechanics
https://aw.my.com/gb
Hello darkness my old friend.
I still cannot belive. Still…
Premium rounds are a big issue. Historically these rounds are all relevant and they do play a strategic role. Unfortunately they are effectively hooker rounds, you pay for penetration. I think it makes more sense to set by default 75-80% standard rounds then let the player load the remaining 20-25% how they choose at no significant credit penalty. This stops the practice of loading nothing but APCR rounds thus buying advantage with real world money.
With regard to MM, I would like to see a personal reserve bonus for preferential matchmaking and appropriate diversity of tanks for the battlefield. Preferential matchmaking reserve bonus is exactly what it sounds like, for the 1 hour you have it any tank you use can at worst be middle tier. By tank diversity I don’t necessarily mean an even distribution of heavies, TDs etc., but rather don’t put all the Russian tanks and other lousy depression low accuracy tanks on 1 team in a battlefield that clearly features long open ranges of varied terrain.