This forum is mostly used for coping. Like all these “0.7 MM” threads.
Two guys were not able to kill me from behind the other day. Sure the new MM going to fix that bro xD
I bet they made some thread here after the battle about better rewards or something :D
Similarly, if the forum is totally useless and only used by dumb people, why are you here then?
(Mods/Devs read this stuff all the time. They just don’t want to do most of it, but if they see something in their interest, they will. No reason not to)
I never said that and you just called yourself dumb.
This is why I visit this forum btw.
No, I didn’t.
“IF the forum is…”
(and then I clearly explained why I don’t think it is useless right after that, which you failed to read as well)
Anyway, troll. Blocked. Proceed discussing on topic, people, sorry.
But I never said its used by dumb people. So your IF doesnt make sense. You must be drunk…
Yeah you are drunk.
Not blocked
This would make all heavy tanks instantly OP & perform far better than they do currently, which would ruin BRs 1.0 - 8.3.
I highly doubt this would happen with higher tier heavies.
They would be less impactful in full downtiers, while being a little bit less crap in full uptiers.
How does the OP’s suggestions actually work? What is the improvement supposed to be?
What do you mean ?
In theory 0.7 spread will make tanks be less OP in full downtiers, while suffering less in full uptiers.
This would make all heavy tanks instantly OP
No…?
One of two things happens with heavy tanks currently, depending which player you look at:
-
- Some people like myself just refuse to spawn the heavy tank in uptiers at all, and bring out TDs or mediums with strong guns (like the Pz IV) instead in those games. For these people, this would NERF heavy tanks. Because they already played them 0% of the time in +1.0 games, so their performance in +1.0 games won’t change at all. (Null → Null). Meanwhile, their performance in -1.0 games will go from padding their stats a lot, to no longer padding their stats, since that easy game is removed from them.
-
- Some people ignore what BR they’re in, or don’t even know how to check it, and spawn heavy tanks no matter what BR. For those people, it will be typically NEUTRAL, because they would have been doing horribly at +1.0, and great at -1.0, and they cancel each other out generally.
Overall, most likely, a nerf, since neutral + nerf = nerf.
That being said, whether it’s a nerf or a buff or neither, the BR algorithm would just adjust them a few weeks afterward anyway. It’s not that big a deal since it’d be pretty minor either way. Only a portion of matches are affected, and there are clearly both local nerfs and local buffs involved that at least SOMEWHAT cancel each other out, even if it’s not perfectly clear whether it’s an exact cancellation or not. So it’d definitely be minor, whatever the effect. Not game breaking. And then the BR algorithm tweaks it to perfect soon.
The improvement is more of your outcome in the game being determined by your own agency and your own skill, and less determined by RNG.
Having agency is more fun than rolling dice. There’s a reason Chess is a lot more popular than backgammon.
-
Oh great I did well, but not because I’m actually good, but because I got a full downtier = YAWN
-
Oh damn I did badly, but not because I’m actually bad, but because I got a full uptier = YAWN
Oh, so it’s just less of a drop. Quite obvious actually, sorry. No, you nailed it for me thanks.
One of the major problems with WT is that heavy tanks do not perform like heavy tanks - they are put at BR’s where their advantages are “equalised” by things like later technology - HEAT-FS being the most obvious.
So heavy tanks become “the same” as “mediums” at the same BR… sort-of at least.
But if your idea is true then heavy tanks would relatively quickly find tier BR’s increased.
AS a flip side of course, there will be no -1.0 “inferior” targets any more… so maybe they won’t do as well without that seal-clubbing?
There’s no possible way to make heavy tanks feel like heavy tanks in a balanced game using ANY mechanisms, unless they happen to have very weak guns, like the Churchill 1, or the 75 jumbo.
Because then it can be hard to kill but also pretty bad at killing other things = balanced, able to have a 50% win rate while still feeling well armored.
But if it has a decent gun, like the TOG II, then you can’t allow it to feel very well armored, because then it’d be well armored AND well armed, and obviously OP/imbalanced.
As long as we are committed to only using actual tanks from history, and not re-imagining them with weaker guns than they actually had (for example, giving the TOG a 6 pounder), that means that some heavy tanks are just inevitably doomed to never feel like heavy tanks. There’s nothing you could do about it. With or without 0.7 range MM, just a separate issue. I’m talking about even at their own middling BRs
Loads of later heavies have decent-ish rounds at best, but that’s being more than balanced by atrocious reload speeds, which hurts you a lot on ever present cramped maps.
The fact you’ll have many heavies, especially later on, that trade almost everything for armor that won’t work at all against stuff at their BR, is just sad.
I only notice the BR issue when I move too quickly in an urban map and round a corner to come face to face with something I can’t take on. Maybe a 4.7 UK tank against a Tiger face to face. That could be put down to a map issue as much as a BR issue or even a skill issue if I’m not scanning ahead.
As much as I loathe the fast HEAT and needle firing Cold war stuff, I can pen it mostly as light and powerful is the mantra of the 50s and 60s.So long as I register the up tier and take into consideration the enemy I could be facing.
Then I have CAS. A 1000Ib bomb is good for 1or 2 BR either way really. Great leveler.
I also stay in a BR range I feel combatable with, and I must admit that after 7-8 I see the drones and the Helicopters, Missiles and just think …No, No way.
I am just dying to random stuff I can’t see nor would ever have seen just as I would in a real-life modern war situation. I would like to think in any game I can be master of my destiny to a degree otherwise what is the point of playing it. Might as well play the one-armed bandit on a gambling app.
I might have argued that even a couple of weeks ago but lately I am seeing it.
Of course there are ways of balancing them.
I have played figure games for over half a century (literally - started wargaming 52 years ago aged 12!) where Tigers were balanced against Shermans and Cromwells and T34’s, heck even Crusaders and Valentines!!
Mostly by paying points sort of like RB Spawn points (but not quite), but very occasionally by only giving you a % chance of actually getting to use said tank, or by requiring heavy tanks to be accompanied by various numbers of lesser vehicles.
I recall 1 local National convention many years ago where a WW2 player bought an “army” consisting solely of about 7 Tiger 1’s and a couple of platoons of infantry for close support (because he didn’t have enough points left for another Tiger I think!) - he got nowhere!
I would make WT into a somewhat different game… but it can certainly be done.
Your examples only apply to a game where one player controls many vehicles. Not to games where 1 tank = 1 player. Whoever gets the uber tank in a [1 player : 1 tank] game is just being handed a free win, or at least a free super easy high kill game personally, whether or not the team wins.
That’s not optimally fun for anyone. Neither the people who have to come up against it and just hopelessly die totally out of their control NOR the guy driving the uber tank who doesn’t earn any of his kills and is just boringly invulnerable (more or less also outside his control. He just has to put in trivially minimal effort, not actual agency)
Less fun all around, lose-lose, not a solution.
Significantly less agency = worse game, period. Unless you want it to be a children’s game where they get to be included despite having no skills, or a party game for drunk people, maybe.