Strongly disagree with that - IMO they want you to use up GE in any and every way possible because that is their income!
Lootbox anyone?
I’m on 450 days of WT now and have played Ground Assault almost exclusively. Total PvP time in tanks is 2:21 hours and around 48 in ships, yet I’ve made it to rank 92 and have collected about 53 million SL (but don’t know if that’s a lot or not so much).
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speed: I’ve played only in the BR range from 4.0 to 6.3 since the new patch came out, but the bot tanks on assault maps are moving with the same speed as they always did during my “career”
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bot accuracy: has annoyed me from the start, later refined to “I can try this particular shot which just killed me for 500 times, and it’ll always be non-pen”. Bot Tigers on Japan or Mozdok can penetrate my Tiger mantlet at a 45° angle, I can’t even do that straight on. This includes the “ha-ha shots” through the mantlet MG and scope ports of players.
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clairvoyant bots: has also been an issue for longer than just the new patch. Get blown up on Kursk, try to get back into position. The probability of being blown up again on the way is very high, especially during IS-2 waves.
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ticket bleed: disagree with that one. The penalty per player death or eject is currently 25 tickets on every map, it used to be much worse with 250 tickets per death or eject on some maps. There was a thread about some clown blowing himself up 57 or so times in a rank 1 tank, just to drain the tickets. No idea what possible gain other than “yay, I ruined this for everybody else” they could get from that.
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AA capability: I’ve always found marvellous how fast the IS-2s on Kursk can shoot down heavy bombers. Of course it helps if 20, 30 or more tanks aim for the same target. While this particular point doesn’t bother me personally because I have no interest in flying and lots of bad experiences with helo-flying jerks, I do see that it’s crap for pilots.
With all due respect, I have been struggling with assault far older than that since my WT exposure goes back to 2016 and I know perfectly the evolution of assault since the day it came out several years ago. I am talking mostly about top rank, not lower ranks, and all the things I said apply there. Most agravious changes, bots running noticeably faster, that’s a fact, and ticket bleed being worse is too, but you wouldn’t know that if you play at lower ranks since ticket bleed is crippling only in 8.3+. For example, pre-patch some wallet warrior with a T-80 premium would die 15 times and the ticket bar would deplete around 20% if the rest of the team performs well. Post patch, a couple of dudes dying 5 times each in the first 2-3 rounds makes the ticket bar lose 30-40%.
I’ll go take a look at 8.3+, although I don’t like playing the Leo 2 family due to the excessive reload once the turret bustle is empty, and a lot of helicopter pilots make this bracket about as fun as being run over by a dump truck.
I was actually quite surprised when the 250 tickets/death penalty got reduced. Didn’t see it in the patch notes, and I’m used to bugs being introduced to Assault when a new patch is released, and maybe, maybe being fixed with the next one (see stacked spawns or tank fountains).
Speed is the same but the ai are not cutting each other off as much now and are keeping a constant speed so it would seem they are faster overall.
Accuracy change is a combination of faster target acquisition, lowered delay on firing and allowed targeting through objects/terrain which is making certain good defence spots near useless.
Ticket bleed has been increased significantly just like another post update period some years ago and that was when they specifically made ‘‘updates’’ to assault yet this time there hasn’t been any targeted changes to the mode!
Ai aa mounts have always been overly effective against air units down to no reloading and cooldown needed, simply a quirk of how ai use heavy calibre mounts.
I just dusted off my Leo A1A1 for a round in Mozdok and was a bit surprised when the match was lost because there weren’t a lot of deaths, I think 8 being the highest, and not a lot of bot tanks reaching the base.
IL_DOUCHE and you seem to be right, something is rotten in the state of Assaultmark.
arcade assault. WT zombies mode basically.
we really need a realistic mode version as its pretty fun
Some of us have been trying to garner attention as well as suggestions as to how to improve upon both the air assault and tank assault modes, to no avail other than to fix something like the ‘insta-repair’ situation we had some years back, but even that took forever to get observed by the proper eyes.
I moved away from the tank assault towards air assault for a while, but at 6.7+ (yes, 6.7-12.7 now) once we had the addition of missiles that can obliterate targets (or multiples via agm65, etc) nearly as soon as they spawn, it has become far less enjoyable, especially when trying to use older jets. The bracket NEEDS to be separated.
As others have mentioned, there are multiple factors that are causing havoc, however I have also noticed in tank assault lately, that there are quite a few players that are frequently being destroyed nearly 15+ times, only to see their profile is a level below 50, hell even 20… which will really make survival for the team quite difficult. Granted we cannot stop the influx of folks trying to play certain vehicles they paid for in any mode, it does adversely cost the others, until perhaps these folks do figure out this mode, as it really does have its own playstyle.
I would truly love to see some attention given to these modes (what happen to convoy pve test we did a few years ago?)… but thus far after all these years, we have yet to see any fruition in both old and new forums.
What is the style best used in GA? There is no, or ineffective cover to fire from, making you have to stand and slug it out, or move and hope to get behind and run them up from there.
Players should have the ability to utilize effective cover, and should face equal opponents when it comes to targeting.
IMO, GA could be best utilized as a “live” training exercise to learn how to kill vehicles effectively, not a shooting gallery for the AI with us meatbags hoping we don’t die too much.
Hull down Shoot’n’Scoot
There is
you just have to find it
Some maps offer fortified positions behind earth walls, others have spots for hull-down shooting. Kursk and Ardennes are examples for cover, Japan and Mozdok for good spots the bots can’t easily reach, Maginot is a bit of this, a bit of that, and since I refuse to play Sinai any longer, I can only recommend to avoid it.
Ground Assault is a lot about aiming and hitting penetrable spots while avoiding to get hit in turn - it’ll often either be a miracle kill no player could ever manage or an equally miraculous waste of player time by hitting your tank in spots which will disable parts, kill crew members, but not destroy it. Imagine a Gepard being hit 16 times by Leclercs, and try to imagine how this is possible without blowing up fuel, ammo, or kill more than three crew members.
Yes, some of the cover stinks, and I have been blown up by bot tanks behind every single earth wall on Ardennes, usually from tanks on the other side of the base. Kursk also is nasty for being shot from unexpected directions and/or enemies you can’t even see. Sometimes the bots miss, but you have to hope for them to bounce a bit on the ground. If they have a clear shot, they usually hit.
If the group you’re in ignores the bot planes, leave. My personal negative record is on BR 6.7 to 8.0, Mozdok, total amount of planes shot down was two or three. I’m still surprised that this match lasted to the final wave because it was impossible to either last longer than 30 seconds or get anywhere without having the tracks shot out, which gives the tank bots easy targets. Constant strafing by an increasing number of bot planes with near-perfect aim makes playing Ground Assault absolute non-fun.
Way too often do people just spawn and think they have to stay within the capture area, which usually leaves you vastly exposed. There are areas as others havd mentioned that if you are avle to get to which provide a means of attacking from better angles.
However, you still are vulnerable to air attacks if aa isnt fending them off, as well as requiring you to retreat to ammo/repair points; which are risky in themselves being almost always right in the open.
I really dont know what they did to the ticket bleed from deaths either. Ive seen some games where we had a combined 25 deaths from team without ai reaching capture point, ending the mission… or ive seen ai on capture point AND several players with near 15+ deaths with accumulative 65+ and still not lost yet. Understand that im not saying all in a single wave; but comparatively it seems like the cost to tickets from death is off.
I try to get the 360 squadron points and a heli pve match in every 3 day segment, but definitely since update it is taking vastly longer than usual.
If i could give anyone a tip to pass on to other players, it is that please, if you cant pen a vehicle, at least try to disable its tracks, i see way too many lower level folks (and some 100s) whom have little to no experience with this mode and try to give advice when it is merited.
Id love for them to have the same drive/effort in fixing what we currently have and expanding uopon it… but with how poorly last patch was received and clear effort that was rather put into things like this new april fools event… clearly things still arent changing anytime soon.