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Posts posted by JintoLin
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Well we know that guy is the villain, mysterious rich guy with a vision and a British accent.
12 minutes ago, Schlock said:Also, didn't world got a bit fucked with all supervolcano eruptions and we are living in Mad-Max-but-with-tanks timeline?
Hey don't try and apply logic to this or use your head, that is not what the dev's need right now.
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20 hours ago, MK_Regular said:As much as this seems like a good idea, I would be a bit cautious about implementing it.
Being able to see targets from across the map could encourage more static and methodical behaviour (where players refuse to move up to new positions while there are still enemy vehicles visible even if they're not ID'd) and would reduce the importance of proper scouting and spotting. It might be possible to limit the behaviour effects by introducing or increasing environmental effects (heavy rain or snow) to reduce visibility. Another option that could mitigate some of these issues would be to have the render range for enemy vehicles scale based on the player's view range (scouts would benefit from the increased render range the most, while other classes would still be somewhat reliant on the spotting done by their teammates).
WarThunder has the draw distance out to at lest 2k and most people move forward quite steadily. When you made a shot you effectively announced your position to everyone. This forced you to relocate most of the time. You had to be smart with your shots. Only a couple of times on only a few maps could I truly camp somewhere, one of the maps the dev's put my spot out of bounds on the map. I was also able to make 1mile kills with the longer draw distance, which was so fun with my dicker max.
In the couple of PvP matches I played in AW most of the teams were camping away with the current spotting system. Increasing the draw distance would discourage camping more than the current system. That is why AW does not allow arty in PvP matches. I can shoot at a target that is spotted for me and make shots on a target without them even knowing were I am even if I am sitting on a hilltop with no cover. Most players that I saw just camped and waited for the one or two players on their team to spot targets so they can pop out and make a shot or two, then go back to hiding. I believe that the draw distance used in AW was originally limited to reduce the load on the graphics cards due to game engine limitations rather than game play. The biggest issue is that when you shoot and are not spotted you are invisible. There needs to be a price you pay, in visibility, when you fire you main guns.
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All you would need to do is keep the 2k draw distance in PvE, you can still use the normal spotting distance for target identification and bot engagement. This would solve the "nothing is shooting from across the map". The bots currently track the most threatening target beyond their spot range anyways, bots just don't shoot until you are spotted.
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Gave me WarThunder vibes, but not quite. Need to update the damage models to get the most out of this mode. Would have been nice to seen used in PvE mode not just the useless PvP mode.
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The main problem is match making in general. For some reason, games have gone to match making on dev operated servers. Back in the day, games would run on privately run servers you could pick from a list.
The real change is removal of control and choice from the player. If you have the option to choose, you will choose not to spend money. The dev's have to increase your frustration levels to a point that you will spend money to not play their game. Looks like they are tying to further increase the grind time so people will spend money on grind reducing measures. Like research, XP boosters, and convertible XP. Purchases on some of their most worthless products must have gone down the last couple of months.
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One other problem is how the game deals with drawing vehicles and infantry. If they are out of your teams visual range, the game will not draw them. Even if the AI fires they are still invisible until you are within you team detection range. The AI also has better vision range that it's player controlled counter part, i.e. an AI Leo has better sight range that a player Leo. Also the AI tracks targets before they are in their visual range. The game will not spawn in AI tanks and infantry until just a moment before it is needed, so scouting ahead or trying a rolling barrage from arty will not work, both of witch are legit tactics IRL.
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12 minutes ago, dfnce said:These rewards are still waged wrong (too big) in my opinion. They don't need to make pve even more popular than it already is.
I would disagree. The payouts are way to small. I should be getting 1mil credits for a standard PVE win with prem account and vehicle. It was this way 1 year ago. They need to go back to that. PVE is the only reason many of the players are in the game, many will not touch PvP because they don't like the game play. You should play PVE or PVP because you like the game play, not because the payout is better.
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Another map with heavy AI infantry and or bunkers in it, and it is a escort mission to boot. This is another failed map. 0/10.
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A HEAT hit on a unmanned turret will cap the damage at 10% of what a normal hit would do.
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How about they just make the shield a PVE only skill, maybe add a PVP only skill for her to replace the shield in PVP matches.
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Yup, rather than fix this bug they needed to add more duplicate tanks and other things that can wait unit they have fixed issues like this.
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Another thing AW does not seem to get right is the tandem HEAT rounds. The pen values we see should be after single layer ERA. For some odd reason single layer ERA still seems to be canceling out my HEAT rounds, as stated by the game's hit reporting.
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Looks like they were trying for a Mad Max style of maps but all we got is a "C" movie rip-off that just leaves you feeling dirty after playing.
A magical girl who lost to a tentacle monster would feel less violated than the players of this next set of missions will.
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17 hours ago, knutliott said:AGDS should have been on an M1A2 chassis. That's what it was designed for, not an M1 chassis.
And they say Russian bias is only a myth.
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If you time your shots correctly you can get reload down to 4.7sec until you run completely out of ammo.
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The experience and credit payouts for Pve matches is horrible. Using any premium vehicle to help you grind through any of the progression tanks is pointless, even with a premium account and tank the payout sucks. The payout were way better a year ago.
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Well if they are adding the side ERA to the T-14 what about the oplot?
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The flag will make the player a target for some players. Because these flags are tied to performance. The flags is basically showing off. The flag will say to some "I am better that you", it will insult some players. Those players will then make it their mission to make the flag tank's life hell, even if that player is on the same team.
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So I am not the only one that thinks that the AI's magic missiles and chip damage for non-pen hits are bs.
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Congrats man.
AW's last line made me think of this scene. https://www.youtube.com/watch?v=Or3okI_mad8
Oddly enough that scene is from the European cut of the movie.
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Definitely not a fan of the new AI tweaks. They human spawn has been rushed by the bots and the team wiped on several different matches and levels now.
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Welcome. We don't bite...well Haswell might.
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The AI does seems to push the flanks more. Not sure if I am a fan of this.
Now they need to update bot spawn locations and update the maps to show where the bots will be spawning from, kinda like they do on PvP maps.
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Now they need to fix the "magic missiles" the bots use.
(Official) Community Survey: PvE
in General Metagame Discussion
Posted
Bots also need to not have global shared vision. The bots should only be able to share their vision with a couple of other bots that are say within 20m of them. Do not allow chained shared vision. Only the bot that has spotted the tank can share, a bot cannot share what has been shared to it. They also need to bring the bot vision down to the player's vision range. The bot vision nerf is not as bad as the player's nerf. An AI Leo can out spot a player controlled Leo, even with vision upgrades.
They need to also change the way the normal, superior, and lieutenant class bot's stats. Your "normal" bot should be only progression vehicles with no upgrades installed and no commander bonuses. For the "superior" class bots you can have most of not all of the upgrades installed and have premium vehicles with around a sgt. level commander. On the "lieutenant" class bot you can have a Lt commander and a fully upgraded tank either progression or premium, however the stats cannot exceed what is available to the player. No enhanced damage, penetration, vision, or accuracy.
The way the game does bot ATGM's needs to be addressed also.
None of the maps got over a 5 for me, any night time maps is automatically a 0 due to the bogus vision changes.