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JintoLin

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Posts posted by JintoLin


  1. 14 hours ago, knutliott said:

    This goes back to a suggestion that I made long ago where VR shouldn't be a "universal constant".  Vision should behave differently for different classes, and I don't just mean varying ranges.

    For example, MBTs should be able to return fire when something shoots them.  They should get reciprocal targeting that they cannot share with others on their team.  The specialness of TDs could then be that the effectiveness of an MBTs "return fire" ability is diminished against TDs.

    Other tweaks could be done.  Maybe AFVs are particularly good at spotting vehicles that are just sitting there (i.e. "anti-camo"), while LTs are particularly good at spotting vehicles when they shoot (i.e. "anti-aggression").  Or maybe "spotting" itself is interrupted if you shoot - i.e. you can spot, or you can shoot, but you can't do both at the same time.  (In which case "spotting" itself would be an extended-VR ability similar to the "better VR when not moving" abilities that some vehicles already have.)

    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.


  2. 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.


  3. 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.


  4. 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. 


  5. 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.


  6. 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.

    • Upvote 1

  7. 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.


  8. 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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