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JintoLin

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Posts posted by JintoLin


  1. I was playing a hardcore PVE game and got hit through my Challenger 2 front turret armor from a Leo 2AX for over 1k damage. The garage shows that the max for an AP round from a Leo 2AX maxes out at 881 dmg. Do any of you know if the AI gets either a bonus to either pen or damage?

    This is not just a one off glitch. This happens several times per match lately.

    Leo 2AX dmg (7-5-20).jpg

    Chal 2 (7-5-20).jpg


  2. 11 hours ago, di_duncan said:

    Yes, I believe I've seen SS mention previously as to how they collect/monitor/manage statistics. Unfortunately, it doesn't seem like they have done a decent job with balance (especially at high tiers). I am hoping 0.33 can rectify some of the long-time concerns of the community when it is released. Fingers crossed ;)

    Just remember you do not balance game, game balance you.


  3. On 6/25/2020 at 3:23 AM, TeyKey1 said:

    Never experienced such AI behaviour, but I'm playing too few PVE matches probably. In PVP the minimum radius is around 10-20m, I killed an enemy at a 20m distance yesterday. I have to check how much it is. The Swingfire doesn't have a reload animation I think (at least I never noticed it). But yes, reload is way faster compared to the C13 TUA.

    I can confirm that the AI does some BS with missiles, swingfire included/most obvious. All missiles seem to ignore your soft-kill aps systems. The only APS worth anything is hard kill in PVE. All AI missiles seem to act like fire and forget. I would like it if they added a dead zone for the missiles. The missile on the IT-1 IRL has a dead zone of 300m, the safe and arm device has not armed the warhead until the missile has traveled at least 300m. Now I know that if we use the real dead zones, some missiles won't be usable in game, maybe somewhere between 25m to 100m.


  4. 22 hours ago, di_duncan said:

    MBT's should have clear frontal weakspots. I refuse to pixel-hunt for "green" in a similar fashion to AW prior to "Balance 2.0". Furthermore, turret rings are some of the most vulnerable systems in tanks IRL. Due to their size and complexity, the armor adjacent to many vehicle turret rings are often thinner, resulting in less protection.

    That might be but that gap is not as large as AW has. The ring of a Leo 1 is not much taller than the diameter of the APFSDS round. With the overhang of the turret in most cases and the hull you will also pre-detonate any HEAT rounds. With AW accuracy rng,  hitting a turret ring should be less likely than winning the lottery.

    Also if AW wanted to add the WT damage model most of the players would leave the game not to mention the engine does not seem to be able to support the added vehicle complexity and map size increase. I am game to one shot-ting tanks when I hit their fuel tanks or ammo racks and or shredding all but one or two of their crew from 1 mile away if you are.

    Leo sectional.png


  5. You could try to keep all the view ranges, maybe even buff them a little for the MBT. However you would remove the global shared vision for all tanks save the LT/AFV classes. The other classes can share their vision with any allied vehicle say within 30m to 50m of your tank but you would not get to daisy chain this shared vision. This would allow the LT/AFV to scout for the entire team by using their better mobility to get into good vantage points and maybe taking shots at targets of opportunity. They could also add a spotting bonus against the vehicle shooting, more for a main cannon than ATGM. This could help eliminate some LT plinking away at a MBT from BVR. This would allow you to return fire and evade better than current way of just blind fire in the general direction. This would also help spot some the AI arty they put in the story missions.


  6. A lot of the issues they list could be helped or completely fixed both both PVE and PVP if they improved match making for both players and bots. Remove all premium tanks from the bot rotation and limit some of the high end and or overpowered bot controlled tanks, ie T15 and swingfire.

    Also the MBT's should remain the center point of the game. They should dominate every battlefield in the game.

    Light tanks should excel in mobility only. To this end the armor is very weak and their firepower should be sub par compared to MBT's. Their vision should be the same or a little better. AFV's should have the same mobility to LT with better optics but weaker armor and firepower to LT's. Light tanks and AFV should act as scouts only helping out any arty that might be on the field along with the MBT's.

    The terminators and other similar vehicles should have slightly better mobility to MBT's  vision on par with LT's. The autocannon should be ineffective against all MBT's frontally and the only hope to hold off an MBT should be the ATGM. The ATGM's should be on part with but not vastly superior to the MBT's main gun. Terminators class should keep the AFV's and LT's away and harass the MBT's not directly engage.

    The MBT should be the epitome of the armored triangle of Firepower, Protection, and Mobility in every tier/match. Every other vehicle class should shit their pants every time a MBT's crests a hill or rounds a corner.


  7. 21 hours ago, MK_Regular said:

    It's a bit trickier to model a guidance system that automatically leads a target rather than a system that just chases an aim point.

    I don't see how. That is how the bot missiles current work. The bot tank locks onto a point on the player vehicle, then the bot tank fires. Then a second bot guides the missile to the target ignoring current soft kill APS.


  8. 21 hours ago, Haswell said:

    ATGM noise changes MIGHT make low tiers slightly more bearable, but I highly doubt Swingfires will start missing.

    They would need to have the bots actually steer the SACLOS missiles like the players have to. Current bot missiles have no noise and are immune to soft kill APS systems. They need to fix this first.

    I would like to see the bots loose their shared vision. Each bot must spot it's own targets, no help from other bots, or limit the shared vision to only bots that are within say 20m of that bot. The players could also use better indicators for the shooters location. Right now I see bot aim at me and don't fire until I am spotted, but they will shot a weak point with laser accuracy the instant I become visible.

    They also need to fix how the SACLOS guided missiles work. All you need to do is put the cross hairs were you want the missile to hit, then it does. You do not need to over compensate for either your movement or the targets. Also if you lose sight of the missile, you can't control the missile, no steering around objects. Current in game missiles guidance seem to be MCLOS which in incorrect for all missiles. All missiles in game are FAF or SACLOS weapon systems IRL.


  9. I have finished my grind through the M1A2, now it is decision time.

    Either the M1A2C or the M1TTB? I mainly play PVE, tried PVP and fail every time. Match making is not my friend.

    Recommendations?


  10. On 5/16/2020 at 1:09 PM, Lenticulas said:

    I think this should be filed under "non-problems that don't need fixing". Has anyone ever complained that bushes and fallen trees don't stack?

    I know that Dev. depts have to be kept occupied, but there's a point that's reached in lots of online games, where they are just fiddling with it for no actual reason. And it opens up the possibility that super ace pvpers will find a way of min-Maxing this to their advantage, and to the disadvantage of the rest of us. But my glass is half empty.

    Agreed, if it ain't broke don't fix it.

    In my opinion, they should fix the ineffectiveness of the soft kill APS in PVE and the after death ATGM guidance for the bots instead of bush stacking.

    Glass half empty is just being pragmatic. Better to miss an opportunity then invite disaster. Useful qualities in the desert.

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