Jump to content

Haswell

Forum Badmin
  • Content Count

    1050
  • Joined

  • Days Won

    151

Everything posted by Haswell

  1. Pics ripped from Twitter: It does bear a lot of similarities to the T-14-152, wonder what will make it special.
  2. Armor thickness, damage, hitpoints, penetration, view range, camo, all these stats are arbitrary gameplay values that bear little to no resemblance to real life. You also most certainly won't see vehicle-on-vehicle engagements at 300m and closer in real life, nor will you see a team of 5 vehicles mowing through several dozen enemy vehicles within 10 minutes. I will also raise you the XM1A3 and 99A2, which are entirely fictional vehicles with corresponding fictional capabilities. Also physics-defying airships and flying drones.
  3. First off, AW is an arcade game and IRL arguments for game mechanics rarely apply. So let's just ignore that completely. There are plenty of PvE maps that are currently easily soloable with squishy vehicles, provided you exercise good vision control and avoid taking unnecessary damage. Snake Bite, Umbrella, Stormy Winter, Phalanx, Meltdown, Quarterback, Perseus, Leviathan, these are just a few that came to mind as I'm writing this. This isn't due to squishy vehicles being too powerful as you can also easily solo them with MBTs; this is due to GOOD map design that allow both squishies and non-squishies to fully realize their potentials. As a general rule of thumb, squishies benefit from wide open maps that allow vision control via distance and maneuvering. This isn't to say non-squishies are at a disadvantage on open maps. On the contrary, they excel equally well on both open and corridor maps by having high enough survivability to brute-force their way through almost everything. Their inherent lack of vision control capabilities become irrelevant when they can simply push up and spot targets without a care in the world. Non-squishies in fact have far more versatility over squishies as they are significantly less constrained by map design, where squishies become far less useful in situations where vision control and mobility are not required or not viable. Squishy vehicles do not require buffs or nerfs for balancing, their playability and power potential are largely dictated by map design and not vehicle stats. You can give the Sphinx 700m view range and 50% base camo and 20k DPM, it still wouldn't make any difference or make them more viable in corridor maps because its vision control advantage becomes largely irrelevant due to the close distances. Is it any better if a supposed 5 player map is able to be beaten by with only two non-squishies? The vehicle class isn't relevant here, it's the inherent lack of difficulty that makes short-manned feats viable. Yes, the 2 man heroic run primarily used T-15s, but T-15 is an entire class of its own and OP compared to everything else. It also wasn't a squishy. As I said previously, there are no incentives to complete secondary objectives. I for one ignore them because it's not worth my time or effort, unless they have actual impact on gameplay. For example, destroying the boats on AD3 (tier 9-10) significantly reduces the number of bot spawns and turns the mission from challenging to cakewalk. This is something I noticed as well. There is no longer a need to conserve myself to last until the end of the mission, very few situations where I have to choose my engagements to avoid taking unnecessary damage. In fact, conservative play actually punishes me as it would take me longer to end engagments and complete objectives. It's no longer about staying alive as long as I can, it's all about how much can I get done before I have to respawn for more ammo.
  4. I'll have to respond to the survey here instead of the form, because some of the multiple choice answers don't really fit my thoughts. Sorry for the inconvenience, but here goes... I choose standard PvE, but not because it's easier or more fun compared to Spec Ops; I choose PvE because I can't stand the special mechanics and chapter system in Spec Ops. The special mechanics don't add any sort of challenge or promote teamwork, all it does is add immense annoyance to the overall flow of the game. Helis, drones, airborne targets and environmental "bosses" for example, countering them essentially demands some sort of autocannon or high DPM vehicle which restricts gameplay, and if you don't deal with them you will be at a severe disadvantage or outright fail primary objectives. Not being able to freely choose which chapter of Spec Ops to play on is a major disincentive to me. Some of the chapters are essentially snorefests where I spend more time waiting out timers than moving and shooting enemies (ie. CC1/2, BSI1, AN1/2), others are simply not fun because of the special mechanics but are necessary to slog through to get to the fun chapters. I like MC3/4, but having to slog through MC1/2 before I can get there means I won't want bother with it. There isn't enough fun in Spec Ops for me to outweigh the frustration. I also dislike the heavy use of MBT corridor meta in Spec Ops, it leaves very little purpose or viability for squishies to even participate. This is more of a map design issue however. None of the above. I almost always play alone, but I want more challenging content for platoons and organized groups. I enjoy playing heroics very much, but I almost never platoon when playing standard PvE. I'm fine with reusing maps for different missions. Snake Bite, Umbrella and Albatross for example all use the same map, but they have different mission objectives and utilize different parts of the map. This is a low budget, but actually elegant solution to reduce dev resources. As long as the missions are different enough, the maps will FEEL different and new. As I previously said, I hate them. They don't add challenge or promote teamwork, all they do is frustrate me into dealing with them as fast as possible so they no longer have any impact (ie. destroying boats in AD3 to reduce bot spawns), or flat out ignore them by speeding through the missions (ie. arty in BSI4). I like teamplay objectives very much, provided the objectives are not retarded or prone to intentional griefing. Examples below. Good objectives: objective deliveries in MC3/4 (with caveats, explained below) multiple simultaneous cap points in BSI2, AD3, SH3 anything that require people spreading out and be able to carry their own weight. Bad objectives: objective deliveries in MC3/4, too easy for one person to grief everyone by holding on to the objective and not delivering them. Particularly rampant in random teams. escorts. It's never about protecting whatever you are supposed to be escorting, it's always about rushing forward and killing everything before the escort gets there. high BP boss targets. Holding down the left mouse button isn't teamplay. I hate to say this because I know SS had a part in writing the narrative, but the story god awful and cringey that I actively try to ignore it. Turning off the narrative dialogues in the audio settings is mandatory for me. I enjoyed the narrative more when it was only about mercs and corporations jabbing each other, the whole "team Avengers stopping bad guys from destroying the world" cliche never interested me. I want to feel like a cog in the world machinery and working with others, not the soloist destroyer of worlds. The original story with just mercs and corps interested me the most. I haven't read too much into the expanded storyline and Seahawk stuff because it wasn't included in the game, but as long as it's good fanfic I'll probably be fine with it being canon. Do you like the new Star Wars movies? I don't, and the Fallout direction is basically that. Bring back the mercs and corps, there are so much unexplored potential in the standard PvE narrative that will never play nice with the Fallout direction because of the discontinuity. Heck, let us be the bad guys and fight against ISD forces for a change, players are supposed to be mercenaries working for whoever pays the most after all. Not sure if I want to restrict myself to specific themes, but I'd go with believable appearances because my suspension of disbelief is limited to things that make some degree of sense. I prefer my vehicles to look like something you would see IRL. This means no flashy lights or high visibility elements, you just don't go fight a war in parade paint. You can go sci-fi without the flashy lights, just look at the PL-01. Mad Max appearances like stuff coming out of the Middle East IRL is fine, just don't add spikes or flamers or stuff that make no practical sense at all. Yes, but you won't like to hear it. Separate PvE balancing from PvP. Yes it requires a lot of resources, but that's the price you pay for trying to support two separate game modes. It would be a lot easier if PvP just die. Make secondary objectives affect gameplay in meaningful ways. Right now most of them only give bonus credits and nothing else, make them affect the game more like extend objective timers or reduce the number of bot spawns. Spec ops had the right idea of tying secondary objectives with the special mechanics, now make them more meaningful so that it's in my best interest to NOT ignore them. Reduce the number of bots. It's not even challenging to kill your way to the objectives, it's just annoying to have half a dozen bots being thrown at you every other minute. It's like having a car race but also having traffic lights in your way that you have to obey. Increase the challenge of objectives. This ties with reducing the number of bots, make it so that the challenge is in completing objectives and not just mindlessly killing everything. Stop promoting the MBT meta. There's no point in playing squishies if MBTs can do everything better and faster. Scale the rewards better with performance. Make it so the rewards match the effort required to earn them, good players should earn more and bad players should earn less. AKA revert back to before the economy change in early 2019.
  5. https://aw.my.games/en/news/general/development-special-operations-mission-plague Short range combat = MBT meta, because who gives a fuck about squishies? Yeah, nah. I don't have any incentive to play spec ops in general, unless I get something other than credits, XP and useless cosmetics out of this I won't bother at all.
  6. Would be nice if you include the vehicle names, I literally can't tell what you're looking at in the first picture.
  7. Haswell

    Renders of tanks

    Basically a Wilk with the Cent 120 turret, sexy.
  8. OS: Windows 10 Home Game Version: 0.33.7478--2020-11-10_12:04 Brief Description: Active PvE missions in the HQ screen no longer refresh when changing vehicles across tier brackets, in the HQ screen. Steps to Reproduce Select a vehicle (vehicle 1), any vehicle Go into the HQ screen, note the currently active PvE missions for vehicle 1 While still in the HQ screen, switch to a different vehicle (vehicle 2) from a different tier bracket (ie. tiers 1-3, 4-6, 7-10) Note the active PvE missions after switching vehicles Go to the garage screen Go back into the HQ screen, make sure vehicle 2 is still selected Note the now different active PvE missions for vehicle 2 Result: Switching vehicles across different tier brackets in the HQ screen do not refresh active PvE missions properly. Expected Behavior: Switching vehicles in the HQ screen should automatically refresh the available active PvE missions. Fixes/Workarounds: Always switch vehicles outside of the HQ screen, to ensure accurate missions are displayed Consult the rotation tracker to identify currently active missions for any time slot https://armoredlabs.net/index.php?/topic/10-armored-warfare-pve-mission-rotation-tracker/ Other Notes: Video demonstration:
  9. PISH is still useful for blowing up ammo racks, in fact your loadout should still be PISH heavy despite the nerfs. The extra damage and utility you get from reliably destroying modules far outweighs the tiny bit of raw alpha increase from AP. If you want raw damage, you are honestly better off with the XM1A3. Penetration decay don't matter in PvE at all due to everything being jam packed into close ranges.
  10. https://aw.my.games/en/news/general/maintenance-november-11
  11. So just to recap, this is what we know so far: Tier 4: Shilka Tier 8: Kristama Tier 9: Kurganets (coin purchase) That leaves the tier 10 and arty. I'm guessing arty will be tier 6 to fill in the gap, but this will likely mean the missions will be even more awful than last time.
  12. Crosspost: https://armoredlabs.net/index.php?/topic/5193-in-development-zsu-23-4-shilka/
  13. https://aw.my.games/en/news/general/development-zsu-23-4-shilka This isn't a York at tier 4, this is a reskinned GAU at tier 4. Unless it overheats significantly faster and cooldown slower than the GAU, there's no way in hell this won't be as broken as the York, if not even more broken. Crosspost: https://armoredlabs.net/index.php?/topic/4289-echoes-of-war-december-battle-bath-speculation-info-thread/
  14. https://armoredlabs.net/index.php?/topic/4771-in-development-khrizantema-s/ Crossposting.
  15. https://aw.my.games/en/news/general/development-khrizantema-s Looks incredibly... meh. It's basically a Stalker without the dakka, having thermos or double tap won't improve it much considering how awful missile noise and soft kill APS are right now. Mephisto basically do the same things but with autohoming. It's hard to come up with a worse vehicle than the Brosat, but this one might just do it. Cross ref: https://armoredlabs.net/index.php?/topic/4289-echoes-of-war-december-battle-bath-speculation-info-thread/
  16. I guess it will have radar, that means no infantry or designate target. Which most likely means TD. I question the usefulness of the Kristama (name is too long and hard to remember), my impression right now is that it's simply a Stalker without the dakka, and the Stalker is already pretty useless right now. Adding to the fact that missile noise is awful in the current game, a missile boat sounds pretty unappealing.
  17. Doubtful. SS said there won't be mortar carriers in one of the Q&As, but that was months ago.
  18. There, I split the thread. It's so empty now. :c
  19. This is going to be difficult, seeing how the discussion went directly into the Spec Ops event. Let me see... Edit: too hard, the only post actually staying to the original topic is your first post. You might as well make a new thread on your own with the original topic. >.>
  20. Shilka will be tier 4 apparently. Because it's not enough to have the York at tier 5, now we need quadruple dakka at tier 4. So far the Kurganets, unknown arty and Shika confirmed. The BP will be full of RU memes.
  21. I would say no, but I'm heavily biased because I'm thoroughly burnt out. Spec ops can only be played so many times before it becomes a chore, because the maps require far more time and effort than standard PvE while not having any fun special mechanics to keep it interesting. Having air or "boss" targets to shoot down isn't fun, it's just a big time sink requiring me to hold down my left mouse button. MC3/4 with the delivery mechanics are actually mildly fun, but it's too easy for one player to grief the entire team that I don't bother playing them without a full platoon. A full playthrough of all the spec ops CAN be fun if I don't have to invest so much time and effort into it. I definitely only play it for the rewards, and only the boxes that give me BP coin coupons. In fact, I consider the boxes to be the only rewards, I don't even care about achievements anymore and I certainly don't feel any pride and accomplishment. Assuming no first win multipliers (x2/3/4), I'd rather play standard PvE. It requires far less effort on my part, takes far less time AND have higher asset rewards (XP and credits). I can earn more in 10 minutes of standard PvE than 20 minutes of Spec Ops, largely due to the standard PvE missions having higher objective multipliers than Spec Ops.
  22. *confused 490 noises* A RR or magazine system on large caliber guns will be just as broken as the CATTB, never again please. Maybe just give it a high pen HE shell (~150mm) and use that as a gimmick, it would be situationally useful and meme while not being outright broken.
  23. The idea of playing through all the spec ops in order back to back is great, but reality of the game is that all the missions are essentially the same old "kill everything and wait" format. This burns people out very quickly, if they haven't given up because of the queue times already. "Play during prime time" is NOT good advice when there are players all around the world across different time zones. If a game mode is touted to be available on demand but only actually playable during a narrow time window in practice, this is comparable to visiting a 24/7 restaurant but being told there won't be any service outside of normal dining times. This is the exact same issue that plagued PvP. The limited availability of weekend War Games is also a major contributor to this flop, having only 72 hours in total to slog through 20 missions (or more) and not even factoring in queue time. I'll try to break it down in terms of time commitment estimates: CC: 1.5 hours - lots of waiting time in CC1/2 making speedruns impossible; CC3/4 have long drawn out caps. BSI: 1 hour - BSI1/3 have lots of "wait for the defense timer to finish" moments; BSI2/4 compensates with good speedrun viability. AN: 1 hour - AN1/2 are slightly annoying because of the defense timers; AN3 has speedrun potential; AN4 is a slog. MC: 1 hour - All the chapters are good for speedruns, assuming pubshit don't grief you to hell and back in MC3/4. AD: 1 hour - All except AD3 are good for speedruns; be prepared to carry hard in AD4 if you are the only dakka. That's 5.5 hours of active play time, I'll range that into 5-6 hours for wiggle room. Note that this doesn't include losses and retries, so for less experienced players this will likely drag out to 7 hours or more. Assume an average of 10 minutes for loading and queue times between each mission, that's 200 minutes (over 3 hours) of waiting time over the span of 20 missions. Total is now up to around 9 hours of sitting in front of the game now. War Games is only available for 3 days each weekend, that's 72 hours assuming queue times are equal throughout the entire period and for all the maps. But the queue times are not equal, you'd have to play during prime times to even hope to get into a game. I will be generous and assume 8 hours of prime time every day, so that gives 24 hours of prime time. 24 hours (over 3x 8 hour segments) to shovel in 9 hours of work tedious and repetitive work. That's only for ONE tier and not two, if you want to do both tier 8 and tier 10 you'd have to invest 18 hours into this. This isn't a casual game anymore, this is a full-time job with overtime but without any compensation for your time and effort. It's not hard to see why the event flopped. Many people (including myself) play weekend War Games for the boxes ONLY and have zero interest in the story that we've heard hundreds of times; this past weekend we've been asked to put in 5 times the effort for only 2 times the reward. I didn't participate in this event at all, I'm sure I wasn't alone to share the "fuck this shit" sentiment.
×
×
  • Create New...