Jump to content

Haswell

Forum Badmin
  • Content Count

    1054
  • Joined

  • Days Won

    153

Everything posted by Haswell

  1. 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.
  2. 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.
  3. *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.
  4. 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.
  5. Assuming the 195 or 490A will be in the BP, what would set them apart from the T-14-152? Unmanned turret, similar hull design, big gun, they are all fairly similar to each other. Every BP vehicle so far has a gimmick of some sort, what could the 195 or 490A get? I'm also assuming SS wasn't kidding when he said the 195 is boring.
  6. From my ST experience with WG, the biggest reason why it is preferred for testers and devs to speak the same language is the language barrier. Just as EN devs don't want to deal with torrents of French or German feedback during testing, RU devs don't want to deal with a language they aren't familiar with. It's a major hassle to translate feedback as they trickle in, and there's also the subconscious bias of trusting people who speak the same language more than those who don't. Also remember that tester groups have to be somewhat representative of the entire playerbase in terms of skill, experience and interests. Stacking the group with highly skilled and experienced testers will result in very high-level feedback, but not necessarily representative of the much larger, less experienced portion of the playerbase. The testers may absolutely adore vehicles with low skill floor and high skill ceiling, but they may end up being way to difficult for your average pubbie to perform decently in.
  7. From a while ago, I suggested the 195 may be included in the BP. SS stayed ambiguous as usual, but this is speculation fuel nonetheless. And yeah, no lootboxes this time. Thanks SS.
  8. Meh, vehicle class designations in the game are pretty arbitrary and hardly consistent, there is zero reason why a TD can't do AFV things when they both rely on vision control, mobility, and constant DPM by virtue of long periods of uninterrupted fire. See my squishiness dichotomy post for more reasoning: https://armoredlabs.net/index.php?/topic/61-the-squishiness-vehicle-dichotomy-getting-away-from-vehicle-classes/ This comment in the article irks me greatly, because it's yet again a case of vehicle class dictating suggested playstyles. It's understandable though that the articles have to be dumbed down for the average players; more advanced and experienced players should learn to steer away from this mental priming in order to play vehicles to their fullest potential. SS explained this in great detail as well back in the 0.33 rebalancing plans thread:
  9. Full article is up: https://aw.my.games/en/news/general/development-kurganets-25
  10. I'm glad to hear lootboxes are going away, but part of me is also worried that the prices will be comparatively higher than the cost of number of boxes required on average to get enough parts (or get lucky). The EL boxes had a rate of 12500 coins for 10+1 boxes, assuming an average of 2 parts per box it cost 50+5 boxes (62.5k coins) for the Hunter. I'm pessimistically estimating 70-80k coins for the Kurganets. Nevertheless, the lack of gambling mechanics is well worth the price increase. No more "maybe" or "almost" getting the reward, you either get it or you don't and there won't be luck involved.
  11. All is good, an off-topic comment here and there doesn't hurt as long as not everything becomes off-topic. They LOOK like the slabs found on the T-15, which are now effectively useless thanks to 0.33 armor changes. I can't imagine the Kurganets getting ERA sides when the T-15 doesn't, since that will mean the Kurganets gets better overall protection than most things. Are those mini rockets on the pop up launcher?
  12. Each "season" lasted roughly 6 months before SH, give or take a month or two. I doubt the Stalker will go away this soon, I'm guessing you have until February or March to get it done. Probably until the end of the BP. Don't count on it. The last BP having specific vehicle requirements was a planned marketing move to promote the new vehicles, even if the execution was horribly grindy. Maybe this time they won't make it so grindy?
  13. https://aw.my.games/en/news/general/armored-warfare-future-plans
  14. Obviously my message didn't get across, so I'll say it again: make separate threads for qualms that are NOT related to the Kurganets. Any further off-topic bickering here will be hidden.
  15. Some more renders, thanks @Yxlouvia! The 100 gold don't show up in the log but gets added to your account anyway, it's weird like that. Put in a bug report if you didn't get it, if you didn't chances are others didn't as well. Also let's not get derailed with overall complaints about the game here. Make a new thread if you have to.
  16. As confirmed several months ago from the parade stream: https://armoredlabs.net/index.php?/topic/289-june-24-stream-stuff/ Looks like this will be the 30mm variant, so probably T-15 without armor.
  17. So... ZTQ. I'm one of the lucky people to get one from the lootboxes. Sadly it feels a bit wasted on me since I barely even play anymore, so I'll try to get some value out of it with a review. First thing that came to my mind was thank god, there's finally another tier 9-10 premium vehicle that isn't an MBT or meme machine. I enjoy playing sqishies more than non-squishies because of their overall higher power ceiling with superior vision control capabilities. That being said, the ZTQ is way more than just another squishy. A lot more in fact, to the point of being bonkers and outclassing all other squishies in terms of power ceiling. I'll try to break down all the things that make the ZTQ worthy of nerfs. This is my setup. Camo paint is applied, I just turned off customization in the settings. Firepower: best in class, if only barely. The HEAT shell does 625 alpha with 900mm pen. The alpha is comparatively lower than say, the 120mm HEAT-MP on the Thunderbolt dealing 684 alpha, but penetration-wise it is best in class. Throw on a 3.22s reload (with retrofits, no crew buffs) and it can hit over 11k DPM. This is higher than the Thunderbolt and Anders which can only manage 10k. I don't have a VT5 so I can't use it for comparison, but seeing how the VT5 simply has lower alpha with the same reload speed I highly dout the ZTQ will get beaten here. AP shell is... good enough? I never use it, but here are some stats anyway. 750mm pen, 500 alpha. Nothing special. The gun-launched ATGM, while it has higher penetration than the HEAT shell it also has far lower alpha. Wholly unnecessary and unless you insist on shooting everything from the front, you probably won't ever find a use for it. Gun handling is sufficiently comfy. Turret traverse is fast enough to not feel awkward; aim time is very quick; accuracy is far better than MBTs. Nothing to complain about, but nothing to write home either. Durability: ERA is magical. It's a squishy, it not supposed to have significant levels of usable armor. Yet despite all conventional wisdom the ZTQ actually has armor in the form of ERA on its frontal profile. It's still not something you should be relying on, but the ERA will more often than not block a badly placed shot or missile due to large area coverage. Did I mention the ERA blocks are also capable of blocking 1400mm pen HEAT? The primary armor is also thick enough to be autocannon-proof, frontally at least. Also hardkill APS. Having SOME form of ERA for frontal protection is more than what could be said for the Thunderbolt or Anders. VT5 has ERA slabs on its sides, but that's far less useful for being shot from the front. Anders can go hulldown to take advantage of its unmanned turret, but is otherwise fairly vulnerable. ZTQ wins here for practical protection. There is one minor downside: the smoke grenades are still the pre-0.33 variety with a full 60s recharge after popping all the charges, as opposed to the now more common 25s recharge. Slightly annoying, but hardly the end of the world since it still has 3 charges for chain popping smoke. Against 1400mm pen tandem HEAT. Note half the lower front plate being covered as well. Against 900mm pen AP. Mobility: good enough Because the ZTQ lacks the Top Speed ability that the Thunderbolt and VT5 have, the ZTQ is at a comparative disadvantage when it comes to long dashes. But that's not really an issue since its base mobility is good enough to get to where it needs to go. It's not as slow and unwieldy as the Harimau and Griffin 120 either, so there's no real need to come up with different maneuver timings compared to your garden variety squishy. Remember, you don't need the best when good enough will do the job. Vision control: absurd. This is where things get silly. The ZTQ has one of the highest camo ratings in the game thanks to its adjustable suspension (lowered suspension grants you a flat +10% camo bonus), and the second highest camo rating at tiers 9-10 after the Shadow (which has 2% higher camo overall). Better still, it only loses 10-25% camo when firing continuously, so you can easily take forward positions and bully targets with impunity. In terms of base view range, ZTQ also trumps the Thunderbolt and Anders. However because lowering the suspension also penalizes your view range by an unlisted amount (it's hard to gauge based on the view range circles on the minimap), it becomes similar to the Thunderbolt and Anders. ZTQ doesn't have the highest view range, but again it's good enough for the job. Putting the absurd camo and good enough view range together, this makes the ZTQ better at vision control than the Sphinx and Crab, which are the de facto standards for vision control at tiers 9-10. Before the 0.33 vision changes the ZTQ would probably be considered only above average, but since 0.33 made most things either blind or not stealthy at all (or both) the ZTQ is now heads and shoulders above its peers for vision control. Highest possible camo with my setup, 54.3% is nothing to scoff at. Actively firing within what should be danger range. Still not spotted. 2AX rolling into "oh shit I need to get out of here" range, still not spotted despite losing my commander camo bonus due to people being close to me. Conclusion: need some nerfs. Vehicles in AW can be evaluated based on their capabilities on the holy quaternity. It's fine to be good at one or two aspects as long as there are drawbacks; being good at three is pushing towards the OP zone. Being good at all four is grounds for serious nerfs. ZTQ has excellent firepower and vision control capabilities, better frontal protection than most of its peers, and good enough mobility to get to where you want on time. The combination of good firepower and absurd vision control far outweighs its supposed mediocrity in mobility and durability. If I were in charge, I'd remove the adjustable suspension to bring the camo values back to sane levels. That +10% camo from lowering the suspension simply isn't needed to make the ZTQ good, it's already very capable with its best in class firepower.
  18. Haswell

    Renders of tanks

    https://aw.my.games/en/news/general/development-lav-105 ^ this is the article where they mentioned it right? Now I'm curious why this didn't make it into the game, it would have been a decent tier 7 or 8 wheeled TD and fairly unique for its 8 round RR. Very cool looking!
  19. Yes? I split your other two posts to a separate thread, please use that since your issue doesn't seem to be related to Discord or Logitech or 0.32. https://armoredlabs.net/index.php?/topic/3891-something-about-ads/
  20. This is fairly recent, I'd say within the last 2 weeks.
  21. Just bits and rumors. This could possibly be related to the now-fixed nuke shells on the 99A2 and 99A2-140. Speculations? I'm thinking changes in module/crew damage, in that their actual damage will be lower but deal high module and crew damage to compensate.
  22. OS: Windows 10 Home, version 1809, 64 bit Game Version: 0.33.7410--2020-10-16_03:16 Brief Description: There are only 4 tier 9 unlock tokens available for Wolfi vehicles, but 5 possible tier 9s to unlock. Steps to Reproduce: Navigate to Sophie Wolfi dealer in vehicles screen Check there are 5 possible tier 9 vehicles available for unlocking (via tier 9 unlock tokens) and purchase. M1A2C Leopard 2A6 Centauro 120 B1 Draco CRAB Check there are only 4 available tier 9 unlock tokens in tier 8 vehicles. M1A2 Abrams Leopard 2A5 Bradley FV VBR Check other tier 8 vehicles with no tier 9 unlock token available. Leopard Evo M1128 MGS Dragun 125 Result: There are only 4 available tier 9 unlock tokens for Wolfi vehicles, but there are 5 tier 9 vehicles available. Expected Behavior: There should be sufficient tier 9 unlock tokens (at least 5) to unlock all tier 9 vehicles for Sophie Wolfi. Fixes/Workarounds: None. Other Notes: M1128 MGS and Dragun 125 previously had tier 9 unlock tokens available. Tier 8 vehicles with tier 9 unlock tokens: Tier 8 vehicles without tier 9 unlock tokens:
  23. I think they mean you can reroll the mission from the pool of possible PvE or PvP requirements and restrictions, but you still can't switch from PvP to PvE. I'm actually not sure, but I think even if the PvP/PvE locations on the map are fixed their requirements and restrictions will be different for everyone. Can people post some screenshots for comparison?
×
×
  • Create New...