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MK_Regular

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Posts posted by MK_Regular


  1. I really don't like the "feature" of the new UI that gives the wrong vector for incoming fire from unspotted enemies. There are 2 main reasons for this:

    • It is not very intuitive and provides completely useless information (if a shot hits the front of the vehicle, the shot indicator can say that it came from behind the player)
    • The "feature" only serves to distract the player and cause them to panic ("OMG what's behind me, how did it get there?")

    The short term impact of this "feature" is that players that are going to get disoriented by long range fire, with the potential long term effect of players ignoring shots that came from behind them as false positives.

    TL;DR: The "feature" of the incoming fire indicator for the new UI giving the wrong direction for unspotted enemies makes it useless at best, and detrimental to gameplay at worst. It should be changed to give the proper direction regardless of whether or not the enemy is spotted.


  2. 2 hours ago, Komitadjie said:

    I think they might have made the difference from low to high greater, possibly to make the framerate better on lower-end systems?

    Even if that is the case, my framerate went down about 5-10% with the update.

    I have no idea what exactly they might have changed to decrease my framerate, but whatever it was is either not noticeable or made the game look worse.


  3. It seems like it has something to do with lower detail settings. Ever since the update my vehicles have looked slightly off, with a few maps (notably Raiding Party) having their level of detail go down by a significant amount. 

    I run AW on a mid-low end laptop that doesn't have much in the way of additional RAM or GPU for higher graphics settings, so I usually just go for the lowest possible settings to try and max out my framerate while maintaining screen resolution.


  4. If my math is right, it should be possible to get Kwon to give an effective 5% DPM increase by mixing the Fixed Position and Potshot skills:

    image.png.128dd5b413d07d5d5e6ca349c31b61e7.png

    You'll either want to get 5 fixed position with 2 potshot or 4 fixed position with 3 potshot, so you'll have some wiggle room depending on which other skills you want to use.


  5. On 3/4/2020 at 9:35 AM, Haswell said:

    Your effective view range will always be capped at 534m, but any extra view range you have beyond that point will help you negate more of your target's camo values.

    At least that's how WoT works, and I'm led to believe the mechanic is similar here.

    That seems to be the case in PvE. While the view ranges are halved, there is a noticeable difference when trying to detect stealthy vehicles near the maximum PvE view range when you have a vehicle with 540m view range and one with 570m.


  6. image.thumb.png.ba69829317ed34dca130065396607275.png

    The reload, cyclic and capacity upgrades all seem to be situationally viable on the ready rack (depending on how many shots you need to fire), while the capacity upgrade seems to be the best option for the magazine loader (with the reload upgrade failing to be relevant and the cyclic upgrade trying its hardest).

    If you're going for sustained DPM, the magazine loader with the capacity upgrade is your best bet.

    Of note is that the cyclic upgrade on the ready rack is the best option if you only want to fire 3 shots, after which you will want to use the capacity upgrade with either the ready rack (for 4, 5 or 7 shots) or magazine loader (for 6 or 8+ shots) with the cyclic upgrade on the magazine loader being the best option if you want to fire exactly 10 shots.

    Edit: corrected the spreadsheet.

    A combination of a capacity and cyclic upgrade for the magazine loader seems to give the best sustained RoF, but this can be changed to using a pair of capacity upgrades if you want a slightly different flavour of magazine loader.

    The reload upgrades seem to be pretty useless (they focus on sustained DPM, and are outdone in this regard by the other upgrades) unless you really want to have a ready rack.

    Using 2 cyclic upgrades is really only for memeing on people by dumping 2/3 shots into somebody in quick succession, at which point you will have a very low sustained DPM for the rest of the engagement.


  7. 3 hours ago, Haswell said:

    Implemented a number of smaller tweaks and fixes to reticle color settings

    I really hope that this is the UI shadow to make the default colours usable on snow maps.

    3 hours ago, Haswell said:

    Fixed an issue where the point of impact in Sniper mode and in Third Person mode could differ when switching between the two modes

    So I'm not crazy then? How did they manage to do this with the new UI?

    3 hours ago, Haswell said:

    K21: Added a choice between two firepower upgrades – 20% bonus to its rate of fire, or 30% bonus to its rate of fire but also 50% less accuracy

    So, +20% DPM at all ranges or +30% DPM at short range? Is this really necessary?


  8. 7 hours ago, SgtPimpek said:

    Was the infantry not nerfed a little while ago? Mortar range was dropped alot, before it fired all over the map.

    I think there is a post on the changes on the AW site some time ago

    The mortar was the only one that got nerfed iirc. While the sniper got the 10 second laser designation every 60 seconds, and high-tier AT squads got a penetration buff, the mortar got a massive range decrease and a 2 second aim time when engaging new targets.


  9. I like tiers 8-10. Tiers 5-7 are OK, but I rarely play them.

    I don't really have a preference for any single vehicle class as a whole (except LTs, I love LTs), but I generally have a few vehicles of every class that I really like (Kornet, XM1A3, PLZ-89, PLZ-05, HOT Wiesel) and a few that I absolutely despise (every Abrams except XM1A3, Paladin, Swingfire).


  10. 3 hours ago, Haswell said:

    Horrible, there's nearly nothing I like about it except for the camo percentage.

    -Important info are too spread out. I shouldn't have to look at 2 different sectors (status panel, health bar) on my screen just to check how damaged I am.
    -Reticle is too cluttered. I don't need to know how many shots of smoke or APS I have left to shoot the enemy.
    -Feedback on damage received is nearly nonexistent, the directional indicator is absolutely tiny and I don't even notice it a lot of times.
    -Hit indicator is just as cluttered as the reticle, I could barely tell whether I'm hitting modules or not until I actually break them

    I know they want change, but this is downright awful compared to the old UI.

    Couldn't have said it better than that myself.


  11. May I recommend adding a "meme" tier to the list? It would be for those vehicles that either perform respectively for their tier or are exceptionally fun to play, but aren't worth the price that they are offered at. I'd put the XM247 and possibly the Ontos as part of the "meme" tier, the 247 because of it high cost and the Ontos because of its ridiculous 3-second 6-shot burst. Other vehicles can be moved to the "meme" tier at your discretion.

    Additionally, you missed a few premiums (OF-40 ICE and VBL TOW Hi-Tech, maybe a few others that aren't re-skins of vehicles already listed) and the IS-7 got a 14.5mm MG rather than a 12.7mm (Obj 279 got a 14.5mm too iirc).


  12. Erin O'Connell is probably the single best commander if you want to master the art of not being seen, but she lacks the teeth that other commanders can have (she doesn't get any module damage, crew damage, rate of fire, of fire chance bonuses).

    Erin's recommended build on HYPE's commander skill builder works very well in my experience:

    image.thumb.png.29d258b40fc4d14871398313b5337a1d.png

    I haven't used Ioannis or Juan Carlos on my AFVs (I have Ioannis is set up for fire damage with very few skills in camo or spotting, and I haven't really touched Juan Carlos since I got him), so I can't comment on how good they are. I'm sure someone else has tried them and could give their opinion on how good they are.

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