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Everything posted by TeyKey1

  1. Basically Desert Storm GLOPS map looks like. Either way I'm happy to get some new missions. Let's hope it will spice things up a bit in PVE
  2. This one looks really nice. Definitely need to get it
  3. Maybe you're right but I'd still prefer the website that was done for the Panzer Showdown (iirc?) where there was a neat web interface with your personal progression as well as the overall progression. Looked really good and was well done.
  4. As for images you can use https://imgur.com/upload for example. Simply upload the pictures then paste the according link into your post. I'm not sure about the upload limit, @Haswell surely knows more than I do in that regard
  5. are you on our Discord server? Just not sure if you got the role there
  6. Just an educated guess. But either it will be harder to repair damage to vehicles in the storyline or what I could also imagine is that it will be significantly harder to upgrade vehicles with high maintenance costs I mean I really hope you're wrong but at this point I'm not sure. Though they will monitor the increase so given most people already were playing a lot of those prototype vehicles before the campaign I think it could be significantly harder for that group to get a high increase. I don't know the statistics on vehicle/tier usage but I'm quite sure it's easier to get a gain on non T10 stuff. So there's some hope left.
  7. Nice I only have experience in grinding that thing in PVP and I really hated it and in the end just used reputation to skip. I'd take the C13 TUA anytime over that thing. TUA is a lot better despite being a tier lower. As for AFT-10 since .33 pretty much useless unfortunately. First shot ends up in APS, followed by shitty as hell salvo reload. This thing was shredding pre .33 but mainly because of the low salvo reload and good pen.
  8. noice was wondering what that is.
  9. Well yes, for that year at least. As for this BP: Looks like this is where my gold will sink into
  10. I mean community clearly wants stuff like OPhelia or Alisas main skills. Totally realistic and justified in any way. So why only keep using stuff that exists irl? Really wouldn't mind laser cannon tanks or EMP bursts tbh as long as it's balanced the right way and is fun to play. Needless to say I don't mind this science fiction Kornet. It looks plausible and should fit into the game in that regard so I'm totally fine with it even though it will probably be useless according to the stats provided comapred to our Kornet Jeep.
  11. Not like it will perform any good in PVE. PVP maybe given you make good use of x-ray sniper and your camo. As for camo: Very hard to tell how good it will be given we don't know the camo drop on firing the launchers which can make the camo useless. Though not an interesting vehicle at all. Take wheeled Kornet, be much faster, have better firepower, better spotting capabilities (if we expect sniper to be fixed one day). I don't see a single reason why you would want to use this at all if you have the Jeep.
  12. Can you access the Shadowplay overlay ingame? (Alt+Z should be standard) I'm using reshade for those kinds of things but for me Nvidia filters work as well for AW, as I just tried.
  13. @Kirisame As stated in the FAQ you can do so by simply creating a fork and adhering to the statement above
  14. Once again we had a lovely encounter with one of the resident flamers JekyllnHyde. Dude didn't really like that I killed him 5 times in a row Always some good comedy when you happen to meet this guy in battle.
  15. There's no reason to resurrect a thread if you don't have any valuable information to provide. Neither is this the place to discuss any bans or sanctions by AW officials.
  16. Yes that as well. Had to lock my pc and basically force restart it couple times because of it. Quality coding.
  17. The news article is written in such a confusing manner near everyone who I know didn't really get it. Idk why you would release such an unclear mess to the players who usually even don't understand simple things and on top of that mess up with the translations. Should be as Schlock said +X% So you got the bonus gold button but when you click on it nothing happens? What should happen is that it opens the my.games overlay with the gold purchase website. Maybe check if you disabled that overlay somehow.
  18. So given I've played a fair amount of realistic battles now I'm going to list some of the problems I encountered and some ideas for the remedy of those in case this mode ends up being permanent in some way. First of all this is probably one of the best things AW devs came up with in the last couple years and for an April 1 mode it works surprisingly well and is a lot of fun. The mode itself is very unforgiving and in order to be successful you need to know the maps and how to play PVP in general. It's great that there is still a HP system in place unlike the more or less oneshot mechanics in WT which do have the tendency to become frustrating very fast. By using HP system smaller mistakes do not lead to instant kills which is a bit more forgiving and more fun for a broader range of players in my opinion. I noticed the following problems currently: Render distance of foliage: On larger maps such as Pleternica the render distance of foliage (in 3rd person view) is too short. This leads to situations where you can see enemies in 3rd person who should be obscured by foliage. Example of this: Obviously such shots should not be possible. Regarding foliage it's a good thing that there is no transparency of bushes in the close area around your tank. Changing that would lead to pretty broken tactics where you can observe the whole battlefield while staying hidden yourself. Teamdamage (and friend or foe identification): First of all to make it clear in my opinion teamdamage should not be disabled at all in such "realistic" modes. It was always a big letdown to me in WT RB, because disabled teamdamage basically eliminates the need of identifying your target and doing a decision whether to open fire or not. The way the mode is currently designed encourages players to learn how to use the minimap and team tab as well as learning/identifying the various tank models. Surprisingly this is the first mode where such a strict teamdamage-kick system makes sense. It's good that a player gets kicked on the first teamkill, it's a harsh punishment but I think a great incentive to learn out of the mistake made. Additionally I start to like the idea of mirroring teamdamage caused to the respective tank for the game in general. Additionally there should be a better audio/visual indication when you hit an ally. To me the current crew callout is not enough. I've seen plenty of people who put a ton of shots into allies before realizing they're doing teamdamage. I'm quite sure this could be improved in some way. In the survey a tank silhouette outline was suggested to remedy the issue of telling your allies apart from enemies. Implementing this as an instant effect once you hover over a tank would kill a lot of the realistic battle feeling we currently have as it again eliminates the need to think before shooting. Watching the minimap, knowing your surroundings and having a good situational awareness should be rewarded which is the case currently but would get jeopardized by such an addition. If there really needs to be such mechanics to help players who can't manage to do that on their own it should come with a drawback. In form of a time delay for example. Aim at the tank for 3s before the silhouette outline shows (Basically the time your crew needs to recognise if the target is an enemy). This gives lesser experienced players a tool to tell friend from foe but still reward players who can do that on their own. What I would like would be to add a discrete flag at the back of each tanks turret which could help visually identify an ally/enemy faster in case it's deemed necessary to implement such a thing. Though I fear that it would be too time consuming to implement. AFVs/Scouting: Right now the meta is pretty clear. In the battles I've played there were mostly MBTs which makes sense as armor is a pretty good advantage in this mode at longer distances. With the current meta being MBTs anyways it's only a natural thing to happen. Secondly powerful missile slingers like VCAC, Kornet or MGM or very small stuff like Weisel HOT work well. Mainly due to the high damage they deal on a hit or the fact that some of those vehicles solely need to expose the launcher in order to shoot. AFVs were generally not a very good choice especially when those vehicles would need to rely on AC. Firing an AC exposes your position unlike anything else which limits the vehicles in a way they can only safely engage vehicles at close range which has drawbacks on its own. I feel like a solution to scout targets would need to be implemented for AFVs basically as a special ability like marking a target. But there would be no visual indicator but the marked enemy vehicle would appear on the minimap for a certain amount of time. This way the ability would not be insanely OP and still require the allies to find the enemy themselves. At the same time a good scout can give valuable information to the team and be rewarded for damage done on such a target for example. Very much like the the binocs in WT for except for the visual marker in the gameworld. Also this would just needed to be added for certain AFVs, as some are already performing pretty well (like the Kornet for example). That's just my thoughts on it. But I liked the mode was fun
  19. While playing realistic battles I noticed quite a lot of flickering on all maps as well.
  20. Why not just try and see how it is? Can't hurt anyone. Yes obj 490 can be used but as far as I could see most people were fair and not using it. Apart from that even an obj 490 is not at all invincible in this mode. Very much theory given the teams are not at all coordinated nor are they able to effectively communicate positions. Firepower of a shadow is questionable at best. Kornet would be the better choice even if it's a bit bigger. But you can hide that thing just fine in most bushes as long as you don't fire. Achievements are hidden. Afaik those are all three available: The mode itself is actually much fun and rewards situational awareness as well as people who use the minimap. The others will teamkill you I sincerely hope it will be available again in the future. Maybe similar to weekend specops or something like that.
  21. How generous So for most usecases not worth.
  22. My viewpoint is solely based on T9/10 in platoon as well as solo. My overall rating is 6/10 Initial impression: First time I queued in solo at the day it was launched. Unfortunately I was afk for the first 2-3min. It basically resulted in me trying to figure out a way to get to my teammates (And yes this actually took longer than than the match lasted ). If you wanna have a good laugh I suggest watching the vid: https://streamable.com/lp962g To be honest I don't see a reason to implement any invisible barriers like those marked on the picture - As far as I can tell it would not break the mission in any way but open up more possibilities and potentially help people who load in late etc. Visually the map looks good and I did not notice any performance issues on it so far. Map design from a gameplay perspective: If you thought it would get any better after plague you're wrong. It's the same old cramped corridor map. Though that's mostly a problem in the city area. The red marked areas are cramped in a bad way leaving too little space for 5man platoons to fight. It's simply not fun if you get rammed or blocked by your teammates constantly in those areas: The only cramped corridor map in PVE that was done right in my opinion is Olavsvern Base in Arabian Nights Chapter 4. This map was pretty good in terms of distributing the cramped areas at places where not much combat was happening. Thus reducing player frustration significantly as the main parts of the fights usually took places in corridor areas which support 5 players at once. Additionally providing alternate routes for players to split up further reducing this problem. On this map it's unfortunately not the case. The problem gets even worse once you need to manoeuvre around all the tank wrecks blocking the way. The rest of the areas are fine in that regard. As in most parts of the map the enemies lower plates are slightly submerged in water it makes combat with HEAT warheads frustrating and difficult at times. Tthe infantry placement in the City buildings make the use of a dakka tank nearly necessary, as a lot of tanks still do not have enough koax MG elevation to engage the infantry leaving only other options like HE from the main gun. Mission objectives: Again at the start of the mission some useless capping of supplies. At least there's some enemies defending it now which is a big plus compared to Plague. Cleaning the city objective is fine apart from the cramped areas and unreachable inf for some tanks. The last objective to protect the train is where the problems start. First of all as a solo player it's very frustrating that the most difficult part of the mission only starts at the end of the mission. This is a big problem as you need to redo 9min of the mission (If you're fast) in order to just get to the point where the train escort starts. The increase of difficulty is pretty hefty compared to the first 9min where you basically do not do much. This time is just a bit too long to only find out whether your random team is up to teh task or not. Regarding the helis it's basically a hard requirement to shoot those down as their deployed inf wrecks the train very fast. Would be good if those are marked targets so people get the importance of those targets instead of just adding them to secondary mission requirements. Again it's necessary to have at least one dakka tank on this map in order to deal with the helicopters and all the infantry during the train escort. As a solo player T15 or something along those lines is mandatory anyways if you want to have a reasonable winrate. Difficulty & Achievements: The difficulty for T9/10 is fine. Though as already mentioned the increase of difficulty is pretty steep once you need to escort the train. Easily doable in a full platoon but currently hard as solo player even in T15 and the likes. But I believe this will even out a bit once the randoos start to learn, which usually takes a lot losses but eventually happens. Rush achievement: The rush achievement is ok and pretty easy to do in a full team. No train damage achievement: This one is a bit too much based on luck in my opinion. Problem is that the spawning infantry is pretty unpredictable and inconsistent in terms of when they open fire (At least it appears to me like this). Some shoot right on spawn making prefire nearly necessary, while some have at least enough delay to safely take them out. Secondly some are very hard to spot forcing you to know the locations and blindfire. I'd suggest to implement a small delay before infantry opens fire. This would make it less frustrating and less dependent on luck. Vehicle achievements: Probably aimed at the ultra diehard PVElite players with way too much time. So I won't even bother. Story: Not really worth mentioning in my opinion as the quality is definitely not good. Storywriters basically decided to nuke the most interesting characters out of the picture (Magnus for example) while focusing on Ivo and that russian commander which are annoying at best. We don't know anything about them and their beliefs or goals, which makes it hard to understand their actions. Needless to say the whole new lore is beyond boring in my opinion. The whole Apocalypse raiders vs settlers or whatever it is lore is just boring and an unworthy successor to the corporate stuff which at least made a bit more sense to me.
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