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TeyKey1

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Everything posted by TeyKey1

  1. OS: Win 10 pro Build 19041 Game Version: 0.35 Brief Description: While in Centauro 155 in GLOPS Match on Narrows, the aimingcircle stops aiming in too early. Resulting in way too little accuracy of the gun. The issue eventually resolves itself after couple shots. Steps to Reproduce: Unknown, except for vehicle type and maybe gamemode/map Result: The gun is way too inaccurate resulting in misses Expected Behavior: The gun only stops aiming in once it reaches max accuracy Fixes/Workarounds: Unknown Other Notes: Video of issue: https://streamable.com/tbmm4y
  2. Hello Guys As you may have noticed the bot is not working since AW Update 0.35. This update modified the way PVE rotations work as follows: Map rotation time increased from 3min to 6min Doubled PVE rotation pool size To incorporate those changes the bot needs to undergo an update. This is in general not really a problem and can be done fast. However, due to those changes updating the rotations becomes an increasingly demanding job as the rotations now need to be tracked for 2h in an ideal case. As this is too high of an effort for most people who currently do the rotations it remains uncertain whether the rotations will continue to be tracked or not. Due to this uncertainity I can currently not tell if the bot will resume standard operations or not. For the time being it will not track the rotations. And may even go offline until further notice. In case you want to remain updated on the bot development please refer to this Forum topic. I'll post any news about it here.
  3. Yes, yes give us an API Otherwise rotations are probably dead for now.
  4. OPhelia is even viable without the fantasy shield. It would be funny if we gave all the bots OPhelia as commander then see how fast PVE only players start to change their opinion People are not asking devs to totally nuke her but it was obvious from the start that her shield ability would be massive cancer in PVP modes (obviously bots don't give a fuck) and give their users a big enough advantage which warrants her use on nearly every vehicle. It doesn't take a mastermind to come to this conclusion even before she was implemented. It's well beyond me how such an ability passed testing (They probably didn't test it in PVP). A counter OPhelia commander is just as dumb as OPhelia herself. In this case you'd also force players to equip this commander on near every tank just to counter the flood of OPhelia users in PVP. It's like with the CATTB. You could easily balance that vehicle by removing double-tap but the devs just insist on having it. As a consequence the vehicle is now nerfed to the ground just because it needs to keep this double-tap feature. It results in every player being unhappy regardless of owning a CATTB or not. Because first it was OP as fuck and now it's absolute trash. Same goes for OPhelia if you don't deal with her main problem (the shield) and just adjust everything else to somehow make it fit into the game it results in inherently flawed solutions which in the end lead to everyone being unhappy. As a nice side effect you render all other commanders nearly useless in PVP. Naturally this game has more PVE players because lots of them are frustrated wot or wt PVP players. It's understandable that it's more fun to win near 100% of the games compared to the usual 40-50%WR you get in wot pvp for example. At the same time decisions like adding OPhelia don't help the PVP players in the slightest and drive more people away at the cost of the players who paid money to get this advantage. It's usually small decisions which lead to people abandoning PVP or the entire game but we had lots of those and to me it's not really surprising that we had quite a long period of 5v5 Skirmishes before merge. It's also apparent that the near death of EU PVP at the time was probably one of the factors which led to the merge. At this time I was quite sure the PVP side of the game would die. If they actually want to keep PVP modes there's no point in telling them they're a small minority and suggesting their opinion on things should not be taken into consideration. One thing I can say for sure as a player who plays all modes available in this game, is that balance decisions have a way higher impact on PVP than on PVE. Main reason for this is that PVE is not competitive at all. You don't have any human enemies and therefore bad balancing and unfair game mechanics have less impact on the player experience. For example you can have a look at recent problems like the 152mm nuke HE. A huge pain in PVP but not at all in PVE (Bots don't care if they get nuked for 3k hitpoints on the first hit to the front). Or the Obj 490. Absolute joke in the hands of a bot but once you face a good PVP player in this you'll start loosing your mind because it's basically invincible with proper angling (still after all the nerfs). At the same time there's obviously also a shitload of issues in PVE which need to be fixed. But to me personally it's more satisfying to win a PVE game with 3 shilkas in the team and do near no damage compared to loosing a GLOPS game against a triple T15 stomp platoon and do near no damage as well and get killed a dozen times in the process. Obviously both situations are cancer and need fixing but I'd rather be in the PVE match if I could choose.
  5. Well I mean it's still the same issue. There was no patch which actually fixed this. We can only hope at this point.
  6. The swiss army strikes back! Given I was in service on a Panzer 87 Leo WE I had to have it. Time to short review the Panzer 87 140 after couple GLOPS and PVE battles. Price: Firs things first. It's currently a lootbox tank as you would expect from a new T10 prem. From people I heard of and my own experience of course, you should get the tank after around 100 boxes. If you're lucky though 50-60 boxes can also already give you the 100 Blueprints required. Given you're usually not lucky you have to calculate around 100 boxes (175 Eur). Obviously it's pretty expensive and if you only want the tank because of its potentially good performance I can already tell you it's not worth it. If you kinda want it but it's too expensive for you or you despise lootboxes it's quite certain the tank will arrive in a 150Eur bundle with gold and commander at one point (better value for price). Probably not in the near future though. Some images: It's a beauty for sure. Most prominent thing is probably the exhaust muffler. Not sure why they put it on the tank though as those are not used in combat configuration. Nevertheless a nice feature giving it the unique look of the training tanks. It's got some additional armor plating on the hull as well as on the turret. And the enormous gun of course. Some stats: The winrate of 85% is quite high currently and way above my average of 60%. We need to keep this in mind while watching those stats because they'll likely drop a bit once winrate starts to normalize. 15k average is quite high compared to my other T10 MBTs but with taking the winrate into account this value starts to become average. Of course it can't compete at all with Type 10 and the likes. Battle and Firing efficiency is actually quite good right now but also might drop to a slightly above average. Clearly outstanding is the average potential damage received of around 6k damage. Compared to the average 10-15k on other T10 MBTs this is pretty lacking and suggests quite bad armor. The PVE stats mainly consist of Heroics and some plague matches with randoms (also the cause of the losses). Clearly shitty winrate caused by the fact that it's quite hard to kill the firing points fast enough in this tank because randoms rarely bother with those and wonder why they keep loosing. Average damage is a bit above my average. But this is a bit hard to tell because of the nature of PVE and the vastly different achieveable damage values per modes/maps. Potentail damage received is quite high here, mainly because the bots are pretty dumb and as long as you do hull down nothing bad will happen. Equipment and crew: In general I did emphasize on viewrange in this build because the Leo offers the improved thermal imager module as a choice instead of the improved reload, which grants a 40m VR boost. Retrofits: - Rammer (Who doesn't like higher rof) - Optics (Because of VR build) - Filter Systems (Not required more of a module I like to use a lot because of the better acceleration and added engine durability) - AI targeting system (Again not really required. Could also use something else, but it makes the already excellent gun a tad bit better in terms of handling) Modules: As already said I use the "Improved Thermal Imager" module instead of the "Improved autoloader" module. The autoloader gives 5.5% better reload, the thermal imager +40m VR and 30% improved spotting through foliage. In my opinion the 5.5% reload boost is hardly noticeable (small fraction of a second) and therefore not worth to trade against 40m VR boost especially in PVP. In PVE you could choose the loader as VR doesn't matter too much usually and dpm is key. Crew: - Commander: Juan Carlos Miramon Skilled for accuracy while moving https://csb-hype.5v.pl/?miramon=A1B1B3C1C2C3D1D3D4E1F1G1G2G3G4 his main-skill gives us a 32m VR boost if no friendlies are within 25m. Upping the VR of the tank to 457m. The accuracy skills make the gun accurate enough to hit stuff reliably on the move up to medium range (depending on the size of the target) - Driver: offroad driving, overall accuracy while moving - Gunner: aimspeed, improved gun hp (can be replaced by something else instead, was just annoyed by bots wrecking my gun constantly) Consumables: - Oil (figured med kit is not needed as crew doesn't get killed often, can also replace this with a second repair kit for ultimate GLOPS experience) - Improved Repair kit - Improved fire extinguisher (Due to its vulnerability to HE and frontal ammorack) - Jesus kit (Because I don't bother with getting no damage in PVE) Ammo: 29x HEAT (Given the high HEAT pen and good gun handling you can use HEAT as your primary ammo in GLOPS) 15x AP Pros and Cons: Pros: - Excellent gun and ammo. The gun is a dream to use. You hardly notice it's a 140mm because it's accurate even on the move to a certain degree. Good aim times too. You won't struggle to hit weakspots even at long ranges, especially when you shoot AP. HEAT has a high penetration of 1045mm and AP of 950mm at 150m which both are excellent. Damage of HEAT rolls around 900 up to 1025dmg. AP damage is 855. As you'll be using HEAT mostly you can slap enemies with 900-1000dmg shells every ~7.5-8s - Good viewrange with VR module (390m) gives you the ability to spot even better concealed stuff fast once they engage you. - Auxiliary Ballistic Processor module: Gives you pinpoint accuracy if you stand still for 9.5s. It's more of a gimmick usually, especially in GLOPS where you move a lot. But there's some situations where it can become invaluable support and a significant advantage. For example on very long range shots on well armored onehsot targets with good positions. You'll hit weakspots at such distances unlike any other gun existing in the game. - Elevation angles of the gun (-10°/20°) The negative one is pretty good compared to other MBTs (without pneumatics) and makes hulldown plays a bit more comfortable to execute - 360° smoke the pinnacle of smoke Cons: - Armor in general: It's basically a T7 hull given you angle your hull in a suboptimal way the enemy will have no problems penning your ufp. Turret armor is good enough though which allows for effective hulldown play. Side armor is uber crap (especially on hull) ACs with around 150mm of pen will be able to pen your sides. - HE and Chip damage resistance: It's bad. Enemies can chip you for quite some damage. Compared to other T10 MBTs this is eating quite a damn lot of it. High caliber HE resistance is as bad as you would expect. lfp HE hit is insta ammorack and Arty can splash you for an easy 500 usually even by just hitting 2m besides the tank. On direct hits (frontally) the Cent even tends to do full pens with the immediate catastrophic results. This is by far the worst protected MBT against HE splash. It eats so much of it once Arty starts to shoot you it's incredible. Was first thinking this is bugged. As you can see there's not much it's exceeding in and given you're forced to play a more cautious playstyle in order to not get wrecked immediately it's simply not competitive against most of the current T10 MBTs especially in GLOPS. There has hardly ever been a situation where I was thinking that there isn't another MBT which can do it better than the Panzer 87. So in general not recommended as it's not competitive at all in its current state. Doesn't mean it's not fun to play though because I had a lot of fun playing it. Maybe I just like bad vehicles
  7. I feel like this ability will be more PVP centered, as it's way more useful there.
  8. I'm still not sure how you guys get those values. If you continuously shoot with this system (once second shell rack is empty) you always get a 9.4s reload. There is no parallel reload process. It's always one round at a time. Only benefit you get is that you don't need to pay attention to when you shoot because the reload timer on the second rack does not reset but swap on the first rack slot without adding any intra clip.
  9. I think this would be aimed at newer players which do not own many of those vehicles and do not have a shitload of everything like we do.
  10. Ladies and Gentlemen, I present you the dumbest active ability on MBTs to date: Guess camper MBT is a new subclass.
  11. Basically what @Norse_Viking said. It's a rush vehicle and should be used as one. Camping in this is not advisable unless you want to loose. Try to stick to the MBTs and once they clash into the enemy proceed to push them and get on their back. this way enemy vehicles have no choice to expose their weakpoints to either you or your MBTs. If you rush a single MBT it's best to track it then AC its ass. Also those things destroy anything squishy without taking much damage as long as you keep moving (hard to hit weakspots). So if you find a situation where you can safely push into enemy TD/camping positions do it. Basic glops rules like capping whatever you can as fast as you can still apply of course.
  12. I don't think this will noticeably change anything for good PVP players. It's way easier to look for clantags and individual names at the start of the battle than looking for those mini flags in the battle. In this case the player needs to be spotted first and at the same moment people would need to realize that there is a flag on this tank. I don't think players will stop looking for clantags and individual names at the start of the battle and instead use those flags as indicator, which is by far more difficult and time/brain consuming to do. Given this it would only have minimal impact regarding this topic if at all. This being said I'd still apprechiate a function to turn them off at least for the own vehicles of a player. I don't think flags look good on tanks but that's just me. (But should be implemented at one point according to SS, but not at launch of this feature)
  13. FYI. The bot can run into memory leaks currently resulting in the application to crash if it runs for too long (couple days usually). I seems to be connected to the way Discord.js, a library I use, is chaching data. For now if you host the bot yourself, the immediate fix would be to restart it occasionally (once every day for example) to flush the memory. If you just use the provided bot you don't have to worry about anything everything should work as always. I'll try to fix this asap, need some time to read into the docs to find a solution for this though. Edit: Fixed with v1.0.2
  14. F U N https://streamable.com/0kgn98 https://streamable.com/l81c0n
  15. RDF/LT needs some love. It could become a pretty decent vehicle if they gave it a clip like the Begleitpanzer 57. Right now in PVP it's more of a meme vehicle with HESH. The other LTs are just better most of the time.
  16. Caution: Due to update 0.35 the bot is currently not operational until further notice. Given we now got a rotation API by GoldenGnu to access rotation data online I thought it's time to code a simple discord bot which shows the current rotations in a discord text channel: Use the Bot on your Discord: You can invite the bot to your Discord Server by clicking the following link: https://discord.com/api/oauth2/authorize?client_id=802580434768756786&permissions=126016&scope=bot You can use the following commands in Discord to control the bot: $awr help shows the help page of this bot with all available commands $awr setup #channel creates a PVE rotation in the given channel $awr delete #channel deletes a PVE rotation in the given channel $awr version shows the version of the bot and other details please make sure the bot actually has access to the channels you want it to post the rotations/react to commands. Also to set it up you need to have the Manage_Roles permission in said server (Simply to prevent any user from spamming rotations around). Important: I should have managed to fix most apparent bugs, chances are though that you'll find more while using it. In this case please let me know here or create an issue on github (link below). Also the rotations are fetched from https://aw.nikr.net/ which is maintained by GoldenGnu. So we still do not have anything automatic and of course it won't be up to date everytime due to that. The timezone of the bot is CET. There's currently no way for the client to change this. It's a fairly simple bot right now in case you have ideas for new functions or improvements please let me know. Though we can't have it all as I'm limited by the fact that I can't run any client side code and by the functions Discord provides. Github/Host the bot yourself: You can find the Github repository here: https://github.com/TeyKey1/AWrotationDiscordBot The Bot was built in node JS with the Discord JS library. My code is MIT licensed so feel free to reuse it for your own projects or needs. Of course you can also host the bot yourself if you want. All you need is node and a server. In this case it's also advisable to use your own instance of the online PVE rotation Tracker by GoldenGnu to serve the rotation data. In general though you can also just run the bot standalone, as long as you serve a rotation.json file online for the Bot to access. You can configure the bot with the files given in the config folder. Changelog: Known Issues:
  17. @GoldenGnu Thanks for the heads up. Just implemented it on the bot. I'm polling the json every 10 minutes.
  18. Version 0.34.7675 Still in the game https://streamable.com/o8i4mm
  19. It's up top of the forum. Or just click here: https://discord.gg/scTRpBb
  20. Hello and Welcome You might be able to find some teammates on our Discord server
  21. @GoldenGnu Had a look at your code, as I'm currently building a discord bot based on your tracker data. I've seen you're using json data https://aw.nikr.net/data.json. Though I already coded the ini parsing I'll probably just fetch the json one. Easier to work with in node and also contains the offset. One very minor thing I noticed is that the date/time on which the missions got updated is a 12h format and there is no period indicator (am/pm), so it's hard to tell when it got updated exactly.
  22. pog thanks Hope stuff gets harder for a change
  23. Yes that one seems to be new. Those vehicles are beyond the max render distance and therefore not rendered. Though afaik the tags should not display in that case but they do. At least before .33 I never noticed such behaviour. Either shit connection or server dying. Though server dying could very well be the case as of lately in GLOPS at least. In such circumstances it's kinda to be expected that the game behaves wonky. Though in the two videos here there's not much signs of a dying server nor bad connection.
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