bushes reduce your view range as well ... never saw it not working as intended
bushes reduce your view range as well ... never saw it not working as intended
"A good player is always lucky."
Tanks aren't known for snuggling up to TD's to prevent TD's fromt turning towards them either.
They're not known for ramming other tanks left and right.
They're not known for almost any of the crap that goes on it WoT.
RL is no argument at all in relation to WoT mechanics.
My main issue with the change to BigWorld, is that THAT alone broke the balance between the classes, and it's yet to be restored.
They fixed mediums to some degree by giving them almost the same hitpoints as heavies, but still only T9 mediums stand a chance vs same tier heavies.
But they never fixed scout tanks, i.e. tier 4 lights/meds, they were fucked over and WG probably gave up on them by now.
The whole scout vs scout aka playing interceptor thing was awesome and a crucial part of most matches. It's gone now, high tier heavies and even TD's make better scout stoppers then other scouts, because it's so damn easy to hit moving targets.
But also I was able to do fantastic things in the old engine sometimes, like kill multiple tier 7-9 tanks in my KV ALONE. It's no longer possible because you can't fool them with fake peekaboos and dodge their fire like you were able to. And I really miss that.
EDIT:
I'll admit that in organized tournament play with tier limits, scout tanks still matter, be they T1, M2 light, or even possibly but very very rarely, Leo. But MOST (not all) of the time, this is done by rushing to a bush and hiding there, basically making people inclined to play defense, to sit and wait for the enemy to advance. Something a Marder is damn good at too only it can't get to far out bushes in time. In old system when scouts could run around like banshees and dodge fire, attack was at least as strong as defense, but it isn't now.
You know how people complained that The Drill part 1 was a camping game, where teams who were willing to draw could do so most of the time? Well this is why.
Same thing with ESL rules now, a team that sets up TD's and hidden scouts and just waits close to their base, will draw the game most of the time. If we had the old scouting system, it'd be a hell of a lot easier to attack and harder to defend. Which would be good, imo.
Last edited by Qui Shon; August 19 2011 at 07:36:51 PM.
WoT: Mike_Hammer
Tanks are like Pokemon, gotta collect 'em all.....
All truth passes through three stages. First, it is ridiculed. Second, it is violently opposed. Third, it is accepted as being self-evident.
Arthur Schopenhauer
As far back as I can remember (and I was in closed beta from the very beginning), World of Tanks has always ran on the Bigworld engine. Unless you are talking about an alpha build?
http://game.worldoftanks.com/news/ge...ot_game_engine
I presume he means the change that removed 'warping' - I'd heard that was due to an engine change, but maybe it was a change to Bigworld v2 or whatever.
Yea, that change.
Thx then, if it was change to BigWorld 2, I'll stop saying change to bigworld and just talk about warp fix. But it's annoying to say warp fix, because it wasn't primarily the warping that made scouts viable in the old engine, it was the "lag" i.e. the delay between where the speeding tank was on the server and where it was on your screen, which made you have to aim three tanks ahead even at 50m.
WoT: Mike_Hammer
Tanks are like Pokemon, gotta collect 'em all.....
All truth passes through three stages. First, it is ridiculed. Second, it is violently opposed. Third, it is accepted as being self-evident.
Arthur Schopenhauer
sorry its a fucking terrible system.
When no one knows how something works? Thats a tad fucked up.
Tanks dissappearing at 50m? Yep also fucked up.
Tanks not appearing regardless when they fire? Yep stupid.
Why push when you get shot by invisible shit... turns it into a faggot camp fest.
Defense is far far easier to do than attack. Should it be? I dont know. I wish we had fights instead of wait for someone to get spotted kill rinse repeat.
I utterly hate how "spotting" in this game works.
Light tanks should bar none have the best view range and detection abilites followed by TD's followed by mediums... THEN heavies. teams are far far far too easy to heavy stack right now in the case of plattoon fights etc, but even the Random fights are just utterly heavy stacked. Maybe we just dont have the player base to do this but eh. Maybe for people that play mediums instead of heavies... make them better generators of free xp and credits at all tiers compared to heavies?
While we are at it. Mediums should be the corner stone of a fight. There should be more of these than ANY tank in the match. There currently is not for the most part.
My ideal match maker would try to do this.
1-2 Heavies period.
6-8 mediums
1-2 light
1-2 TD
1-2 Arty
I think this would make games... FUN. Heavies get to feel heavy, mediums get to do thier thing, TD and Arty would be valuable assets instead of 4 high tier arty utterly decimating targets and the light would have a freaking chance. Though more changes to lights would need to be done.
Last edited by Skraeling; August 19 2011 at 08:20:05 PM.
world of tanks derp gun world of tanks derp gun world of tanks derp gun
Converted 10k xp so I wouldn't have to keep grinding to the tracks and turret on the IS![]()
tested it , bushes always reduce your view range ... if you get bonus camo from bush and you watch through it ( they are transparent ) even tho official info is that you have unobstructed view range it is wrong , you dont , you get 50% reduced view range when you are behind the bush. Only way to go around that is to have commander cupola sticking on top of it but then you are risking being detected and losing bush bonus.
that is one of the reasons you should not use optics on your TDs expecially if you are hiding , TDs dont have great optics to start with and with like your default view range reduced to half even binicos + coated + vents are not enough to get you back to default view range... you should let others spot you just hide![]()
Last edited by Stormscion; August 19 2011 at 09:12:16 PM.
"A good player is always lucky."
I did not say its good best or worst possible system.
If you accept its rules you will understand that it works as it should... if you consistently try to say it is broken then you are wrong and you need to go and relearn it. Otherwise there is no point arguing.
I did not enter discussion to state my opinion on it about it being bad or good just that it is working like it should . I will be out of how cool it is discussion i just stated that IT IS WORKING AS INTENDED.
Now you have option to learn how it works and adapt to it and exploit it , or dont learn how it works and dont adapt to it and still think that it is broken and get owned because of that.
here are basics , not all info is correct some is out dated some never was correct for the rest you will have to search soviet forums ( unfortunately ) http://wiki.worldoftanks.com/Battle_Mechanics or even test your self.
Last edited by Stormscion; August 19 2011 at 09:08:31 PM.
"A good player is always lucky."
That's because the game provides so little feedback.
Scouting as how the devs envisioned it is unquestionably broken and not working. Light tanks with 50% crews just purchased by brand new tier 3 or 4 players cannot scout properly. They lack the camo and spotting range so they just die.
Trying to shoehorn in new light tank players into the scout role is fail. They are not equipped to do it.
That said, experienced players can be good scouts: it just involves not doing everything you think you should be doing. No speed tanking. No shooting your gun. No racing across the field to get all the early detections.
You speed to a piece of cover with good field of view of the battle and light up enemies for your friends to kill. You don't shoot, you don't move. then, once almost everyone is dead in your area, you relocate. You keep doing this until the position of all enemy tanks is known and you can slip through a gap in their defences and spot their artillery.
And players are simply not told this or given feedback that is necessary.
The after combat screen is split into kills, damage, detections, making players think that is what counts. This is bad.
It should have a lot more info. For example, for each enemy tank, there's an entry for how much of it's health was taken away by allies while you were spotting it.
This information should also be present in game: put a giant eye over any tank for which you are only player on your team who can spot. Let the player know that scouting - lighting up tanks long term while they are shot by teammates. Right now all the information provided makes people think scouting = suicide rush into the enemy at the beginning of the game to get the horribly named 'scout' medal.
The scout medal should be "six or more enemy tanks were damaged by allies while you were spotting them" or something. Make the new scout be the leroy jenkins medal.
So, basically, it's NOT working as intended.
Unless the developers have told us how it is supposed to work, we can't even begin to claim it is working as intended because we don't even know what the intention is.
If the 'official' wiki is wrong and/or outdated, then, by definition, it is not working as intended.
I think what you are trying to say is that there is a set of rules that you can discover through trial and error that the spotting system generally seems to follow - which is true, although there are specific spots on 2 or 3 maps where even these rules seem to not apply. But saying 'the spotting system generally works in a consistent manner' is not at all the same thing as saying 'the spotting system works as the developers intended'.
Unless you can link me a comprehensive accurate developer sanctioned description of how the spotting system is supposed to work, then it's not working as intended.

Oh look, it's all the same shit that was an issue during beta.
except it wasnt an issue in the early beta.
All the shit that you guys are claiming was "good" about pre warp fix was associated with the terrible lag between where the tank displayed and where it actually was. You had to aim 2-3 tank lengths ahead, because that's really where the tank was. You could play peekaboo games because by the time someone saw you, you had pulled back. Scouts were awesome because they were so fast they were 5+ tank lengths ahead of where they displayed. Ye, the current system leaves ALOT to be desired, but you are looking back on the laggy glitch POS engine with rose colored glasses. Its even more ridiculous to "fix scouts" by making everything display completely away from where it actually is.
Its the same stupid argument as "auto aim doesn't lead anymore it just trails the tank!". It always did that, it just looked like it was leading because it was trailing where the tank actually was.
I think some of you forget just how shit beta could be some times. Its like with EvE how people have nostalgia but forget how retarded 8x heatsinked amarr battleships were, lol.
I say everyone (me included!) Rage/argue less and DERP more![]()
world of tanks derp gun world of tanks derp gun world of tanks derp gun
Tanks name = BS87
Every other game = Kegger McManus
Found this gem laying around, thought it was appropriate:
Translation
Panel 2: What's going on?!
Panel 3: Tossing tier 5s with tier 9s!
Panel 4: WHAT IS IT?! BALANCE?!?!!
Panel 5: Meh, the balance is fine...
Panel 6: JUUUUST FINE!
my 1 sport routinly gets pitted agianst tier 10s.... fuck the matchmaker.
world of tanks derp gun world of tanks derp gun world of tanks derp gun
My biggest gripe, and I'll say it again (as I am doing now), is that WG intentionally leave the players in the dark, without access to numbers. Access to formulas, to the quality of steel, everything and anything. There can't be any discussions on balance without this transparency.
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