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Thread: New 7.4 Patchnotes

  1. #321
    Stormscion's Avatar
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    Its too early to judge tbh.

  2. #322
    Xiang Jiao's Avatar
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    Assault and Encounter can be really fun if you play it right as a team. Most Encounter teams are ZOMG rush cap, end it early before we lose tactics, which as you can expect, lose the game often. Even if you do win, you screw your team out of so much money and experience that it may as well be a loss. Assaults are pretty dumb when you get a defense team that won't leave spawn, or backs up and hides behind the flag - as in Sand River. Likewise, being on the offense in Assault can be frustrating when you have a really coordinated opponent who sweeps and clears one whole flank with superior firepower while leaving a couple slow high tier guns behind to defend. The blitz one side attack often hobbles the attacker enough so that they cannot win. It's also frustrating when you get players who whine about attacking being too hard, and defense always wins. These are clearly the bads who are used to flag rushing in standard mode. You'll get some games where it seems like half your team is watching, camping, and sniping or are just generally AFK while you are supposed to be assaulting. That said, I won far more attacking in assault mode than defending. Are there any third party sites that break down win percentage by map/game mode?
    Last edited by Xiang Jiao; June 24 2012 at 03:57:33 AM.
    Quote Originally Posted by indi
    Xiang Jiao: you are the tangerine


  3. #323
    VARRAKK's Avatar
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    Attacks can be quite fun. But I just wish I could select which game mode to play.
    Last edited by VARRAKK; June 24 2012 at 09:06:51 AM.

  4. #324

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    M103 still a boss even after they nerfed it...

    Victory!
    Battle: Live Oaks Sunday, June 24, 2012 11:04:08 AM
    Vehicle: M103
    Experience received: 6,120 (x3 for the first victory each day)
    Credits received: 70,492
    Battle Achievements: Top Gun, Sniper

  5. #325
    Movember 2011 Daco's Avatar
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    Quote Originally Posted by Aeolos View Post
    M103 still a boss even after they nerfed it...

    Victory!
    Battle: Live Oaks Sunday, June 24, 2012 11:04:08 AM
    Vehicle: M103
    Experience received: 6,120 (x3 for the first victory each day)
    Credits received: 70,492
    Battle Achievements: Top Gun, Sniper
    The nerf being 0.5 sec slower gun fire and 5% slower on soft ground yeah?
    (notreallyanerfbro)

    But nice one all the same, do you have a replay?

    Quote Originally Posted by EntroX View Post
    i love you fhc, never change

  6. #326

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    If its not really a nerf why'd they change it? And B if 0.5 sec longer loadtime doesn't matter why does every tank benefit from a rammer so much?

    T110 need adjustmet I'll admit, maybe even the T30 but the M103, really?

  7. #327
    dzajic's Avatar
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    I haven't been driving tanks much since patch, maybe at best a dozen E50 games. I only had engine problems once, when ISU got me from front. Can someone who's played tens and tens of games in E50 since patch please give a update on how much it affects in practice? (otoh, its same transmission as JT, and I see JTs burning all the damn time)
    JagdTiger, JadgPanther, StuG III, Marder II, IS-8, KV-13, KV-1, KV-1s, T-150, Type59, T-34, M103, E-100, E-50, E-50M, PzKwIV, VK36, T34, M24, T-50-2, T54, M7 Priest, VK28, T25/2, M18, T49, M8A1, Tetrarch, T-127, T82

  8. #328
    Movember 2012 ctrlchris's Avatar
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    I have not been having any engine issues in my E75

    Your posting is medium, its not rare and its not well done
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  9. #329

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    Quote Originally Posted by Daco Cutter View Post
    Quote Originally Posted by Aeolos View Post
    M103 still a boss even after they nerfed it...

    Victory!
    Battle: Live Oaks Sunday, June 24, 2012 11:04:08 AM
    Vehicle: M103
    Experience received: 6,120 (x3 for the first victory each day)
    Credits received: 70,492
    Battle Achievements: Top Gun, Sniper
    The nerf being 0.5 sec slower gun fire and 5% slower on soft ground yeah?
    (notreallyanerfbro)

    But nice one all the same, do you have a replay?
    Forgot to turn on replays after patch

  10. #330

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    Encounter is super fun. Assault.. not so much.

    Encounter should be the default random game mode. Add more spawn points (like six per map) and make the teams and the cap point always form a triangle. Fuck static positions.

    Assault should be a selectable game mode with special tanks/modules (TDs for def, SPGs for offensive etc).

    Standard battles should gtfo.

    // Like this. Should work on every map. Ex.: Teams: SW and NE, Cap: SE or NW etc etc..

    Last edited by V; June 24 2012 at 02:48:18 PM.

  11. #331
    Dogbeast's Avatar
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    Ever since this new patch, I can't enter a training battle...

    All I get is a screen that looks like this:



    Then to top it off, I can't exit the room. I try clicking the button below "Battle" and it does nothing. Try relogging, nothing. Even closing down client...nothing. Only thing that forces me out of the room? A platoon invite. I can't even make my own platoons! WTF!

    Then as if that wasn't bad enough, I am now getting massive FPS drops. I used to run anywhere from 30-60 FPS. Now whenever I go into sniper mode, my FPS drops to 5-15 FPS.

    I have tried turning off server crosshair and all of the graphical settings to either low or off...but nothing is working. This 7.4 patch is so reminiscent of CCP that I am starting to wonder if they are both one and the same.


  12. #332
    Gibberish Generator Lusulpher's Avatar
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    1) First game after patch, Batchat, Siegfried, do opening scout-em-up-Scotty! pass...
    Take two immediate hits into my rear right hand hull[from Lowe, and KT?]...ZERO HP DMG! ZERO CRITS! BWHAHAHAHAHAHAHA.
    :CCPWG:

    2) These new modes are easy to win if you rush the enemy spawn instead of cap. You crush them at home, they never get to cap on Encounter. THE CAP COUNT IS SLOW AS FUCK LOLOLOL.

    -You spot for arty for the first 6mins on Assault[Offense, AO for short] then mass rush at min 4 for the win.
    On AD, you expand to 2/3 of the map, bunker down hard behind obvious buildings and the enemy cannot get past each choke/climb the hill smoothly enough to kill your last tank! 10mins lol. Won 2 of those in arty by running out the dead side.

    3) Holy shit Bat155s are OP. And they deserve to be.
    With these new mobile modes and OP speeds/clips, the publics have learned to fear arty and being sniped. They are even target-calling and pinging scouts/arty now.[mostly hiding hoping I do it at 600m, but dammit it's an 20% IMPROVEMENT! They still won't cancel dumb charges :/ ]

    4)Can hardly see any notifications on map, this has made the publics even more paranoid and situationally aware of buttsex attacks. :Freud:
    This is possibly the closest WG has come to a tutorial of hard knocks.

    5)Fuck them for nerfing the American line again and the Germans. IF the tank performs like that historically then so be it. My IS7 took 27 hits in ANOTHER game this week, flat ground, 11 penned and I died to 2 large arty hits. Where is my nerf??
    Why not buff underperforming tanks so everyone can have 57% WR in their VKP3001s?? The game is balanced for fun right............
    Not my fault Soviet drivers suck in all tanks and Americans know to hulldown with 100mm of front hull armour...

    KT is the same size as an M4 Sherman, but the IS7 gets shrunk, suck my cock WG. And WG apologists.
    Last edited by Lusulpher; June 27 2012 at 06:01:31 AM.
    "Nobody tries penis..." - sister on topic of "bisexuals".
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  13. #333
    Tajidan's Avatar
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    Quote Originally Posted by Lusulpher View Post
    Take two immediate hits :CCPWG: the publics target-calling and pinging scouts/arty now. possibly the closest WG has come to a tutorial historically why not buff underperforming tanks KT is the same size as an M4 Sherman

  14. #334
    Xiang Jiao's Avatar
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    Poasting by Lusulpher!
    Quote Originally Posted by indi
    Xiang Jiao: you are the tangerine


  15. #335
    Stormscion's Avatar
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    What most people dont realize is that in encounter mode maximum players that can cap is ONE.

    So there is no point in putting 10 tanks in cap circle. Maximum cap limit is one per tank.

    OR to be exact. No matter how many tanks are in cap zone capturing will progress at fixed ( slow ) pace equal or similar to the speed of one player capping in standard battle.

    More players capping in encounter comes into play only when enemy has tanks in cap circle.
    So the one that has more enemies will cap over the other but still at fixed speed.
    Last edited by Stormscion; June 28 2012 at 02:53:47 AM.

  16. #336
    Xiang Jiao's Avatar
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    Quote Originally Posted by Stormscion View Post
    What most people dont realize is that in encounter mode maximum players that can cap is ONE

    So there is no point in putting 10 tanks in cap circle. Maximum cap limit is one per tank. It comes into play only when enemy has tanks in cap circle. So the one that has more enemies will cap over the other but still at fixed speed.
    This, so much. I ask my team every time they cap on encounter, why are you capping? They say to draw out the enemies. They will sit all the big tanks in the circle (Maus, T110, Obj 704) and try to get the enemy team to attack them haphazardly. Most of the time it's completely retarded. Say on Steppes, I can take an elite force of tanks and wipe out your entire spawn camp and still make it over in time to kill you on the cap circle with arty support.
    Quote Originally Posted by indi
    Xiang Jiao: you are the tangerine


  17. #337
    Movember 2011 Daco's Avatar
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    Quote Originally Posted by Stormscion View Post
    What most people dont realize is that in encounter mode maximum players that can cap is ONE

    So there is no point in putting 10 tanks in cap circle. Maximum cap limit is one per tank. It comes into play only when enemy has tanks in cap circle. So the one that has more enemies will cap over the other but still at fixed speed.
    This is wrong, you get 4 people in there and it goes up noticeably faster. I can always tell if there is more then 1 person in there.

    Because think about it for 1 person it takes 6.6mins to cap it, that is just retarded if it doesn't speed up with more people.

    Quote Originally Posted by EntroX View Post
    i love you fhc, never change

  18. #338
    Stormscion's Avatar
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    True.

    Lets put more reliable and clear info here ( from wiki ) :

    In encounter battles there is only one neutral base that both teams can capture. The mechanics explained apply here as well, however there are two differences. First, in an encounter no capture points can be gained while there are tanks of both teams within the capture circle. Capture progress is simply halted and resumes if the intruding tank leaves the circle again. The other difference is that the capture rate is slowed down to 1 capture point every 2.5 seconds.
    Last edited by Stormscion; June 28 2012 at 03:04:22 AM.

  19. #339
    Varcaus's Avatar
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    I think you need 3 to make it go up not to sure though but how it seemed to work last night.

  20. #340
    Xiang Jiao's Avatar
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    No matter what the particulars, I think we can all agree capping on encounter is stupid, as it is in other game modes. I've never noticed the timer go up any faster with one or three. The only map it may actually be a viable tactic on is El Halluf because there's a big fucking rock in the middle of the cap circle, so you just jam a scout in there at the beginning. Once the timer gets up to about 60 or 70, tanks start diving from cover to get in the circle. All your team has to do is set up in the proper locations, snipe, and collect pay checks. North may have the advantage in this respect because the cap circle is more Northerly. The real bitch is when your scout has done a dutiful effort drawing out all the stupids for you to shoot, then he goes on to win the game by capture before the rest of the enemy is dead because gaining 100 XP for sitting in a circle is pro.
    Quote Originally Posted by indi
    Xiang Jiao: you are the tangerine


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