artillery the topic in World of Tanks that simply refuses to die before you
start screaming in the comments this is supposed to be a video where we discuss
the topic not sane oMG wargaming please nerf because believe it or not most
SPG's in the game are not overpowered but the class as a whole is simply a
broken game mechanic we will cover the following the history of artillery our
own opinions about the class why the class gets so much hate and suggestions
to changes let's get started and yes we will stick to this voice throughout the
video as nobody can listen to wed vinny 20 or swatch with a straight face
looking back at World of Tanks when at vinny 20 ins watch actually started
playing tier 6 tanks could go up against tier 10 tanks back then artillery had
one simple task kill the enemy tanks that most of your
teammates are unable to damage back in the old days light tanks had a more
important role as a good Scout could make the difference between a win or a
loss as artillery had so much more firepower back then years went by and a
game evolved with it the matchmaker has been changed in a way that most tanks
can damage each other without too much trouble
eventually wargaming also started selling premium rounds for credits along
with this change almost all tanks can damage the enemy even when low tier if
you decide to load premium at this point artillery had lost its role of taking on
the most heavily armored tanks instead most arty players usually just go for
whatever tanks that happened to be spotted 1200 is damaged Oh
shouldn't have said anything artillery is fair and balanced and prevents camping
camping or sometimes the tanks with the least armor to get those tasty one shots
another downside with artillery since wargaming made premium ammo available
for credits is that almost all Lahti players fire premium high-explosive as
it's simply a better ammo type than non premium high explosive this makes the
class extremely play to win and even more so since wargaming removed heat and
AP rounds wargaming eventually nerfed artillery a bit but it didn't really
change anything gameplay wise artillery just didn't perform as well as it once
did more time went by and wargaming tried to actually change the class they
nerfed damage penetration and gave it a stun mechanic to encourage arti players
to support their teammates and focus groups of enemy tanks instead of single
targets keep in mind that low tier RT still remains unchanged for reasons we
don't know
you got balanced or if to a degree the changes worked but it still doesn't
address the issue that most people have with artillery to us here at all some
epic guys the main problem with artillery has always been that a player
can't sit in his own base without moving and cause damage to the enemy players on
the other side of the map without putting his own tank at any risk low
risk with high reward we don't think that's how it should work
many players compare RT to tanks like the kV 2 or FV 183 but these tanks have
to expose themselves and take risks in order to do their damage if the kb2 can
hit you you can always hit him back while an RT player can simply sit back
and drop bombs on people with close to zero risk of return fire this also leads
to the extremely dull and repetitive gameplay it doesn't really matter what
tier or nation you play the gameplay is close to the exact same we would even
argue that the gameplay gets easier and easier as you level up the tiers as your
enemies get slower and bigger how does an average RT game look the game starts
the player presses a shift key and convened drop nukes on the enemy players
using only the mouse that's pretty much it some hardcore arty players can apply
strategies like actually moving between shots relocating and maybe
counterbattery fire this makes the skill level cap of the
whole class very low it's very hard to see a difference between a low skilled
player and a highly skilled player playing the same SPG a highly skilled
SPG player might be a bit better at positioning leading shots and pre aiming
before the enemy appears but that's pretty much it and don't even mention
the horror a good player with XVM in an arty
can do against another good player in the enemy team XVM focus has always been
a problem but it's even worse when the arty player has XVM as he can simply
pick what enemy tank to target this can completely ruin the battle for the
players who get xvn focused and it can result in really dull gameplay as the
good arty player holds his fire in wait for the good enemy player to get spotted
while a good player in a tank only hides to
prevent getting XVM focused we think artillery should be more challenging to
play we all know that artillery prevents camping law just kidding if you honestly
think artillery prevents camping you have probably never played World of
Tanks with too many SPG's and play especially on large open maps the
battles become an epic camp fest artillery only punishes the players
trying to advance and get the battles going so it directly encourages people
to not get spotted resulting in slow and boring gameplay a few SVG's foresight
ruined the experience for the rest of the players many arty players defend
themselves by telling the tankers to keep moving or simply hide behind cover
it's not hard to lead targets with an SPG so hitting or at least splashing a
moving target is not hard and to stay behind cover to prevent getting shot at
only results in campy gameplay and then we haven't even talked about the SPG's
with high enough arc to simply fire above large obstacles like buildings and
rocks how can I hit these people they are behind a huge mountain this is a lot
balanced can I see if I like stun all three of them guys you go stop camping
oh my god oh and with a boost arty has been given to Splash Damage along with
the stun means that you don't even need to hit your target to damage it another
thing that bothers us when facing artillery is that the artillery player
can farm damage on you and your team a whole battle but in the end when they
are the last players left alive many of them decide to suicide to prevent giving
the enemy team more XP and credits and those brave arty players who actually
stand their ground and fight still have the potential to shotgun you and even if
you catch you naughty player off guard and destroy him he has so little HP that
it doesn't feel rewarding enough this could simply be fixed by making art is
more XP and credit and increase the punishment for
destroying your own tank another thing that really bothers us is because of the
boost Artie has been given to the Splash Damage it's extremely common to get
stunned by a ro naughty when engaging in close combat with the enemy SPG's don't
seem to get punished the same way as normal tanks with team damage Oh
artillery spigots first I'm going for the Matilda he's balanced hello I got
team killed why are left seriously and not too long ago there was a battle
we're a friendly arty did nothing but fire upon his own team for the whole
game including shooting at Vinnie 20 more than four times killing him the
player never turned blue now what could be done to this class they're
considering that wargaming haven't introduced a new SPG line since
the British nation we can make the assumption that they know artillery is
not good for the game in its current state so we think they are more than
willing to make changes but they probably don't dare to do to the risk of
getting it wrong or pissing off too many arty players who have invested time and
money into their game here are some suggestions to changes keep artillery as
it is but limit SPG's to their own battle queue where people can simply
decide in the settings if they wish to play with arty or not the same way we
can choose to take part in assault encounter and grand battles this could
also be good for light tank players who wish to have more artists to spot for
limit arty to a few game modes like frontline skirmish and clan wars maybe
even create a PvE mode where arty players can grind their vehicles so no
actual players have to get shot force arty players to pay more attention to
each other we think this is how armored warfare is doing it when an SPG fires a
show an icon pops up on the mini-map for the enemy arty encouraging arty players
to move after each shot and relocate if you don't the icon on the map will
become more and more clear till maybe the point where you get fully spotted
for the enemy arty players this will result in less bombs getting dropped on
the rest of the players and make the artillery game
Claymore engaging giving them a kind of minigame of their own
McCarty more skill-based when nrt gets a shot on you in a battle you almost never
feel outplayed you almost feel cheated for losing a bunch of HP from a bomb
from the sky you could not prevent some of the ideas we will propose now are
taken from a youtuber called honest gaming who made a great video upon the
same topic going into great detail of how to change arti feel free to check it
out in the card in the top right corner or is a link in the video description
one of his ideas is to give the arti player more choices with more kinds of
ammunition doing different things for the team a smoked shell could for
example conceal teammates and cover a retreat or advance in a similar way to
how smoke shells work in world of warships an incendiary shell would burn
down foliage and perhaps course light damage to low armoured tanks this could
actually prevent camping if used correctly another shell might have the
ability to actually spot enemy vehicles if hit within a certain radius without
scoring any actual damage for awarding the arti player with assistance damage
to the spotted target this would also have the effect of preventing people
from camping in the back a gas shell could also be a good idea a gas cloud
from a gas shell covers a small part of the map for a certain amount of time and
any tank that drives in that area has the chance of getting its crew knocked
out or maybe just overall lower combat effectiveness like the current stun
mechanic forcing people to get out of the area honest gaming also talks about
making arti players able to choose the elevation angle of their guns
if you fire your gun with a greater elevation the shell will pick up greater
speed on the way down causing more damage to the target this would reward
players who make the right choice at the right time and punish people who stay
still in the open making themselves easy target for high damaging shells this
ability could also cause greater effect of shells that doesn't deal any damage
for example a smoke shell that is being fired from a greater elevation angle
covers more of the map many people will probably see this as an impossible task
to load the right shell at the right time when you have so many to pick from
so why not give the arti player the choice
to switch shells faster than reloading a shell so if a normal shell takes 20
seconds to load if you just switch shell in an RT it might do it in less than
half the time to encourage the player to make the right choice and far the
correct shell for the situation depending on what strategy you prefer in
your SPG's you should also be given more choices when it comes to guns right now
you usually have a stock gun and once you've unlocked the top gun that's what
you go with for the rest of the grind why not give players more guns or pick
from with different strengths and weaknesses we could probably keep going
even further but we feel this is enough for a single video and that concludes
our arty discussion so tell us what do you think is arty ok in its current
state or do you agree with us that wargaming should make some changes or
perhaps you have ideas of your own or is there anything else you would like us to
discuss in a future video let us know in the comments section please try to keep
it clean in the comments we don't want to start a comment war or offend any
arty players be mature also feel free to share the video around and look that
like button
there was an eighth colonies in the first game Oh
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