Jump to content


Suggestion for tier 10 lights.


  • Please log in to reply
42 replies to this topic

tajj7 #1 Posted 11 July 2017 - 09:05 AM

    Field Marshal

  • Player
  • 25835 battles
  • 13,836
  • [-MM] -MM
  • Member since:
    03-30-2014

As we all know the tier 10 lights are pretty crap basically, very underpowered thanks to WG's complete over reaction to a few heavy tank drivers on the test.

 

The only time these tanks feel valuable IMO is when they have 3-5-7 MM, because then facing the majority of tier 8 and 9s they are somewhat on par (tier 8 HP, tier 8 DPM, tier 9 pen etc.).

 

So what about the tier 10 lights getting special MM?  Only seeing 3-5-7 games? 



Cobra6 #2 Posted 11 July 2017 - 09:19 AM

    Field Marshal

  • Beta Tester
  • 16345 battles
  • 16,049
  • [RGT] RGT
  • Member since:
    09-17-2010

I think the lights should be reverted to the stats they had when we finished testing them on the Sandbox server, they were all pretty much spot on with some minor tweaks like decreasing the AMX 13 105 reload time.

 

There was no need to knee-cap them in the way WG did after that for no good reason.

 

Cobra 6



Rush_Into_Garage #3 Posted 11 July 2017 - 09:59 AM

    Private

  • Player
  • 10859 battles
  • 28
  • Member since:
    10-08-2013
The problem is about meds. And WG try to make LT more useful: look at b-c (my dear:() nerf. Like LT has different mission in btl, so in random u will not see a lot of them. On GM or SH, i suppose, the number t10 LT will be increase in these modes

Edited by Rush_Into_Garage, 11 July 2017 - 10:00 AM.


Jigabachi #4 Posted 11 July 2017 - 10:13 AM

    Field Marshal

  • Player
  • 17948 battles
  • 19,620
  • [T-D-U] T-D-U
  • Member since:
    08-12-2011
What about the same approach they used when reworking arty: Giving the different tankclasses a goddamn purpose already!?

One major reason why the balance sucks so much is the fact that every single tank in the game right now is meant to be a massive damage dealer.
"Migrating" that damage dealing potential kinda worked for arty, so why not giving lights a similar unique feature to strengthen their role in the game?

That's one of the things in the game that really grinds my gears... the game is over 6 years old, but the progress it made is so small...

brumbarr #5 Posted 11 July 2017 - 10:20 AM

    Lieutenant General

  • Player
  • 38626 battles
  • 6,326
  • Member since:
    07-30-2012

View PostJigabachi, on 11 July 2017 - 10:13 AM, said:

What about the same approach they used when reworking arty: Giving the different tankclasses a goddamn purpose already!?

One major reason why the balance sucks so much is the fact that every single tank in the game right now is meant to be a massive damage dealer.
"Migrating" that damage dealing potential kinda worked for arty, so why not giving lights a similar unique feature to strengthen their role in the game?

That's one of the things in the game that really grinds my gears... the game is over 6 years old, but the progress it made is so small...

Massive dmg dealer with crap guns :) the LTs dont have a purpose atm indeed, they arent scouts since the meta doesnt require that and other can do it just as well. And they arent dmgdealers since they have horrible guns. 

So you are right, no purpose, WG needs to think of a unique mechanic or something to make them viable.



Jumping_Turtle #6 Posted 11 July 2017 - 10:23 AM

    Major General

  • Player
  • 63240 battles
  • 5,381
  • [CNUT] CNUT
  • Member since:
    10-15-2013

View Posttajj7, on 11 July 2017 - 09:05 AM, said:

 

So what about the tier 10 lights getting special MM?  Only seeing 3-5-7 games? 

 

But only when playing solo I presume ?

Arty_Loves_You #7 Posted 11 July 2017 - 10:33 AM

    Colonel

  • Player
  • 33869 battles
  • 3,563
  • Member since:
    05-10-2013

View PostJigabachi, on 11 July 2017 - 09:13 AM, said:

What about the same approach they used when reworking arty: Giving the different tankclasses a goddamn purpose already!?

One major reason why the balance sucks so much is the fact that every single tank in the game right now is meant to be a massive damage dealer.
"Migrating" that damage dealing potential kinda worked for arty, so why not giving lights a similar unique feature to strengthen their role in the game?

That's one of the things in the game that really grinds my gears... the game is over 6 years old, but the progress it made is so small...

 

They have this role already, scouting. It's the fact that the reward for this feat of tactical brilliance is not rewarded by WN8. It is WN8's fault that scout tanks don't scout, they deal damage, if you simply spot and allow your team to farm the damage and win, the stats lights make are 'dragging you down'.

 

With regards to the tier 10 tanks, I'm with Cobra 6, give them back the stats they had after the sandbox, make them relevant to the game they get put into.


Edited by Arty_Loves_You, 11 July 2017 - 10:34 AM.


signal11th #8 Posted 11 July 2017 - 10:36 AM

    Major General

  • Player
  • 38340 battles
  • 5,906
  • [S3AL] S3AL
  • Member since:
    07-14-2011
until they lower the view range of all tanks apart from lights/scouts then they will always be a little meh and without a role, personally I thinks lights are ok and any tinkering will only ever make them useless or OP and never balanced especially the tier 10 ones. The maps really don't help this class of vehicle and until those change they will always be hard to get right.

iztok #9 Posted 11 July 2017 - 10:38 AM

    Major

  • Beta Tester
  • 35215 battles
  • 2,520
  • Member since:
    10-28-2010

View PostArty_Loves_You, on 11 July 2017 - 10:33 AM, said:

 

They have this role already, scouting.

Umm, every tier-10 medium has more view range than any tier-10 light. Add here prevalent corridor maps and too short view distances and LTs really lost their main role.



Jumping_Turtle #10 Posted 11 July 2017 - 10:39 AM

    Major General

  • Player
  • 63240 battles
  • 5,381
  • [CNUT] CNUT
  • Member since:
    10-15-2013

View PostArty_Loves_You, on 11 July 2017 - 10:33 AM, said:

 

It is WN8's fault that scout tanks don't scout, they deal damage

 

WG could also make scouting more profidable than doing damage to change that a bit. Just give them more xp/credits for assisted damage than they get for doing damage...., only ones that might have a problem with that are the stats hunting boys and girls .... but yeah .... irdcat

Edited by Jumping_Turtle, 11 July 2017 - 10:41 AM.


Jigabachi #11 Posted 11 July 2017 - 11:07 AM

    Field Marshal

  • Player
  • 17948 battles
  • 19,620
  • [T-D-U] T-D-U
  • Member since:
    08-12-2011

View PostArty_Loves_You, on 11 July 2017 - 10:33 AM, said:

They have this role already, scouting.

They once had that role. Today, scouting is only required on a few maps and in certain situations.

 

Block Quote

It's the fact that the reward for this feat of tactical brilliance is not rewarded by WN8. It is WN8's fault that scout tanks don't scout, they deal damage

Who the heck cares about WN8? I don't. And I rarely go full scout anymore because the game doesn't allow me to do so anymore. Not because of WN8.

 


Edited by Jigabachi, 11 July 2017 - 11:09 AM.


leggasiini #12 Posted 11 July 2017 - 11:19 AM

    Lieutenant General

  • Player
  • 15250 battles
  • 6,240
  • [-GLO-] -GLO-
  • Member since:
    12-01-2012

Buff the guns and alot.

 

Buff HP pool as well. 1700 would be good average base HP, with AMX 13 105 having 1600 while T-100 having 1800 or so, maybe 1850.

 

Buff viewrange to 400 on tanks that has 390 but other than that, I dont think they should have mega high view ranges. Pure scouting is these days viable on just few maps. LTs need ability to bite back in order to be viable.



Kozzy #13 Posted 11 July 2017 - 12:26 PM

    Major

  • Player
  • 38855 battles
  • 2,705
  • [RINSE] RINSE
  • Member since:
    06-29-2011
Perhaps buff the HP, DPM (RoF AND Alpha), Accuracy (gun stats in general).  Basically, make them a T10 medium with less armour but better mobility.

Cobra6 #14 Posted 11 July 2017 - 12:28 PM

    Field Marshal

  • Beta Tester
  • 16345 battles
  • 16,049
  • [RGT] RGT
  • Member since:
    09-17-2010

Which is basically what they were after we finalised the SB testing, and then WG decided to nerf them all into obscurity again.

 

Cobra 6



Kozzy #15 Posted 11 July 2017 - 12:32 PM

    Major

  • Player
  • 38855 battles
  • 2,705
  • [RINSE] RINSE
  • Member since:
    06-29-2011
Are you saying that WG wanted to differentiate mediums from lights by more than just armour/mobility?  Why do you think they chose to do that?

shane73tank #16 Posted 11 July 2017 - 12:53 PM

    Captain

  • Player
  • 29080 battles
  • 2,042
  • [USAGI] USAGI
  • Member since:
    03-01-2014

View PostCobra6, on 11 July 2017 - 11:28 AM, said:

Which is basically what they were after we finalised the SB testing, and then WG decided to nerf them all into obscurity again.

 

Cobra 6

This, I was not a sandbox player but the feedback from those seemed to be that wg got the lights spot on , then at last minute changed the parameters- if they were worried about lights dominating clan games the alternative is to force changes to team setup e.g. Cap the max number of lights in a team - I think they will do something like this in the future anyway



Eviscerador #17 Posted 11 July 2017 - 01:42 PM

    Warrant Officer

  • Player
  • 11728 battles
  • 608
  • Member since:
    11-24-2011

What I find funny is that for a while most of the ESL official tournaments were just full light teams and nobody seemed to care.

 

And now they care about T10 being the same.

 

What they should do is just cap view rages all across de board and leave the lights with their own. Or make coated optics a light only module.

 

As it is now, mediums are just better lights.

 

I'm ok with the current gun handling, HP pool and DPM of lights. Just make them better scouts OR make meds worse scouts.



Kozzy #18 Posted 11 July 2017 - 01:55 PM

    Major

  • Player
  • 38855 battles
  • 2,705
  • [RINSE] RINSE
  • Member since:
    06-29-2011
Some people do NOT want light tanks to be scouts.  They would prefer them to be like mediums with very small differences, such as armour vs mobility/camo.

Eviscerador #19 Posted 11 July 2017 - 01:58 PM

    Warrant Officer

  • Player
  • 11728 battles
  • 608
  • Member since:
    11-24-2011

View PostKozzy, on 11 July 2017 - 01:55 PM, said:

Some people do NOT want light tanks to be scouts.  They would prefer them to be like mediums with very small differences, such as armour vs mobility/camo.

 

Well, then rebrand Leo 1, Amx30B and Bc 25t as lights and we have a deal.

Cobra6 #20 Posted 11 July 2017 - 02:01 PM

    Field Marshal

  • Beta Tester
  • 16345 battles
  • 16,049
  • [RGT] RGT
  • Member since:
    09-17-2010

View PostEviscerador, on 11 July 2017 - 12:42 PM, said:

 Or make coated optics a light only module.

 

As it is now, mediums are just better lights.

 

You know what, I actually *really* like this idea. That being said, there are mediums like the Protopard/Leopard/CDC/Batchat/AMX30 etc. that are in effect light tanks with more HP, they need to be able to mount coated Optics as well.

 

Cobra 6


Edited by Cobra6, 11 July 2017 - 02:02 PM.





1 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users