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Rebalance the AMMO (LISTEN TO US WARGAMING)


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Bambodos #1 Posted 15 August 2017 - 02:11 PM

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Yes I KNOW, another topic about premium ammo, but they should really really REALLY do something about it...

 

This way of pressing the "2" key to gain a significant advantage over players who don't is ridiculous. What kind of game design is that?

 

Way of fixing this?

- Make all rounds cost more or less the same, but let each kind of round have its Strengths and weaknesses.

   For example, lets take a random 90mm gun:

   AP:       200 pen with 240 alpha: Cost 400cds

   APCR:  250 pen with 200 alpha: Cost 800cds

   HE:         50 pen with 300 alpha: Cost 300cds

 

JUST FIX IT, DAMMIT!

 

Frustrated regards,


Edited by Bambodos, 15 August 2017 - 03:11 PM.


psychobear #2 Posted 15 August 2017 - 02:14 PM

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View PostBambodos, on 15 August 2017 - 03:11 PM, said:

- Make all rounds cost the same, but let each kind of round have its Strengths and weaknesses.

   For example:

   AP:       200 pen with 240 alpha: Cost 400cds

   APCR:  250 pen with 200 alpha: Cost 1000cds

   HE:         50 pen with 300 alpha: Cost 300cds

 

JUST FIX IT, DAMMIT!

 

Frustrated regards,

 

"Make all rounds cost the same", then example shows different costs between the three types of shells... like WTF!!!



Bambodos #3 Posted 15 August 2017 - 02:16 PM

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View Postpsychobear, on 15 August 2017 - 03:14 PM, said:

 

"Make all rounds cost the same", then example shows different costs between the three types of shells... like WTF!!!

 

My bad, fixed it.

 



Kozzy #4 Posted 15 August 2017 - 02:16 PM

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I am all for re-balancing ammo but worry that these kind of changes would buff super heavies as a side effect.  I think we need to get rid of +/-2 MM AND re-balance ammo at the same time, IMO of course.

psychobear #5 Posted 15 August 2017 - 02:21 PM

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I like the idea and imho it would be great for gameplay. Ideally, RNG should be also reduced to +/-10 at least.

Bambodos #6 Posted 15 August 2017 - 02:23 PM

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View Postpsychobear, on 15 August 2017 - 03:21 PM, said:

I like the idea and imho it would be great for gameplay. Ideally, RNG should be also reduced to +/-10 at least.

 

Especially on the Penetration.

jack_timber #7 Posted 15 August 2017 - 02:24 PM

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As I have said before only use 2 key when 1 key doesn't pen. Often low T8 in T10 matchup sometimes will have to use 2 key but not very often, as an aside quite enjoy being low tier enjoy the challenge.

Bambodos #8 Posted 15 August 2017 - 02:39 PM

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View Postjack_timber, on 15 August 2017 - 03:24 PM, said:

As I have said before only use 2 key when 1 key doesn't pen. Often low T8 in T10 matchup sometimes will have to use 2 key but not very often, as an aside quite enjoy being low tier enjoy the challenge.

 

Still people tend to load full "2 key"... Thats the problem

Cobra6 #9 Posted 15 August 2017 - 02:47 PM

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The fix is adding viable weakspots to all heavy tanks in this game which can be penetrated easily by standard AP(CR) ammo of the same tier if said heavy tank is played badly (not sidescraping, not hull-down, not angling).

 

That way there would be no need for premium ammo at all and it could just be removed. Added benefit is that this way, balancing tanks would also become far less complicated.

 

Problem we have now is that if you balance armour for normal AP(CR) ammo, a player loading gold ammo will just go through every time.

If you balance armour for gold ammo, a player shooting regular ammo will hardly ever penetrate (which is where we are at now in the game).

 

You simply *CAN NOT* balance armour for both regular and gold ammo so the only solution is getting rid of gold ammo and balancing tanks for regular ammo.

 

Cobra 6


Edited by Cobra6, 15 August 2017 - 02:49 PM.


SirTogII #10 Posted 15 August 2017 - 02:53 PM

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View PostCobra6, on 15 August 2017 - 01:47 PM, said:

The fix is adding viable weakspots to all heavy tanks in this game which can be penetrated easily by standard AP(CR) ammo of the same tier if said heavy tank is played badly (nyot sidescraping, not hull-down, not angling).

....

You simply *CAN NOT* balance armour for both regular and gold ammo so the only solution is getting rid of gold ammo and balancing tanks for regular ammo.

 

Cobra 6

Exactly this! Only other way is to decrease the dmg equivalent of the pen increase for the gold ammo. That way you choose between dpm or aiming properly when you can. 

Just fukin sort it out already. 



Bambodos #11 Posted 15 August 2017 - 03:03 PM

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View PostCobra6, on 15 August 2017 - 03:47 PM, said:

The fix is adding viable weakspots to all heavy tanks in this game which can be penetrated easily by standard AP(CR) ammo of the same tier if said heavy tank is played badly (not sidescraping, not hull-down, not angling).

 

That way there would be no need for premium ammo at all and it could just be removed. Added benefit is that this way, balancing tanks would also become far less complicated.

 

Problem we have now is that if you balance armour for normal AP(CR) ammo, a player loading gold ammo will just go through every time.

If you balance armour for gold ammo, a player shooting regular ammo will hardly ever penetrate (which is where we are at now in the game).

 

You simply *CAN NOT* balance armour for both regular and gold ammo so the only solution is getting rid of gold ammo and balancing tanks for regular ammo.

 

Cobra 6

 

View PostSirTogII, on 15 August 2017 - 03:53 PM, said:

Exactly this! Only other way is to decrease the dmg equivalent of the pen increase for the gold ammo. That way you choose between dpm or aiming properly when you can. 

Just fukin sort it out already. 

 

I fully agree with both of ya! They both need to be in sync, i.e. armor and ammunition.

Edited by Bambodos, 15 August 2017 - 03:04 PM.


lord_chipmonk #12 Posted 15 August 2017 - 03:05 PM

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View PostCobra6, on 15 August 2017 - 02:47 PM, said:

You simply *CAN NOT* balance armour for both regular and gold ammo so the only solution is getting rid of gold ammo and balancing tanks for regular ammo.

 

But you can balance HP+armour against pen+alpha. This whole game is about DPM and how to maximise/minimise it. Having lower alpha damage on the prem shells reduces that DPM already, i.e. it is the equivalent of the enemy having slightly thicker armour anyway. 



ThebaldEagle #13 Posted 15 August 2017 - 03:06 PM

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I have a question reguarding this

 

Block Quote

 (LISTEN TO US WARGAMING)

 

question is where was the poll that made you a speaker for all of us players ???



Bambodos #14 Posted 15 August 2017 - 03:08 PM

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View PostThebaldEagle, on 15 August 2017 - 04:06 PM, said:

I have a question reguarding this

 

 

question is where was the poll that made you a speaker for all of us players ???

 

Because everyone who played more than 716 games knows this is a problem and has been a problem over 5 years now.


Edited by Bambodos, 15 August 2017 - 03:09 PM.


Search_Warrant #15 Posted 15 August 2017 - 03:18 PM

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These changes would be fine if super low alpha tanks dident exist, lowering alpha on already weak guns with weak penetration would further make them useless. you think that E100 cares about spamming heat against a teir 8 medium with slightly lower alpha? no. because that tier 8 medium shooting at him now has a pathetic sub 200 damage gun (down from 240) and stands next to no chance in hell of remotely being a threat to a stupid herpaderp heavy driver.

Bambodos #16 Posted 15 August 2017 - 03:22 PM

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View PostSearch_Warrant, on 15 August 2017 - 04:18 PM, said:

These changes would be fine if super low alpha tanks dident exist, lowering alpha on already weak guns with weak penetration would further make them useless. you think that E100 cares about spamming heat against a teir 8 medium with slightly lower alpha? no. because that tier 8 medium shooting at him now has a pathetic sub 200 damage gun (down from 240) and stands next to no chance in hell of remotely being a threat to a stupid herpaderp heavy driver.

 

Everything comes at a cost, but that same E100 is fires HEAT with reduced alpha back at the tier 8 med. Problem solved!

AliceUnchained #17 Posted 15 August 2017 - 03:39 PM

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View PostBambodos, on 15 August 2017 - 02:11 PM, said:

Yes I KNOW, another topic about premium ammo, but they should really really REALLY do something about it...

 

This way of pressing the "2" key to gain a significant advantage over players who don't is ridiculous. What kind of game design is that?

 

Way of fixing this?

- Make all rounds cost more or less the same, but let each kind of round have its Strengths and weaknesses.

   For example, lets take a random 90mm gun:

   AP:       200 pen with 240 alpha: Cost 400cds

   APCR:  250 pen with 200 alpha: Cost 800cds

   HE:         50 pen with 300 alpha: Cost 300cds

 

How is double the price more or less the same? Anyway, Wargaming should do anything but listen to the likes of you.



Bambodos #18 Posted 15 August 2017 - 03:43 PM

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View PostAliceUnchained, on 15 August 2017 - 04:39 PM, said:

 

How is double the price more or less the same? Anyway, Wargaming should do anything but listen to the likes of you.

 

its better than 8 times or more the price of a standard round isn't it? And  it was only an example. 500cds would do as well.

Lord_Edge #19 Posted 15 August 2017 - 03:55 PM

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IMO it's really simple to fix the gold ammo:

 

Pentration = pentration of standard ammo +X%

Damage = damage of standard ammo -X%

 

Make X the same for both.


Edited by Ubersonic, 15 August 2017 - 03:56 PM.


lord_chipmonk #20 Posted 15 August 2017 - 03:56 PM

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So far the only problem people seem to have with the OPs suggestion is small nitpicky stuff. Cool. 




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