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Suggestion : Hard Cap on Tank Destroyers & Arty.

Suggestion Tank destroyer Artilliery balance

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upsetti_spaghetti #1 Posted 07 October 2017 - 01:38 PM

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Good morning/evening.

 

I know there is a suggestion thread but suggestions get lost in a matter of minutes without proper discussion or viewing.

 

My suggestion is reducing the max amount of arty per match, as it is it's rare to see 3 arty per team, but still possible. This can lead to a chain suppression since now they fire much faster and literally just cripple you to death, not much of a counter play since hard cover is limited and most of the time in a worse position.

 

Second is, a hard cap on TD's, Most of them are armed with massive guns compared to their tiers and cripple you with one shot and most of them have amazing stealth.

 

With the current meta of alpha is king camping is getting worse and worse especially at higher tiers especially since everyone has to pay their bills. A starting Cap of 2 Arties per match (modify missions ofcourse and medals) and 3 TD's per match. If you need to fill in the ranks put in mediums. They are an excellent mix  with nations bringing armor and firepower and doesn't actually promote camping to death.

 

That's my suggestion, to those who post, lets keep it civil and around the subject.



Liviguy #2 Posted 07 October 2017 - 01:49 PM

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I’d be happy to see fewer arty and a cap on td’s. But I doubt WG would be interested in capping td’s, since they keep releasing new lines and models.

jack_timber #3 Posted 07 October 2017 - 01:51 PM

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Totally agree.

Nothing more to say,  just wait for the arty whiners to start.....



VeryRisky #4 Posted 07 October 2017 - 02:22 PM

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Can we have a cap on heavies then?

HundeWurst #5 Posted 07 October 2017 - 02:26 PM

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Couple of thoughts here.

 

Hardcapping might be an issue for the MM. The more hardcaps you add the more problematic it gets. But then again. WG should be able to handle that. That the technical aspect.

 

Gameplay wise that would reduce diversity of different setups. Many and more might say thats a good step as most likely only unfun matchups would be left out but who knows.

 

Also TDs would not really be a problem if the map design would not be so bad even pathetic. On the older maps TDs dont really cripple the gameplay, yet they can be usefull. Prohorovka and Redshire would be good examples.

Newer maps always feature the unflankable redline positions with a killingfield (no cover and a long distance to drive) in front. Or the good old tunnles which one or two high alpha guns can lockdown.

I rather would like to see better maps. They would naturally slightly decrease the TD population and overall make the game more fun. But who am I?



Rosetta_and_Philae #6 Posted 07 October 2017 - 02:37 PM

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Cap on premium tanks too.

Shaade_Silentpaw #7 Posted 07 October 2017 - 02:53 PM

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I like the idea - though I think the cap on arty should be 1 per game.

TDs should be 3-4 depending on tier. (High/Mid tier = 3, Mid/Low tier = 4)

Honestly, a TD cap would make them more fun to play - it's actually pretty annoying to load up a game in a TD only to find there are 6 or 7 TDs on each team...



Aikl #8 Posted 07 October 2017 - 03:47 PM

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I don't like either, but the maps keep being the reason why this game can be so incredibly unfunny to play at times. I don't really blame people who sit in the base and defend - because it's arguably the most effective thing to do. The matchmaker also contributes to this. If you're grinding credits, the "natural" choice is a TD - it simply cares the least about matchup and has a playing style very suitable for bottom-tier work.

 

While we're waiting I'd say that hardcore camping players (more than X amount of games with less than 1km driven, for instance) should get flagged and put into a suitable map with 15vs15 TDs. That way they can do what they seem to enjoy the most - sniping and outwaiting the enemy. :)


Edited by Aikl, 07 October 2017 - 03:49 PM.


vasilinhorulezz #9 Posted 07 October 2017 - 04:02 PM

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Having, too many TDs in game, especially top tier ones is pretty frustrating, although I don't think there will be any adjustments to prevent this, because they will increase waiting times for TD players by a lot.

Strappster #10 Posted 07 October 2017 - 04:05 PM

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View Postjack_timber, on 07 October 2017 - 12:51 PM, said:

Totally agree.

Nothing more to say,  just wait for the arty whiners to start.....

 

Could you at least clarify if you mean those whining in favour of or against arty?

tankqull #11 Posted 07 October 2017 - 04:08 PM

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View PostVeryRisky, on 07 October 2017 - 01:22 PM, said:

Can we have a cap on heavies then?

 

at least heavys are not inherently supposed to camp the crapout of their games...

View Postvasilinhorulezz, on 07 October 2017 - 03:02 PM, said:

Having, too many TDs in game, especially top tier ones is pretty frustrating, although I don't think there will be any adjustments to prevent this, because they will increase waiting times for TD players by a lot.

 

who cares? maybe the same people that cared in the case of artys... they will settle down aswell as they did with artys.


Edited by tankqull, 07 October 2017 - 04:10 PM.


NUKLEAR_SLUG #12 Posted 07 October 2017 - 04:10 PM

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View PostVeryRisky, on 07 October 2017 - 02:22 PM, said:

Can we have a cap on heavies then?

 

 


 

Need a cap on mediums as well. Also, dumb forum threads.



Strappster #13 Posted 07 October 2017 - 04:10 PM

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View Posttankqull, on 07 October 2017 - 03:08 PM, said:

at least heavys are not inherently supposed to camp the crapout of their games...

 

Can you tell 90% of the teams that I've had recently about that, please.



Strappster #14 Posted 07 October 2017 - 04:11 PM

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View PostNUKLEAR_SLUG, on 07 October 2017 - 03:10 PM, said:

Need a cap on ... dumb forum threads.

 

That's the same as asking for a nerf on Dingers. It'll never happen, we're responsible for too many Fort Knox purchases (it's basically just us and Shishx).



tankqull #15 Posted 07 October 2017 - 04:16 PM

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View PostVeryRisky, on 07 October 2017 - 01:22 PM, said:

Can we have a cap on heavies then?

 

sure 5 heavies, 5 med, 3 artys and 2 tds. 15 slots every one is happy.

 



Strappster #16 Posted 07 October 2017 - 04:22 PM

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View Posttankqull, on 07 October 2017 - 03:16 PM, said:

sure 5 heavies, 5 med, 3 artys and 2 tds. 15 slots every one is happy.

 

Light players aren't.

HundeWurst #17 Posted 07 October 2017 - 04:29 PM

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View PostStrappster, on 07 October 2017 - 04:22 PM, said:

 

Light players aren't.

 

Well you could lable all the lights and heavies. Then it would work again!

upsetti_spaghetti #18 Posted 07 October 2017 - 05:33 PM

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Please let's keep this civil and not into a flame war and going no where. If you don't have anything valuable to say just don't say anything. I don't totally blame WG for not reading all these threads since 90% of them are irrelevant comments.

 

 

View PostWunderWurst, on 07 October 2017 - 02:26 PM, said:

Couple of thoughts here.

 

Hardcapping might be an issue for the MM. The more hardcaps you add the more problematic it gets. But then again. WG should be able to handle that. That the technical aspect.

 

Gameplay wise that would reduce diversity of different setups. Many and more might say thats a good step as most likely only unfun matchups would be left out but who knows.

 

Also TDs would not really be a problem if the map design would not be so bad even pathetic. On the older maps TDs dont really cripple the gameplay, yet they can be usefull. Prohorovka and Redshire would be good examples.

Newer maps always feature the unflankable redline positions with a killingfield (no cover and a long distance to drive) in front. Or the good old tunnles which one or two high alpha guns can lockdown.

I rather would like to see better maps. They would naturally slightly decrease the TD population and overall make the game more fun. But who am I?

 

 

Yes, if they actually designed maps with more then 3 path's it would be brilliant and honestly some maps such as Stalingrad & Ruinberg could be improve massively just by adding more roads and destroyable path's.

 

I understand that change in this game is very slow and it seems that because we aren't RU we get ignored. But let's make a solid argument and then move on from there.

 

 



Userext #19 Posted 07 October 2017 - 05:56 PM

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nope hard caps aren't logical. You are going to tell me a heavy alpha gun TD should be comparable to a small alpha high DPM TD? no way

Thejagdpanther #20 Posted 07 October 2017 - 06:11 PM

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Hard cap for everything





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