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Tier X Lights to get serious buffing all over the place

TierX Lights Buff Trump MWOTG

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XCabs #1 Posted 14 October 2017 - 07:29 PM

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Sorry thread header was a lie

It's what I want to see happening.

Why are these tanks so underpowered WG?


Edited by Daxeno, 17 October 2017 - 09:42 AM.
This post has been edited by the moderation team due to use of the color red.


Homer_J #2 Posted 14 October 2017 - 07:33 PM

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They seem fine from where I'm sat.  Which is usually getting circled by them in my tier 8 arty.

tajj7 #3 Posted 14 October 2017 - 07:48 PM

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View PostXCabs, on 14 October 2017 - 06:29 PM, said:

Why are these tanks so underpowered WG?

 

Probably because of 'Steve the IS7 driver', the typical bad heavy tank player that infests this game, gets circled by them or outspotted then whines on the forums that light tanks are OP.

 

It's why we have corridor maps so they can't get shot in the side.

Why we have massively overbuffed armour so they don't need to use terrain or angling to maximise their armour.

Why most bushes and sniping locations have been removed so they don't get shot by tanks they can't spot. 

Why most maps are corridor or city maps because these favour heavy tanks.

Why some heavies you can't damage and track at the same time so that these players don't get punished for driving out sideways and showing their drive wheel. 

Why we have tanks like the Type 5, the most simple and easy to play heavy tank in the game that needs no angling, has no weakspots and has a stupid derp gun that does damage to anything without needing to aim. 

 

We all know the tier 10 lights are underpowered, it was obvious as soon as they nerfed them on the first test, WG knows it as well, but they play to this heavy tank favouring crowd. The Tier 10 lights are months of testing on the Sandbox were well balanced and fun, but then the 'dads army' encountered them on test and even though they can't play them because they are too bad, they didn't like the fact these tanks could run rings round them if played right, so they moaned and the lights got nerfed into the ground. 

 

WG are buffing them but not enough, but I presume eventually they'll be back at their original state at the end of Sandbox, but it'll take years to get to that point. 



Enforcer1975 #4 Posted 14 October 2017 - 09:03 PM

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View PostXCabs, on 14 October 2017 - 07:29 PM, said:

 

 

 

Sorry thread header was a lie

It's what I want to see happening.

Why are these tanks so underpowered WG?

Because WG realized it was a mistake to add tiers 9 an 10 to the LT branches. 



XCabs #5 Posted 14 October 2017 - 09:46 PM

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View Posttajj7, on 14 October 2017 - 06:48 PM, said:

 

 

WG are buffing them but not enough, but I presume eventually they'll be back at their original state at the end of Sandbox, but it'll take years to get to that point. 

 

At least theres that, I wasnt aware of they were going to be buffed.
 

The game is dying, people are leaving it in their droves. Introducting great tanks and instantly nerfing them for no reason will encourage ppl to look elsewhere for their fun.

Whilst Im on a bit of a rant. How about new maps instead of new formats. Paris I think was the last map introduced and it's kinda limited in what you can do there. Not a good

map for lights and meds imho.


 

Homer_J #6 Posted 14 October 2017 - 10:19 PM

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View PostXCabs, on 14 October 2017 - 10:01 PM, said:

The game is dying, people are leaving it in their droves.

 

Evidence?



Dr_Oolen #7 Posted 15 October 2017 - 07:48 AM

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View PostHomer_J, on 14 October 2017 - 10:19 PM, said:

 

Evidence?

 

Compared to this time last year the game had half a million more active players (on RU). 3.5 million compared to 3 million this year. Basically 15% of the playerbase stopped playing the game over this summer and didnt return, unlike all the previous years.

 


Edited by Dr_Oolen, 15 October 2017 - 07:56 AM.


Cobra6 #8 Posted 15 October 2017 - 02:49 PM

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View Posttajj7, on 14 October 2017 - 06:48 PM, said:

 

Probably because of 'Steve the IS7 driver', the typical bad heavy tank player that infests this game, gets circled by them or outspotted then whines on the forums that light tanks are OP.

 

It's why we have corridor maps so they can't get shot in the side.

Why we have massively overbuffed armour so they don't need to use terrain or angling to maximise their armour.

Why most bushes and sniping locations have been removed so they don't get shot by tanks they can't spot. 

Why most maps are corridor or city maps because these favour heavy tanks.

Why some heavies you can't damage and track at the same time so that these players don't get punished for driving out sideways and showing their drive wheel. 

Why we have tanks like the Type 5, the most simple and easy to play heavy tank in the game that needs no angling, has no weakspots and has a stupid derp gun that does damage to anything without needing to aim. 

 

We all know the tier 10 lights are underpowered, it was obvious as soon as they nerfed them on the first test, WG knows it as well, but they play to this heavy tank favouring crowd. The Tier 10 lights are months of testing on the Sandbox were well balanced and fun, but then the 'dads army' encountered them on test and even though they can't play them because they are too bad, they didn't like the fact these tanks could run rings round them if played right, so they moaned and the lights got nerfed into the ground. 

 

WG are buffing them but not enough, but I presume eventually they'll be back at their original state at the end of Sandbox, but it'll take years to get to that point. 

 

This pretty much, what was the point of us testing them to perfection on the Sandbox server and then just completely knee-capping them afterwards? What was the point?

 

Cobra 6



Dava_117 #9 Posted 15 October 2017 - 02:59 PM

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Lower firepower, increase viewrange over meds and it should be done...

brumbarr #10 Posted 15 October 2017 - 04:20 PM

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View PostDava_117, on 15 October 2017 - 02:59 PM, said:

Lower firepower, increase viewrange over meds and it should be done...

 

Lower firepower ? are you crazy? lower what firepower? They dont have anything to lower, their guns are already useless and basicly tier8 guns.

To be more viable on the current maps they need better guns, not worse.



Dava_117 #11 Posted 15 October 2017 - 05:28 PM

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View Postbrumbarr, on 15 October 2017 - 04:20 PM, said:

 

Lower firepower ? are you crazy? lower what firepower? They dont have anything to lower, their guns are already useless and basicly tier8 guns.

To be more viable on the current maps they need better guns, not worse.

 

They don't need to be equal to meds. Man, some of them got 390 alpha gun (AMX 13 105 IIRC is one of them). They need a serious buff on viewrange to overclass meds (at least 420m) and a light reduction in alpha 100mm gun down to 250 and 105mm down to 300-320.



brumbarr #12 Posted 15 October 2017 - 05:31 PM

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View PostDava_117, on 15 October 2017 - 05:28 PM, said:

 

They don't need to be equal to meds. Man, some of them got 390 alpha gun (AMX 13 105 IIRC is one of them). They need a serious buff on viewrange to overclass meds (at least 420m) and a light reduction in alpha 100mm gun down to 250 and 105mm down to 300-320.

 

they arent even close to meds, the guns are potatoshooters. They dont have accuracy and pen, atleast give them dpm so they can kill something when they get in close, like scouts used to do.

 

Buffing the VR to 420 wont make any difference at all, you are outspotting meds now, you will outspot them after that, want make any difference.



Cobra6 #13 Posted 15 October 2017 - 05:47 PM

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View PostDava_117, on 15 October 2017 - 04:28 PM, said:

 

They don't need to be equal to meds. Man, some of them got 390 alpha gun (AMX 13 105 IIRC is one of them). They need a serious buff on viewrange to overclass meds (at least 420m) and a light reduction in alpha 100mm gun down to 250 and 105mm down to 300-320.

 

- They have (much) worse penetration (nearly 30 less) which is a big deal, even if you have a 390 alpha gun it's useless if you ding off your targets all the time.

- Their accuracy is beyond a joke, they shoot like DERP guns.

- Their premium penetration is abysmally low.

- Their viewrange will not help much if most mediums easily reach viewrange cap, you will still get (out)spotted in most of the maps due to their terrible corridor design.

 

Lights need proper standard pen (around 250) and good premium pen (around 300), as well as their base viewrange we tested to perfection on the Sandbox server *AND* their accuracy to be somewhat in the region which could be classed as "normal" for a T10 gun.

 

Cobra 6


Edited by Cobra6, 15 October 2017 - 05:50 PM.


____Daddy____ #14 Posted 15 October 2017 - 06:10 PM

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The unicums tell us each tank has a job...lights are for fodder.

 

Accept it and buy a Type 5.



tajj7 #15 Posted 15 October 2017 - 06:46 PM

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View PostDava_117, on 15 October 2017 - 01:59 PM, said:

Lower firepower, increase viewrange over meds and it should be done...

 

They already have tier 9 or worse penetration, tier 8 DPM, and accuracy of tier 7 heavy tanks. I'm not sure their firepower can get any lower.  They also have tier 8 levels of HP as well and tier 8 view range. The only thing they have that is tier 10 standard is their mobility. 

 

I'm fine with them having lower alpha, but they should have a massive DPM advantage over every other tier 10 to compensate. Like fine give the T-100 300 alpha, but it should then have like 3.2-3.4k BASE DPM.   The WZ-132-1 can have 360 but again needs accuracy of like 0.32 (not 0.4 as it is now) and again needs like 3k base DPM

 

The 13-105 needs a faster shell reload speed so it has an advantage over the Bat Chat. 

 

View ranges need to go up by 10m for all of them, anymore than that and it gets too high. They are very powerful on the 1-2 maps where camo and view range matter, the main issue for them spotting is the stupid Swedish TDs that the cannot outspot, they need to ban those from using binos and camo net as it is retarded that a TD can have 520m view range and 64% stationary camo when lights are supposed to out spot them and be direct counters to them.

 

In fact camo net and binos should be banned from all TDs IMO, it's a silly camping encouraging equipment that boosts camping TDs far too much.

 

The lights need buffs in every area, they should be at least on par firepower and HP wise with tier 9 meds, this means decent accuracy 0.35 or less, this means good DPM, 2.7 - 2.8k at least, this means HP of like 1650 - 1800. 

 

And view range so they all at least have 400m, with the Sheridan and Rhm. getting 430m. 

 

That way they have firepower and HP 10-15% worse than tier 10 meds, obviously less armour, but make up for that in mobility and camo. Then they would be balanced. 



Dava_117 #16 Posted 15 October 2017 - 09:03 PM

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View PostCobra6, on 15 October 2017 - 05:47 PM, said:

 

- They have (much) worse penetration (nearly 30 less) which is a big deal, even if you have a 390 alpha gun it's useless if you ding off your targets all the time.

- Their accuracy is beyond a joke, they shoot like DERP guns.

- Their premium penetration is abysmally low.

- Their viewrange will not help much if most mediums easily reach viewrange cap, you will still get (out)spotted in most of the maps due to their terrible corridor design.

 

Lights need proper standard pen (around 250) and good premium pen (around 300), as well as their base viewrange we tested to perfection on the Sandbox server *AND* their accuracy to be somewhat in the region which could be classed as "normal" for a T10 gun.

 

Cobra 6

 

I didn't check pen and accuracy, but IMMO, theu should be on par with the tier. Damage reduction andand viewrange is intended (in my opinion) to increase LT role as scout. They should be better in spotting than MT but not as good as damage dealer. Pen should be something around 250-260 and accuracy around 0.30-0.34. 

 

View Posttajj7, on 15 October 2017 - 06:46 PM, said:

 

They already have tier 9 or worse penetration, tier 8 DPM, and accuracy of tier 7 heavy tanks. I'm not sure their firepower can get any lower.  They also have tier 8 levels of HP as well and tier 8 view range. The only thing they have that is tier 10 standard is their mobility. 

 

I'm fine with them having lower alpha, but they should have a massive DPM advantage over every other tier 10 to compensate. Like fine give the T-100 300 alpha, but it should then have like 3.2-3.4k BASE DPM.   The WZ-132-1 can have 360 but again needs accuracy of like 0.32 (not 0.4 as it is now) and again needs like 3k base DPM

 

The 13-105 needs a faster shell reload speed so it has an advantage over the Bat Chat. 

 

View ranges need to go up by 10m for all of them, anymore than that and it gets too high. They are very powerful on the 1-2 maps where camo and view range matter, the main issue for them spotting is the stupid Swedish TDs that the cannot outspot, they need to ban those from using binos and camo net as it is retarded that a TD can have 520m view range and 64% stationary camo when lights are supposed to out spot them and be direct counters to them.

 

In fact camo net and binos should be banned from all TDs IMO, it's a silly camping encouraging equipment that boosts camping TDs far too much.

 

The lights need buffs in every area, they should be at least on par firepower and HP wise with tier 9 meds, this means decent accuracy 0.35 or less, this means good DPM, 2.7 - 2.8k at least, this means HP of like 1650 - 1800. 

 

And view range so they all at least have 400m, with the Sheridan and Rhm. getting 430m. 

 

That way they have firepower and HP 10-15% worse than tier 10 meds, obviously less armour, but make up for that in mobility and camo. Then they would be balanced. 

 

I agree with the problem of swedish TDs. At least they should loss cammo net and binos moving also in siege mode. But I don't agree with dpm boost. In my idea, LTs should not been able to work as damage dealer. Of course they should be able to defend themself, but working more on the view range and agility than with brute dpm advantage. That is why I propose reduction in alpha and dpm, good pen and accuracy, but far better viewrange than MT.
 

brumbarr #17 Posted 15 October 2017 - 09:14 PM

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View PostDava_117, on 15 October 2017 - 09:09 PM, said:

 

I agree with the problem of swedish TDs. At least they should loss cammo net and binos moving also in siege mode. 

they do lose camo net and binos when moving.



Dava_117 #18 Posted 15 October 2017 - 09:17 PM

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View Postbrumbarr, on 15 October 2017 - 09:14 PM, said:

they do lose camo net and binos when moving.

 

I was not very precise. I meant while turning in siege mode. It's considered as a turret, but at least cammo net should get disabled. Otherwishe all other tanks traversing hull should keep it on...

brumbarr #19 Posted 15 October 2017 - 09:19 PM

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View PostDava_117, on 15 October 2017 - 09:17 PM, said:

 

I was not very precise. I meant while turning in siege mode. It's considered as a turret, but at least cammo net should get disabled. Otherwishe all other tanks traversing hull should keep it on...

 

That doesnt make sense thouhg does it, other non turreted TDs can aim at stuff while not traversing. The strvs cant, the traverse IS the aiming.

You basicly have a non turreted TD that gets a turret when sittign still for 2s.



Dava_117 #20 Posted 15 October 2017 - 09:25 PM

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View Postbrumbarr, on 15 October 2017 - 09:19 PM, said:

 

That doesnt make sense thouhg does it, other non turreted TDs can aim at stuff while not traversing. The strvs cant, the traverse IS the aiming.

You basicly have a non turreted TD that gets a turret when sittign still for 2s.

 

Yes, but would be an easy fix for their invisibility. 

Not a problem I feel particulary, having just blind HT at high tier, but many clomplain about it.

But don't derail the thread and get back to LTs. :)






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