Jump to content

Game design - gun selection - good vs dull

game design

  • Please log in to reply
6 replies to this topic

FizzlePopBerryTwist #1 Posted 28 December 2019 - 03:29 PM

    Staff Sergeant

  • Player
  • 31556 battles
  • 367
  • [FIM] FIM
  • Member since:

Let's talk shortly about gun choices (and how OTHER modules could be changed...(below))


The choice of your gun might be the most important choice you can make as far as modules are concerned.

While engines, chains, radios and (most) turrets make for a straight upgrade to their predecessor, guns (at times) allow for a variety of decisions fitting different playstyles. 


A good example you can find on the FV4004 Conway


The gun on the left is more accurate with high DPM. Great for long-range support with this otherwise fragile tank.

The gun on the right is less accurate with lower DPM. Preferable for 'brawling' in cities, where there is little space to hide and you want to trade HP most efficient.


Both changing the gameplay of the same vehicle rather drastically. - something i happen to find freaking great! 

The same tank can fit two roles/styles easily, without having to spam premium ammunition or missing out other attributes one would need in their respective 'role'.


Sadly not every tank has those choices, like Tier 9, Amx 30er prot 1



This tank offers three guns to choose from, but i don't think they are different enough to justify to chose anything BUT the top gun. 


While the middle and right gun are seemingly closer to another (as far stats are concerned), it is easily said; the right is the best gun this tank has to offer. 

It only sacrifices 0.02 accuracy for: superior rate of fire, more penetration, nearly 30% more alpha, faster aim time, same weight and even faster bullet speed on its standard shells. 2800dpm (vs 2100dpm)


As far shell speed is concerned: most though targets (such as heavies/TD's are rather slow/fat and therefore easily hit either way. The HE would make it harder to snipe light tanks, but it's still good enough to splash Artillery, Waffenträger, or chains. - also the 10% higher standard shell speed and 700 base DPM should make more than up for it. Not to mention some light tanks (in hightiers) are tough cookies.


Long story short: this is a missed opportunity... 

while there are tanks which offer these kinda 'choices' , there are many more thanks on which the gaps between guns are even bigger and leave less variety as a result.

Variety is what keeps the game fresh and fun to play. Of course, you can choose a different nation in order to discover a wider variety, but at a cost of a lot of time (and credits).

Most 'unique' mechanics (and designs) start at Tier 8 and until then you are rather stuck with the 'same old'. Average guns. Linear upgrades. Same tactics each game - which is a shame.


As shown with the FV, it is rather easy to change a tank easily.


One could expand this concept to other modules, such as:

>> engines. acceleration vs top speed

>> turret variants: more view range vs toughness (or rate of fire)

>> chains: turn speed vs higher ground resistance

>> radio: more range vs a 1% crew bonus (boosting morale by playing Russian radio songs)


Of course, these choices could reflect their respective classes better: like chains for heavies allow either for a quicker turns OR are harder to be taken out (or even repair faster)!


You get the idea :)


Happy 2020


Edited by FizzlePopBerryTwist, 28 December 2019 - 03:31 PM.

_cro_magnon #2 Posted 28 December 2019 - 04:20 PM


  • Player
  • 34225 battles
  • 2,928
  • [V-TER] V-TER
  • Member since:

All I can see is...



But to be on topic: yeah that's nice and all but that is too complicated for your average 49%er to understand.

1ucky #3 Posted 28 December 2019 - 04:35 PM


  • Player
  • 89606 battles
  • 1,703
  • Member since:

Nice idea bro.

You gotta give WG some time though, they're obviously only able to change a very small portion of the game per each update...


Happy 2020!

Bulldog_Drummond #4 Posted 28 December 2019 - 04:41 PM

    Field Marshal

  • Player
  • 34191 battles
  • 11,232
  • Member since:

View PostFizzlePopBerryTwist, on 28 December 2019 - 02:29 PM, said:


Most 'unique' mechanics (and designs) start at Tier 8 and until then you are rather stuck with the 'same old'. Average guns. Linear upgrades. Same tactics each game - which is a shame.




I don't agree.  There are hugely different guns available for tanks at lower tiers.

To give just one example, look at the T-46, which offers a sniper gun, a derp gun, and an auto-loader, all good in their different ways

And to give an even more obvious example, the KV-1 gives you a choice between 57mm, 85mm and 122mm, all of them viable.

Other examples are too numerous to mention

Edited by Bulldog_Drummond, 28 December 2019 - 04:45 PM.

fwhaatpiraat #5 Posted 28 December 2019 - 05:52 PM


  • Player
  • 61046 battles
  • 2,155
  • [RGT] RGT
  • Member since:
I can't say you're wrong OP.

SovietBias #6 Posted 28 December 2019 - 05:55 PM


  • Player
  • 39795 battles
  • 1,764
  • Member since:

In this game guns aren't really about choice but just a label for XP sinks.


There are few exceptions, like AMX M59,  Conway or WT Pz IV, but you can't go wrong when you just pick the top gun available for the tank as it is so much better in everything that matters: penetration, damage, reload and accuracy.


In order to get there, you have a few 'choices', that most often than not you want to skip as fast as you can. The upcoming double barreled line is a prime example: you are getting a 'gun' with tier V levels of penetration on a tier VIII heavy tank.

Edited by SovietBias, 28 December 2019 - 05:57 PM.

Nishi_Kinuyo #7 Posted 29 December 2019 - 12:54 AM

    Lieutenant General

  • Player
  • 9945 battles
  • 6,934
  • [GUP] GUP
  • Member since:

For the most part, modules are supposed to be an upgrade, not an alternate choice.

Minor exceptions exist for tanks with derps, etc.

Also tagged with game design

1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users