#Skills/Equipment Suggestions

17 messages · Page 1 of 1 (latest)

crystal eagle
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As it stands right now the main viable loadouts feel to offense focussed. To me there seem to be a few main culprits in the form of the most common additions to any tank loadout.

Skills: Rapid Loading, Steady Aim, BIA, Run and Gun, Snapshot, and Sixth Sense I believe all provide to much of a benefit. These skills are so strong that I run them on every build in WW2 and as a result my tank's gun is usually able to easily snipe weakspots as well as destroy an enemy tank faster. I will propose a solution in the final section.

Equipment: Advanced Loader and Camo Net also provide to much of a benefit. Advanced loader much like rapid loading provides a massive dpm boost contributing to faster time to kill. Camo net allows some tanks like TDs to be able to take unconventional positions (IE Taran in the open unspotted at 250m).

Proposed Solution: Remove Advanced Loader, Rapid Loading, Steady Aim, and BIA. These perks offer an undeniable advantage over those without the skills equipped as well as contribute massively to faster TTK. Reduce the effect of Run and Gun as well as Snapshot slightly to encourage spending more time aiming and reduce the consistency of auto-lock. Sixth Sense is incredibly powerful but also an established mechanic, I would suggest making this a default mechanic separate from commander skills. Camo Net could simply be reverted to have a cool down after movement before activating, this would make positioning more of a crucial skill to camo builds.

Intended Effect: The goal of these suggestions is to reduce the speed at which matches play out by lengthening the time to kill, decreasing accuracy consistency for auto-lock and on the move shots, and lowering the tank stat gap between fully equipped and bare bones tanks. Hopefully these changes would open up more options for niche skills/equipment that better reflect a player's preferred playstyle.

gloomy marsh
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The post actually is you making suggestions to try to help improve the game.

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As far as your suggestions, I mostly agree. But I would keep advanced loader. The game has had "rammer" equipment from the beginning.

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Here is what I sent in last week:

Commander Skills

Steady Aim
This skill is a must have for every tank. It lets one racing around going 80 hitting shots across the map. Put it back to Snakebite skill levels
+10% accuracy --> +5% accuracy

Rapid Loading
Remove this skill from the game. It just shortens matches, promotes wolf packs in CW. There really isn't any need to have it. Currently you have to use it to be competitive. Just get rid of it.

Born Leader
This skill has likely been buffed too much. It improves DPM and Accuracy by too much. It also leads to wolf packs in CW. You can race around full speed hitting shots.

+10% skill effectiveness --> 7.5% skill effectiveness (it used to be 5%)

Snap Shot
+12% --> +10% (it used to be 7.5%)

Run-N-Gun
10% --> 7.5% (used to be 4%)

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CAMO
Advanced concealment:
make it only active while stationary (if possible) This is how it was for years and the game was more strategic. Currently TDs get a massive bonus compared to other classes in CW. In WW2 they still get more but not as much. Make the bonus like it used to be. TDs can now drive around everywhere undetected.

current flat bonuses different for each class--> +25% camo factor of tank while stationary for 3 seconds

The waiting until stationary activation of the camo may be problematic to code. The Bonus could also simply be tied to moving or Stationary. Moving lower or no bonus and stationary full bonus. Light tanks already have a lower camo bonus from equipment. They could keep the camo from equipment both moving and stationary.

If the concealment equipment must remain to function as it currently is, change the values:

Cold War
Light no change
Medium 69.5M --> 46.5M
Tank Destroyers --> 69.5 or 93M

WW2
Light & medium - no change
Tank Destroyers 59.25M --> 39.5M

Smoke Consumable should also be adjusted:
Standard Smoke +10% -- >+5%
Premium Smoke +20% --> +10%

Currently Premium smoke is 2X as effective as camo skill. That is too powerful.

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As you can see much of it is very similar to what you are saying. I find it very interesting and encouraging that we both came up the same conclusions separately.

crystal eagle
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yeah, as it stands all mentioned perks are just way too much. I still would like to see advanced loader dropped though just becuase it like rapid loading feels necessary to compete

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Skills/Equipment Suggestions

glass shell
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While I agree with the need of a camouflage/perk change, I must ask; In what way is this game offense focused? Cold War or WW2 specifically? Ww2 matches barely move. Td’s dominate over half the team every game and do not move because they are never spotted. Mediums and lights are wildly outclassed even with the perks fore-mentioned due to the inability to spot camouflaged TD’s. Heavy tanks have less view range than those so they’re simply punished by artillery and invisible 750 alpha tanks that remain unspotted. Playing offensively in world war 2 is punished heavily by the camo and spotting mechanic. The majority of games I’ve played in WW2 are quasi stalemates. The team that moves the least will win. In that regard, however, I agree, change the camo/spotting mechanic and perhaps the games will be better balanced. That being said, the last thing I see is offensive gameplay being rewarded. I speak primarily for WW2 as I only have some CW experience. I have (sadly) researched this exact problem and can provide the data if need be.

crystal eagle
glass shell
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That’s very sensible and I agree. It does feel necessary to have such equipment and perks on most tanks. I just find myself recently crunching into camo nets/camo perks far more than offensive perks. I’m grinding the LTG right now and loving it, probably a keeper to be honest. I respec’d my crew off of rapid loading/snapshot/run-n-gun in favor of all camo perks that are effective on light vehicles. I’ve now done the same with several of my mediums and find myself way more advantageous in the current sandbox. Hilariously, I will still be out-spotted by most high tier (8+) TD’s until they shoot removing half of my hit points. All around good suggestions though! Wargaming really need to look into perks and equipment.

fleet fog
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The last time WG looked at skills they removed 2/3's players could consider training for and using. It would seem that the reduction down to just 9 (or 3 as 6 skills are pretty much used on all crews leaving just 3 to customize) was just a simplification of the 1st scheme. To simplify the game even more I could see skills reduced even more by WG, something like 1 to 5, each step just improving everything on that tank by say 2%. Zero need for a player to do anything except play the game. As to Consumables just remove them completely. A tank from the factory and thats it. Everyone would know what it can do because nobody can buy pay to win items to make it 'better'.

steel raft
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This is a skill issue and unwillingness to learn the game mechanics. I can play any tank without equipment and/or be bone stock with a crew that just has three skills: Sixth Sense, Rapid Loading, and BIA, and do just fine. Because I understand the game mechanics of tanks and knowledge of the maps

glass shell
# steel raft This is a skill issue and unwillingness to learn the game mechanics. I can play ...

Using the word unwillingness would make far more sense then “willingness to not learn.” I can assume you are a younger player based on the content of your reply. It’s not a “skill issue” and you’re definitely not “exceptional” in anyway at this game because you can use a tank with no equipment 😂. Most of us can (and I personally do at times cause broke boi) play tanks without equipment and do just fine. However, someone gave honest and valid criticism of the current sandbox. It’s not about what they can do, but what they have to do to remain competitive. The base line is, unless you’re just missing the point of the game, in order to stack your tank in the best way possible to be as competitive as possible, you have to use certain equipment and skills. I agree with OP, but in regards to camouflage skills within the sandbox. Try to have productive dialogue and reply next time. Best to you bud.

steel raft
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Thanks for the grammar correction 😂 I was typing faster than I could proofread it. I agree that there is a set bar for players to be competitive but what I was trying to convey is that the least amount of skills and equipment a player needs to be decent to play the game is 3 crew skills: Sixth sense, rapid loading, and BIA and no equipment needed and then just put consumables: gold/reg repair, gold/reg med, and rations for crew skills boost. @glass shell

glass shell
glad iron
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If there was a way to revert all the skill changes, would be so nice