

POPULAR

Well, let's see:

1) Premium ammo.

In it's current form, while it's obviously good for WG's wallet, it's not good for the gameplay in general. Tanks that are balanced on their armour (thus getting either a weaker gun or worse mobility) are at a disadvantage because of it. Also because premium ammo does the same amount of damage as regular ammo and has better penetration while the increase cost really don't matter to most players, there is no incentive to not use it and solve the problem in positioning.

Currently if you take up a position that is completely suited to the armour of your tank where you can not/hardly be damaged from the front people will load premium ammo and still go through your armour. At this point you are playing your tank well and to it's strengths yet you still get "punished" for it by people who should not be able to damage you from the position they are in.

Not only is this annoying for the victim but you are also promoting lazy play on the part of the attacker, why would he try and find a more advantageous position to attack from if he can just load the gold and not bother?

Before you introduced premium ammo for credits there were no major issues in engaging enemies, you just had to be smarter. Sure occasionally you ran into a Maus in a very good position that you could not take down frontally and you had to find a way around.

Was that a problem? No it was a bit of an inconvenience but why should that Maus that is playing his tank well be punished by me when I just load the gold an pen him frontally like what happens now?

My suggestions for this problem are to their limit the amount of premium shells a vehicle can carry to 5%=>10% of the total ammo capacity of said vehicle *OR* to decrease the damage premium shells do but keep the penetration and shell cost as they are now.

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2) Removal of cover on maps / Corridor design

For the past two years WG has been hard at work to remove all good long range sniping positions from the available maps by either removing foliage cover obscuring the shooter *or* using terrain features like micro-bumps to get rid of direct line of sight. This put not only static-gun TD's but also mediums like the Leopard/E-50 that fit a more "sniper" role on the battlefield at a disadvantage.

While the mediums can solve this with mobility and their turret the static-gun TD's get pushed in the uncomfortable position where they have to start brawling at relative close range, a role for which they are absolutely not suited with their smaller HP pool and inferior armour.

In the past pretty much all maps had some good sniping location in useful locations from where "sniper" tanks could control the engagements as well as "brawlers" more up close but with the removal of cover and terrain breaking LoS now these locations can only be staffed by "brawlers".

In extension of this we have the "corridor map problem" which is the situation that on most maps there are 2 or 3 "viable" corridors to play in and the rest of the map is useless filling. These "corridors" can not be attacked from the side either because they are obscured by terrain features or because it's plain suicide for the attacker because they are completely in the open if they wish to get the enemy in the side.

While I understand there has to be balance between "shielding" people that push a flank from getting sniped from the other side of the map I now have the feeling (and I know a lot of people have this as well) that it's gone too far and it's hardly possible to do good pincer movements anymore or flank enemies pushing a certain flank.

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3) Removing one shot ability of artillery in T8+ battles (without ammo racking)

Currently one of the biggest problems in higher tier battles seems to be the complete randomness with which artillery does damage. They either miss your tank and do 100=>300 damage or they hit your tank and (nearly) one-shot you. There needs to be more consistency in the damage output of arty per shot while at the same point the ability to (nearly) one-shot a vehicle needs to be removed completely. Hitting the ammo rack would still be subjected to the current saving throw mechanics etc.

Problem is that coupled with the points brought up in "point 2" there are only a couple of viable options on each map where you can go to attack or defend and these locations are nearly always in plain "line of fire" of artillery. It's simply impossible to hide from arty *and* be effective in holding off/attacking an enemy in these locations and while you are busy defending yourself from fire from enemies near you an arty casually takes off most of your health/all your health in one shot. (and yes this happens pretty frequently).

If high tier artillery (Tier 8+) did a maximum of 500-600 damage with a direct hit while being more accurate than they are now there would be far more leeway in gameplay for both the artillery player *and* the victim.

This obviously with the massive gun calibers we have in this game, would not make sense in a "realism" kind of way but it would make gameplay far more dynamic and fun for all involved.

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3A) Either remove in game stats via XVM completely or make it possible for users to set their stats to "private" in battle.

Have a users stats available on your website and in the garage, but make it possible to hide them in battle.

This is one of the problems that effects good players especially since the ability to see stats for others puts them at a direct disadvantage. They get focussed more than average or bad players which in turn directly affects the fun they can have while playing. All because they are good at the game.

Getting punished in some way just because you are good at the game itself is not much fun and neither does it make much sense.

An added bonus would be that when hiding stats in battles there would also be less abuse of the worst players of this game as they will no longer be identified as such.

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Edit: typos

Cobra 6

Edited by Cobra6, 14 March 2016 - 12:01 PM.