![]() Whilst I think nerfing the damage massively on arty is good, I have said in the past to have a mechanic similar to AW where you know an arty is aiming or firing on you would be good, it would probably be a step to far combined with the damage drop and make them pointless (whether you want them removed or not, just making them utterly pointless would be kinda worse). The stun mechanic could be quite annoying, but not as annoying as random one shots. There is room for tweaking between the sandbox and actual release, and then reworking as they go as it's implemented.īeside the obvious P2W of prem consumables having lower refresh (I'm not overly concerned about this compared to other stuff, it's really no different technically than current) the fact you can now play notorious ammorack damage tanks or crew dead tanks without being crippled for the entire game if it happens early, is brilliant. But seriously, they have to start somewhere, and surely just going in this direction is better than keeping things as they are. Yes yes, there are a few obvious issues you could pick up on, in specific situations and with certain arty, coupled with toons and the stun mechanics etc etc. It'll be a while before all this is even considered being entered into the live server, and a lot can change with the current testing data, let alone other things that come along to work alongside it.Īt the risk of not being negative about absolutely everything they attempt to do, this is the first video I've watched about the sandbox arty test. Nowhere does it imply there isn't a sandbox with crew skill rework, or any number of things after that. Everything has a knock on effect, so they're doing it the right way as far as I'm concerned. People persistently whine about arty, and I'm glad to see it being looked at before crewskills. There has been talk about crew skill reworking for a long time, and I see this as the first steps towards them implementing it as they are probably not unaware it will make some not as viable (where most aren't already anyway). I don't think it should start longer, a minute and a minute and a half is reasonable, but it going up (to some sort of reasonable maximum) could work so people aren't really blasé about taking damage or tracking etc because they get it back again later. In principle I agree the cooldown with more uses should increase. /r/wotmemes for meme posts that aren't on Mondays./r/TankPorn for all things Tanks and Armoured Fighting Vehicles. ![]() /r/worldoftanksconsole for Xbox and PS4 players.If you're new, read this guide and then this one.Apply for a flair here! TEMPORARILY OUT OF ORDER.Apply for any of the EU, NA or SEA clans.Join the in-game channel RDDT (EU) to chat with fellow Redditors.Pick the flair that matches your server group or clan and enter your WoT-username.NA, EU and SEA Servers - Use Invite Code: REDDITFOREVER for 7 days of premium time, 500 gold, and a Churchill III.If you see such a post, please report it. New reddit accounts with no or minimal sub activity reposting an old top post will be banned as a karma bot. > No Filter 20 link/comment karma and >20 days old.WoT-Life (server stats, player/clan stats).GOSU Tactics (tourney info, player/clan stats).WoTInspector (Armor models, replay review, heatmaps, etc.).Tomato.gg (detailed player, tank, and server stats).Tanks.gg (tank stats, armor models, comparisons, player stats, etc.).RDDT6 (OPEN, Platooning/Strongholds(6 & 8)).
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