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Apr 27, 2013

27.4.2013 part 2

SerB's night session turned out to be quite a trollfest

- the main skill indicator will remain the winrate according to SerB, value of the player won't shift towards for example XP per battle or accuracy
- exact mechanism of teamkilling penalties won't be disclosed, so players don't invent was how to exploit it
- according to SerB, the base capture time is the same on all encounter mode maps (SS: according to several reports, there might be a bug, making the Prokhorovka encounter base capturable too fast), but this bug will be investigated... eventually
- the re-worked regular fire extinguisher will make the vehicle on fire "tick" a bit before engaging, modules will be damaged just like it is now
- historical battles won't contain top tier vehicles at first
- entire game style (mechanics) won't be fundamentally changed in the future
- the balance between T-44 and T-34-2 122mm guns is fine according to SerB (SS: the Chinese gun reloads cca 3 seconds faster)
- IS-7 won't get a "historical" ROF buff
- according to SerB, player proposals are considered, but players mostly propose crappy ideas
- drowned tanks are more expensive to repair, because drowning destroys all modules and those cost credits to repair too
- Q: "Will there be premium tanks with autoloaders?" A: "If needed. And we decide what is needed without players having to agree with us."
- Q: "Will Wargaming under SerB develop a walking mech game?" A: "If needed. And Viktor Kisliy decides what's needed."
- apparently, the T57 Heavy with gold rounds being overpowered is only a marginal issue ("What a horror...")
- Q: "Leopards at tier 9 and 10 suck" A: "Don't play Leopards"
- the delay between the base capture and end of battle won't be removed, it's there intentionally
- alternative medium branch for Americans, French and Soviets confirmed, "when it's done it's done"

78 comments:

  1. > - alternative medium branch for Americans, French and Soviets confirmed, "when it's done it's done"

    It was confirmed even it trees, wtf?

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  2. Could someone ask over there whether if the vehicle is destroyed before the regular fire extinguisher activates, will the fire extinguisher be counted as consumed?

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    1. I am pretty sure it will - after all, the response time is an attribute of the extinguisher itself, not of the vehicle

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    2. Bottom line - it is very probable that free extinguishers will be crap. You would HAVE TO use gold one basically, otherwishe you can just as well stick food or something like that in extinguisher slot, and hope that noone'll set you on fire.
      I may have exaggerated a bit, but seriously - based on how exactly will they balance it - it may be THE change that will ultimately spoil the game for me (and, I fear, many other players).

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    3. TBH from what I recall reading of your comments here, SC, I sincerely doubt WG can "spoil" the game for you any more anyway...

      Meh. I already have a credit-bought Auto Extinguisher in *all* of my more fire-prone tanks (ie. front-drives and KV-series) and long ago replaced the Manual Extinguisher from my AMX 50 with a Large Medkit (bought one for gold during a discount), since for the latter crew deaths are a *way* bigger headache than fires and the thing helps reduce them.

      Incidentally none of my shiny new auto-extinguishers has tripped yet (in several night's playing post-patch), which leaves me vaguely disappointed on one hand but happy about the credits saved on the other. :p

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    4. Well, after a consideration, that is true - I made a habit of commenting only on things that I don't like here. But at the same time, there are plenty of things that I very much like about WoT - like comparatively painless grind and game progress when compared to other MMOs, fact that there is no HUGE difference between premium and free users (the former of course have an advantage, but the latter are able to fight them on more or less equal terms; that is why I fear this supposed upcoming premium account buffs, they may ruin this fragile balance) and of course the fact that this game is pretty unique. There are recent changes that I like too - Leo line, T-60/70/80 line, physics... Yet in 1,5 years of playing WoT on both free and premium accounts my experience seems to gradualy shift to worse over and over again. Granted it may be just the fact I am getting bored with WoT, but it at the same time seems fueled by game changes introduced in recent updates, the first strike being nerfing income on T5 tanks, second - completely changing PzIV from only specialized T5 med sniper into another brawler plus the whole thing with totally OP T5 gold-firing howitzers. Extinguishers - this may be just third strike.

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    5. Maybe you're just getting old and turning into a cranky conservative who hates change and yells at the kids to gedoff yer lawn... :v

      TBH I find your "strikes" a bit odd. Admittedly I don't play too many Tier Vs nowadays but those that I *do* have - StuG, premium!Churchill, T-25 and now the "Minileopard" - seem to make a nice enough profit. Old!PzIV with the Vaderturm was certainly pretty fun but looked bloody stupid (the turret's offset from the centerline didn't help) and was borderline OP with the revised tier spread; also stretched Suspension of Disbelief to uncomfortable degree IMO.
      Never gave a toss about tank "roles" anyway myself. Eg. I keep using TDs as "assault guns" already because it's often the only way to get something done in the pubs. A lot of people in the forums cried blood about how AMAGAD TERRIBLE it was to have to refit their Pz IVs to the new specs; me, I just tried both the L/48 and the derpgun and found them hilarious and good. (Then I decided I wanted to try the VK3001P instead... and now it's one of my "keepers".)

      As for the extinguisher change, I'd be a mite miffed IF the Autos weren't available for credits now. Since they are, meh. Gonna be using the things alot anyway since lower chance of fire is obviously welcome -ie. they reduce their own likelihood of getting expended; my kind of consumable!- and in practice most tanks don't burn *that* often anyway.

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    6. "PzIV with the Vaderturm was certainly pretty fun but looked bloody stupid (the turret's offset from the centerline didn't help) and was borderline OP with the revised tier spread; also stretched Suspension of Disbelief to uncomfortable degree IMO."
      The same can be said about KV-1S and yet WG refuses to do anything about it.
      The thin is - I never said that PzIV shouldn't be nerfed. After reduced tier speread AND buffing the L/70 gun it was truly necessary, no doubts about that. Yet when the changes were discussed this surfaced on NA forums:
      http://forum.worldoftanks.com/index.php?/topic/148568-official-qa-thread-75-era/page__st__200#entry2451589
      Precisely I mean this sentence:
      "7.5 L48 will be balanced similarly to the 57mm ZiS4, though with slightly higher alpha and slightly slower rate of fire (approximately equal DPM), and at least equal accuracy."
      Now, if they would keep their word, I'd have nothing to say - awful Schmalltrum is removed, rebalanced L/48 gun has both penetration and dmg comparable to its peers and yet it retains its accuracy. I'd be happy with that!
      But we both now how it ended. None of the guns of PzIV is a sniper weapon anymore. Furthermore - the only thing that PzIV has over PzIII/IV is the derpgun, so it is rather obvious choice for PzIV, so instead of sniper we have a flanker. For me all that the L/48 gun needs is +0,03 accuracy and about +2-5mm of penetration (eventually compensated by RoF and aim time to avoid being OP).
      You say that T5 still earn money quite nicely. Yet I remember getting 20k earnings per battle regularly year ago, and I was shit player then. Now when I get 20k of T5 game, it means that it was a really good game. Now let's say I use premium extinguisher in such battle... At the very best I'd break even.

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    7. >The same can be said about KV-1S
      Not exactly - PzIV w/ Schmallturm was an impossible project, unrealizable IRL (suspension would break). KV-1S w/ D-25T had a built and working prototype (cancelled in favor of IS); a better example would be the T-34-100 (in which the loader had to sit outside and suspension broke down) or SU-85-107 - and they were nerfed.
      Besides, old PzIV wasn't fast and maneuverable enough to be a medium - it was basically a TD with a turret. IMO WG fixed it.

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    8. Srsly I don't give a flying fuck about what the devs may or may not have said about the L/48 at some point (and you may have noticed they've since adopted a policy of saying nothing about possible future changes to specs); I was able to get decent mileage out of it in *stock 3001P*, so the thing oughta be good enough for Tier V.
      The ZiS-4 is a classic "needle gun"; sure it's nice in some situations, but given the 'awesome' armour of the T-34 actually getting anywhere near its theoretical DPM in practice is... hazardous... in most realistic scenarios. Never found "drinking straw" 34's particularly noteworthy opponents as Tier Fives go.

      As for the 1S, meh. A KV-122 did exist historically though nothing much ever came out of it due to the categorically better IS-2 starting to come off the assembly lines around the same time, and once you figure out their quirks they're not that difficult to deal with. Personally I never liked the thing when I was grinding through it.

      Also sceptical about those claims about past income rates, especially if they're supposed to be *net* rather than *gross* earnings; unless that's with premium acc I associate those kinds of numbers more with the prem tanks and above-average battles.
      That said, if you're just grinding for money the auto-extinguisher would seem an irrelevant consideration just as much as prem ammo (HEAT derps aside); why WOULD you cut into your profit margin by squandering such expensive equipement in the first place? Just accept however much fire damage happens before the manual ext kicks in; you shouldn't be concerned with optimum performance so much as making credits to fund more important things anyway, such as now said auto-exts for higher-tier tanks...
      Pretty elementary economic logic really, and it's not like you're catching fire in every battle anyway. :/

      Also I hold on to my point about buying the Autos in bulk to create a decent stockpile for future use during the first discount special that rolls around which oughta *rather* decrease the factual expense when they now get tripped...

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    9. Why are you you both (Anon, and Kellomies) talking about KV-1S being actual, existing prototype? I've never denied it. I just said that it is "borderline OP with the revised tier spread" like Kellomies said about PzIV. KV-122 would do fine as T7 premium tank with improved RoF and T7-like hp pool. On T6 D-25T is simply too much, and that is what I wanted to say.
      I am not going to try to convince you about earnings. I don't have any replays (as they were none back then) but I know what I know. About L/48 gun - it is certainly okay T5 gun. Look at German T5 meds though - right now only thing PzIV has over PzIII/IV is the derpgun. Earlier it was a sniping gun and though as hell turret. And that is what I hate - there used to be very good T5 med sniper, right now there is another brawler. We have enough T5 med brawlers, and there is no T5 med sniper - bottom line gameplay variety suffered. Many players say that many of the new tanks are just copy-paste. Tell me then - what is rebalanced PzIV if not basically another M4 Sherman with different model? They play very similarily now. PzIV used to be very unique machine, now it is just member of the crowd. I'd be very happy with PzIV becoming sniping glass cannon - but no it is no longer sniper, and that sucks.
      And I don't agree with calling PzIV a TD - it was more like a replacement for lack of German T5 HT.

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  3. Is there any info on when the extinguisher change arrives? I was under the impression that it was supposed to come at the same time as prem consumables for credits. -Platypusbill

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    1. It was, but they decided not to introduce it for now. My guess - 8.6, but nothing is official

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    2. Worst idea since tank horns

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  4. I usually was laughting when I was reading Serb's trolls but tis ones are dumb.
    The answers where he said that they decide what is needed sound like communism.
    Also, the answer about t57 being overpowered is epic.
    Since gold ammo is used 99% of the times in clanwars.How can it be only a small issue?...

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    1. You have no idea what Communism is and isn't do you? (And that's *planned economy* you're thinking of, which isn't the same thing.) Plus it can't exactly be news that WG doesn't do shit merely because some people clamor for it...
      Thank God for that too as the vast majority of the suggestions/requests/demands are, when not variations of the "buff/nerf this or that waaaah" theme, *ball-punchingly stupid*.

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    2. "The answers where he said that they decide what is needed sound like communism."

      that's not communism, that's childish and unprofessional.
      two can play that game ...

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    3. It's actually being unusually frank about how business decision-making *actually* works.

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    4. WTF?

      Its "their" game and "their" company, of course "they" will decide what is "needed"....

      that doesn't mean its what any player wants or agrees with.

      This is "capitalism"...

      Communism would mean that ALL players are on a committee and decide what is needed, for everyone.

      (not sure why I bothered answering this point since it is so dumb....)

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    5. Because we needed an epic mustache.

      And yes you have a good point.

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  5. Hi SS!

    "...
    - the re-worked regular fire extinguisher will make the vehicle on fire "tick" a bit before engaging, modules will be damaged just like it is now..."

    Could you please explain that? I m not sure I understand that right.

    BtW - U re doing an amazing job here.

    greetings

    Folterknecht

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    1. The gold extinguisher currently has the advantage of activating instantly, where the credit one requires player action (and since we aren't perfect with the timing, we always take some damage). The new extinguisher will simulate that by letting the fire burn for a while before it removes it.

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    2. I didn't get it either.

      Hidraxido (NA server)

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    3. So the "new" regular extinguisher now is automatic too? (so i can forget button pushing in hurry?)

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    4. Yes, the new reworked regular extinguisher will also be automatic, but it will activate slower than the golden one.

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    5. And what about firefighting skill?

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    6. Both extinguishers will be automatic, the regular one will have a delay, the golden one won't.
      That will be implemented to fight cheaters - there are scripts that automatically activate regular extinguisher after the fire.

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    7. "And what about firefighting skill?"

      Firefighting Skill also lowers the amount of damage the tank take for each tick while the its burning.

      so firefighting skill will get some meaning back.

      Or otherhand around, using the Gold fire extinguishers do not only acticate immediatley, it also saves u a whole Crew skill.
      this is some serious advantage!

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    8. "Both extinguishers will be automatic, the regular one will have a delay, the golden one won't."

      And what will be the delay? over 2 sec i call it a nerf

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    9. So they haven't abandoned this idea? Crap. This may be just gamebreaking change for German vehicles... Having to carry 20k extinguisher on all T5 and higher tanks... Another blow at the free moneymaking.

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    10. Cry me a river. The KV series with their famously fragile fuel tanks are going to need them too, and they won't even benefit from the reduced engine fire chance a whit in that regard.

      BTW why only Tier V and up? The last I checked every lower-tier German tank had either a frontal transmission or, in the case of the terribly relevant Lolitraktor, a frontal engine too...

      Dunno 'bout you, but I'm going to buy a me whole pile of Auto Extinguishers during the next consumable discount anyway; they're useful enough (arguably *the* single most useful premium consum) already under the current rules.

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    11. IIRC I currently don't have anything German on tiers lower than V, nor do I plan to buy it. Sticking any consumables at something lower than TIV is a bit of waste in my opinion (not if you have a favourite, most played keeper tank there, but I do not).
      And about KVs. I played KV, KV-2, KV-1S and KV-3 so far and I don't remember fires being that big of a problem. Sure they happen, and when they happen they are annoying as hell, but tell me how many times were you set aflame by 2 consecutive shots? Cause for me that happend on German tanks at least twice. The fact that German tanks are easily able to catch fire from shots from every direction, which is rather not that common in KV series.

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    12. Over the last two days alone I've seen at least three KV-1s and KV-1S's brew up from the *first* shot to the mid-rear hull side, and my own KV-3 has had one fuel-tank fire from a shot that hit the same area at a rather steep angle.
      Conversely the last time a German of mine burned was sometime during the week when my Pz IC got a transmission hit, and most of the "gray" stuff I run into stubbornly refuses to catch fire despite repeated hammering of their LFPs regardless of tier.

      You see, the difference is that the engine/transmission fire is governed by the RNG and 20% isn't ultimately *that* high a probability (and the Auto Ext further reduces it); conversely the fuel tanks go up *automatically* once their HP hits zero.

      As for lowtiers and consumables, weird lad. The stuff is dirt cheap to begin with and I for one have quite the stockpile of the stuff from discount events; whether you're just grinding through or baby-seal poaching they sure make life easier in the lower tiers, especially with the pocket-sized tanks where one crewmember does virtually everything and the vehicle's effectively crippled if he dies.

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    13. Yeah, but you are stuck with these things for few dozen battles at best (if you don't plan to keep them; if you do it is completely reasonable to stick consumables there). And let's say you are forced to use both med and repair kit and you are set back 6k of silver. There is no T2 or T3 tank in game that is capable of generating such income in one battle - that way these little tank toys may turn into a credit sink (not to say you use premium extinguishers, which sets you back 20k). And I am not keen on losing creditsw on low tier tanks, which I will sell anyway. If I have terrible battle with them, it is simply not worth to use consumables - better play one more game, cause tank will earn in that circumstances, even if it is a very small ammount. After all it is better to get few k of credits twice than lose similar ammount on one battle, at least for me.

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    14. *shrug* Suit yourself. I don't expect mine to turn more than a marginal income anyway, since even an excellent battle only nets like 10k tops simply due to the low HP pools involved. Ofc I also have a deep reserve of discount consums so it's not like the factual expenditure amounts to more than 4,5k in the worst case...

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  6. T57 heavy is OP even with regular rounds.

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  7. "-the delay between the base capture and end of battle won't be removed, it's there intentionally"
    Yeah, to annoy players. While I can understand it when both sides are caping, then when there is only one side caping, battle should end at the isntant the counter reaches 100%.

    "- according to SerB, player proposals are considered, but players mostly propose crappy ideas"
    - Q: "Will there be premium tanks with autoloaders?" A: "If needed. And we decide what is needed without players having to agree with us."
    - Q: "Will Wargaming under SerB develop a walking mech game?" A: "If needed. And Viktor Kisliy decides what's needed."
    Another pure PR gold - why do the even pretend to listen to their players, if all of player idas are crap, and at the end it is only WG word that matters?
    Also is nice to know that person who is known in one of earlier post as using exclusively gold ammo is also responsible of determinig what the game needs. Bottom line WG is doing it wrong, and they able to get away with it only because they have no direct competition (yet).

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    1. what word in the phrase "but players mostly propose crappy ideas" you do not understand?

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    2. I'm aware that that was an exaggeration, I did that on purpose to emphasize the scale of a problem. Plus WG always says that they are listening, but I have yet to see that player feedback actually matter in something that is actually significant. KV-1S situation comes to mind.

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    3. Players wanted gold ammo for credits-> now they cry about it...

      Just one of the many examples when WG did the mistake to listen to players...

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    4. SC, the kind of player feedback WG *does* play attention to tends not be the sort you mostly run into on, say, the forums - 99% of which can be charitably described as "Hue and Cry" and which isn't particularly indicative of the playerbase *at large* anyway.

      I'm under the impression they watch *trends* and the behaviour of statistically meaningful group sizes like any business with a clue.

      Also given SerB's usual style of communication that kind of slightly snarky "and don't try to tell us how to do our jobs kthx" retort is hardly surprising; he also kind of has a *point* there even if it offends the sensibilities (or rather fantasies) of the Unique Snowflake brand of consumer. After all, whatever the Hell kiddies with whiny entitlement complexes might prefer to imagine *in practice* what WG ultimately decides to do with their product is decided entirely in-house; and that ultimately goes back to the boardroom, as in any company.

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  8. Hurrr durr we are incapable of fighting against fucking macro scripts that activates manual extinguisher automatically so we are just gonna fuck up the manual one and if you want to save your tank buy the automatic one for "just" 20k credits...seriously...if they can't fight against simple scripts why the FUCK should we expect anything else(harder to program) from them...

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    1. Exactly my thoughts. Yet they supposedly were able to remotely determine is particular player is using illegal mods not that long ago, so remote checking and blocking that auto-clickers should be also possible.

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    2. Yeah that Pretty much.
      I have pretty good reactions and have bound fire extinguisher to space key because it's easy to hit, i usually take between 2 and 3 fire ticks now, that is fast enough not to lose modules.

      Now my "skill" will get nerfed because WG is not able to disable script usage.

      Wonderfull

      -Gloris

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    3. Pretty clueless about programming and such here, so I'm sure you experts can educate me on how they then *should* counter such macros without, say, installing way more client-side monitoring proggies than is entirely legal...?

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    4. It's doable but would be a pain to test out to "debug". It's a work vs profit issue in the end. And that is the bottom line.

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  9. >- the balance between T-44 and T-34-2 122mm guns is fine according to SerB
    >- IS-7 won't get a "historical" ROF buff
    Russian Bias at its best today! Or is it called "game balance" when it comes to Soviet tanks?

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    1. If you read VERY carefully you will see that russian tanks are not being upped...

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    2. "Russian Bias at its best today! Or is it called "game balance" when it comes to Soviet tanks?"
      Please tell me you are trolling, sadly one can never be sure with the WoT community.

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    3. I already told u on the last Q&A:
      Those stupid cry kids are even too stupid to read what they cry about...

      And now someone is still wondering why WG doenst want to listen to such ppl... srsly?

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    4. ^^ Oh god I have been in the game only this last week. (previously watched live and video for the previous month) and they NEVER read the previous posts/msgs... Like YouTube they just ask over and over and over... sigh.

      NEMO.

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  10. - Q: "Will there be premium tanks with autoloaders?" A: "If needed. And we decide what is needed without players having to agree with us."

    I believe there is one already - American tier 2 T1E6. It's more a gift than rather than premium but it actually act as a premium in the garage - you can put a crew from any other light tank there. Not sure whether it's more profitable than normal tier 2 tanks.

    Gizberno

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    1. The gun on the T1E6 is considered an autocannon and NOT an autoloader. (Although I don't really know the difference)

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    2. you might throw in the T2LT then as well then. low level autoloaders - who gives a damn?
      /strv

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    3. The 37mm doesn't fire fast enough to be a proper autocannon... anyways, technically speaking it's apparently "semi-automatic cannon" rather than "autoloader"; in practice the difference is nil or boils down to minimal delay between shots.

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    4. Simi Auto is pulling the trigger and firing and having a new round loaded for you. But you still have to pull the trigger for it to fire again. Auto is just adding in an auto trigger so that the recoil, or some other form, reloads the chamber and fires the weapon for you.

      Still waiting for a Green Mace setup to land on American tanks.

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  11. love the bit about the IS-7 not getting a historical buff so they admit the WOT version of the IS-7 is not historical.. Wish it would though :(. IS-7 was crazy rate of fire historically.

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  12. But wasnt the S-70 penetration lower than its in game? So be careful that you want.

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    1. Some people said it was just 163mm- they just weren't smart enough to realise that that was at 5 kilometers against a plate angled at 30 degrees. It has roughly the same caliber and barrel length as the German 12.8cm, after all.

      -Platypusbill

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    2. 250mm@500m, 240mm@100m, which scales to ...drumroll... 260mm@point blank which WoT uses.

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    3. I think you mean 50m, not 500m, from the form of your comment.

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  13. and no1 explained why 105 on leo pta was nerfed to the ground. it supposed to be a sniper tank but with this accuracy, reload time and aiming time its a pain in the ass. some1 suggested to use stock gun but why u have to use a potato gun on t10 games? WG likes to show where is german tanka place its a cash cow to buy premium and pass this tank...

    pesymistik

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    1. Yeah because 0.32m accuracy and 2.3s aim time is so bad...

      And have you seen the how much penetration the other tier 9 mediums get?

      M46 Patton: 218mm
      T54E1: 210mm
      E-50: 220mm
      Lorraine: 232mm
      T-54: 219mm

      Leopard PTA: 268mm

      much better penetration so they balanced it with lower reload time. Even the stock gun has 225mm (+ very good dpm) which is better than half of the other tanks have with their top guns.

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    2. >Yeah because 0.32m accuracy and 2.3s aim time is so bad...
      Don't you know that the average player of German tanks wants guided missiles?

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    3. Stock gun has 212 pen, not 225...

      /Lito

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    4. guys check ur data -> rof 4.29, accuracy 0.36 and aim time 2.9 and now check "the same gun" on centurion 7/1
      i dont know maybe game shows stats for stock turret if thats true and with 2nd turret we get same stats like on centurion then i will go dig a hole for myself and jump into it :P
      but it will be first case when game didnt show proper stats on hilighting module
      http://imageshack.us/a/img94/8123/shot004jc.jpg l7a1 on ceturion
      http://imageshack.us/a/img546/419/shot003fn.jpg l7a1 on leo pta

      pesymistik

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    5. ...OR you could look it up in the WoTWiki. Revolutionary, I know. :v

      And yes, the game normally shows "stock" stats - I'm under the impression the "upgraded" ones are only displayed if you actually have the tank in your garage plus the relevant components. Oh and the L7A1? It actually has *identical* stats on the 7/1 and the Leo A second turret; 5 r/m, 0.32 acc, 2.3s aim.

      Here's your spade sir. ;P

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    6. about that spade hmm ok so who wanna bury me??:P
      actually thx m8 for refreshing my memory about wotwiki coz in the past infos on this site was very confusing but know i see that they seperate stats for each turret ok whinging off:P

      pesymistik

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  14. Oh yeah got mixed it up with the Cent 7/1

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  15. "the main skill indicator will remain the winrate according to SerB, value of the player won't shift towards for example XP per battle or accuracy"

    winrate!? it doesnt tell you anything about the players ability! I often killed 7-9 tanks with 5k-7k damage and still lost the battle. If you have 14 noobs in your team you have no chance. Vice Versa, you dont have to do anything if you have a good team winning without you. So it is a totally useless information!

    WN6, xp/battle, damage/battle are telling much more about the players ability.

    So if WG decides we dont have so much noobs in wot, now i know why you think so...

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    1. Oh, a denier.

      Not gonna rehash the extensive argumentation on the topic from the forums (go look it up if you're interested), but short form is that better players objectively win more battles PERIOD. Shitty "luck of the draw" with teammates evens out over large sample sizes as does any other random factor.

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    2. L2p, sometimes I see a lot of "pr0s" acting like you said, killing 5-10 tanks....but the only thing they do is stay in the back letting their team be killed when the support of that tank is needed.

      I see so many high effi players acting like idiots been always in the back even when they have the most armored and bigger HP tank of the battle.

      So dmg and kills not always is the way to compare a player with another. Making your team win with your help, is. Because in the long term idiot and brilliant teams get equal, I just dont belive, an d neither with basic studies will, that you or other pr0s have such a big bad luck to have brainless teams.

      So, winrate is REALLY the way to see player quality, with 10.000 battles in 2 players I will go blind to choose the one with more winrate and less "effi-dmg-kills" than the ones with more Dmg-Kills and a crappy winrate. Winrate show you a not egocentric players that make their team win even when it is in one of the bad side 50% battles he may loose.

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    3. cant really agree. If someone hides in the back far away he wont make thousands of damage maybe with much luck.
      I dont like campers as well, but a player with 60% winrate doesnt help at the front if he is too noob to make any damage or is just a suicider.
      WN6, xp or damage doesnt say all but still brings more into account than a winrate which depends on 14 other players imo. I agree that everything below 50% is "suspicious". I also saw many players with good winrate and a WN6 of 200-300, same for xp or damage... If you see such players you know that they did not much for their good winrate. Best would be to look at all stats in combination but not only the winrate as WG does.

      Until they dont divide CW from random nothing will tell us the real quality. Most players with high winrate are CW-players and may have gained their winrate (again) by the other 14 players. Same for the rest of the stats.

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    4. ...and I call BS on that. I've got like 55% GWR (and slowly rising) and didn't exactly earn it by doing anything of the sort; my friend and brother whom I play with have rather higher, and as you might imagine are even less prone to tactical brainfarts.

      The occasional clueless statpadder hardly invalidates the *general* utility of WR as a skill metric, anymore than is the case with the WNs and whatnots.

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    5. TL,TR: Neither winrate nor any other so far published rating are really good measurements of the individual skill of a player. The mixup of TC and random stats make that impossible.

      CW battles are really negligible when it comes to winrate. Even very active CW players do not play more then 1, maybe 2 CW battles per day. So random battles have far more influence on the WR then CW.

      A more important factor are tank companies (TC). In tier8 and below its pretty easy to run a TC with 80-90% victory rate, if you are picky about the players and setup, you might achieve 95% and more. It becomes much easier at tier 6, lets not talk about junior. And, in difference to CW, you can play a lot of TC games in a short period of time. Many good players use them to level their tanks.

      The trade-off: Your winrate and avg-xp will increase in TC. Your eff, wn6, avg damage will decrease. There are only 12 Tanks to shoot at, and most of your companions in the TC should be better than the normale random player. Look up the profile of Hami (for example) on the EU server, and you see a good example of a mostly TC player.

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    6. well i played CW and we did about 6-8 battles/day (landing tournament, attack, def). And players of CW-clans often play more CW than random as they dont have enough time for both - thats why i decided to skip playing in a CW-clan and farm my tanks instead...

      Agree with TC, good for any stats if you play coordinated and not "just for fun".

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    7. The mark of a good player is simply playing a few games with them. If they run off and smell daises you might want to find somebody else.

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