![]() If you don’t want to have to earn them later on, it would be wise to invest your time grinding these vehicles. By capitalize, I mean profit on them, by maybe making them available on Black Market Auctions, Bond Shop or some sort of Reward Marathon. Here’s a list of all vehicles that will be relocated by nation and comparison images of the Tech Tree.Īt the moment, any information about how they will be available is pure speculation, but I do have concerns that Wargaming is going to try to capitalize on these vehicles. Tier I to V vehicles are not classified as Reward or Premium vehicles, they are still Regular vehicles, meaning while they will have Elite status, they won’t give any additional bonus. For new players, the main difference is that these vehicles are only available after a Tier VI vehicle is researched, before that they won’t be able to buy them. ![]() The main advantage will be the fact existing players can just buy any vehicle outright without the need to research them, and of course, spending no experience at all. All vehicles will still have modules to be researched.Vehicles will only cost Credits, no further need to spend Experience to unlock them.Unowned vehicles will be available in a new area of the shop called Collection Vehicles.Owned vehicles present in the garage, will stay there.For existing players, the following will happen: ![]() Existing players won’t lose any vehicles, researched or not-researched because any vehicle from Tier II to V that isn’t in the Tech Tree anymore, will still be available to anyone who wants them, just in a different way. The simplification of tech trees it’s way to make the game easier to new players by giving them fewer choices and make focus on moving up to Tier V or Tier VI much quickly. When your game is handled like that, it’s no wonder it only gets worse as time goes along.Please note that vehicles won’t be removed from the game, but relocated and will still be available to players. You can the remove the stun mechanics in artillery that no one likes, you can increase shell velocity back again and can adjust how much damage vs how fast it fires based on these new mechanics.īut of course, WG doesn’t listens and they don’t listen because they put the wrong people in the development which means that people inside wargamming developing department which actually have the right idea of how to develop the game don’t get a say on anything and on top of that, not only do the lead developers don’t have a clue as how to balance the game, they also let the marketing section heavly dictate the balance of the game. Now just lower the base amount of damage that artillery does and you have controlled effectively how artillery works. Make the shells have 0 penetration so that it doesn’t matter what tank they hit it will never penetrate and because it does 66% of the damage it will reliable do an amount of damage. What this change also does is to allow for artillery to be changed based on this. This makes HE damage consistent and regardless of whether it is a big derp gun or a small calliber gun, HE is always useful as it is a way to counter armor, especially for tanks that get into practically invunerable hulldown positions. If it penetrates it does full damage, if it doesn’t it does a certain percentage of damage, let’s say for the sake of using a number 66%. You could do something simple and elegant like. What needs to change is for armor not to be taken into account when you fire HE. Yes actually, but obviously this is not it, not by a long shot. Did HE shells need change in the first place.
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