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JDBC567 #221 Posted 29 July 2020 - 06:24 PM

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New tanks.
Why not add modern tanks too?
If there are tanks from after the 2nd we, why not modern ones?
It would add more variety to the game.

Noracto #222 Posted 30 July 2020 - 10:26 AM

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from reading comments in this thread i just want to agree and reiterate some points being made to potentially improve the game;

 

  • Night Mode on Maps

I think this would be cool, same maps but with a different feel to them, houses having lights through the windows etc, would make it harder to see some tanks, thus creating more of a challenge to players.

View PostBlank_Panther69, on 07 May 2020 - 04:19 PM, said:

world of tanks NIGHT MODE in random battle would be a good new mode
  • Modern Tanks

Instead of adding Cars to the game, how about modern tanks? Even if this becomes a special mode that pops up once or twice a year, i think that would be a cool little addition to the game.

View PostJDBC567, on 29 July 2020 - 08:24 PM, said:

New tanks.
Why not add modern tanks too?
If there are tanks from after the 2nd we, why not modern ones?
It would add more variety to the game.

 

  • Matchmaking using Player stats to even teams

The amount of times I've gone into a battle and seen (Using my XVM mod) an entirely one sided game when it comes to statistics is pretty appalling, i will almost never see an evenly distributed game based on players stats. admittedly, having a team with good stats does not necessarily guarantee a win, but evening the playing field for everyone would certainly help things.

 

  • Fix Arty

Bit of a long shot, but i hate being hulled down behind a rock with my Armour angled in my Mauschen with the enemy tanks unable to pen me, just to be splashed by an artillery player who has no real way of damaging me, but because he hit the ground close to my tank i take 300+ dmg, if the arty hits me, sure i'll take the dmg, it was a well deserved shot. but i think i'm taking far too much damage from arty when most tanks bounce off the side.


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LeSigh #223 Posted 30 July 2020 - 10:57 AM

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Dear god. It's like it's 2013 all over again.
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_Sammich_ #224 Posted 30 July 2020 - 11:13 AM

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How about sone useful suggestions instead?
- balance the OP tanks, or at least buff up the underperforming tanks.
- make camo mechanics at tier 10 a thing again. Heavies, meds, TDs everyone has a minimum 390m view range, which ends up being 445 anyway due to crew skills, equipment etc.  Therefore, unless your double bushed or beyond the 445 range, you’re pretty much spotted as soon as you fire.
- increase map size for tier 10s.  They should only play on the 1000sqm maps
- while we’re at it, try and make all areas viable.  Look at steppes it Minsk for example. WG have designed them so the whole middle open area of the map doesn’t get used, instead the game is almost exclusively fought on the 1-2 and 9-0 lines.
- remove auto aim and the [edited]turning circles from wheelies as a start.
Reading is hard...

Noracto #225 Posted 30 July 2020 - 11:29 AM

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View Post_Sammich_, on 30 July 2020 - 01:13 PM, said:

- while we’re at it, try and make all areas viable. Look at steppes it Minsk for example. WG have designed them so the whole middle open area of the map doesn’t get used, instead the game is almost exclusively fought on the 1-2 and 9-0 lines.

I like this idea a lot


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Knot3D #226 Posted 17 October 2020 - 04:02 AM

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WG, you  named the top progressive decal color "Gold".

But it's just a flat yellow :sceptic:.

 

Perhaps then, make them actually look like gold?



Knot3D #227 Posted 01 November 2020 - 12:48 AM

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A major plea: WG, please do something about the Churchill's. 

 

And before you say "...but but, it's all about the Caernarvon & (S)Conquerrer..."

How do you expect newbies to perform well in those, if they free XP their way up there? 

And this is not even a plea for my own personal "enjoyment" of the Churchill's but perhaps more so

for sake of the teams and the overall health of the game at those respective tiers - because every time I see one on the team, it sort subconsciously registers as "team-detriment".

 

How has it come so far that even Japanese blue-print HT's outdo the real world Churchill's?

"...but but, the Russian lend-lease evaluation report states they found them to be crap..."

Explain the in-game Churchill 3 then....

(btw, those lend-lease Churchill's were from before the Great-Churchill-Rework/Improvement program and I'm sure they didn't come with perfect English to Russian translated manuals & sufficient spare parts - imo, a case of 'Lost in Translation' - Just like the Dieppe incident can't be used as a measuring stick against the Churchill's performance).

 

Speaking of which; the Churchill 3 never had 375 horsepower IRL. The German Pz III and Pz IV-H never had a 440 horsepower engine IRL, but they do in-game. 

The real world Churchill's were renowned for their excellent cross-country mobility and hill climbing abilities, but your game engine totally ignores those particular strengths. The Churchill engine did not have a high net-horsepower output, but it did have a really good torque band;

High torque regardless of high or low engine revs - and this is exactly what gave the Churchill's the ability to plough through the thickest mud and climb the steepest inclines. So yes, the Churchill's never had a high max road speed, but they had excellent acceleration and pulling power thanks to their high torque values - but unfortunately, your game engine doesn't calculate torque and therefor it negates this particular real world feature of the Churchill's. Result is this gamers' myth that real world Churchill's had awful mobility - no, they had excellent cross country mobility, just low max road speed. You think that a real world Cromwell could maintain max road speed in thick mud terrain? Lucky if it didn't bog down...

 

For the record though; the official max road speed for the Churchill VII is 21.7 KPH....not 20 KPH. 

 

At least World of Tanks Xbox/Ps4 helped out the Churchills the tiniest bit by buffing the historical 75mm MK V gun from AP 91mm and APCR 144mm  to  AP 120mm and APCR 165mm - Heck, pretty much every T6 Light Tank can spam premium rounds which go through a Churchill VII frontally with ease on a fairly regular basis. Ergo; in current meta, the Churchill's can't dish out the damage and they can't block it either nor evade it.

 

Here's my suggestion;

- MK VII ; drop the 75mm Vickers HV and the QF 77mm  HV. Instead change the 75mm MK V gun into the 75mm of the Cromwell B with same stats, 15.38 RoF and 8 degrees of gun depression.

Then change the max speed to the official real world road speed of 21.7 KPH.

Then retain the 3.7in howitzer but drop the HEAT and give it HESH instead as standard ammo. HESH rounds were indeed provided for this gun. This should be a potent option due to massive spalling effect even without penetration. Reload of 6.5 sec. Alpha of 280.

 

- MK I ; drop the 75mm guns and make the 6 pdr the top module. 

Then give the 3.7in howitzer the HESH ammo too.

Last but not least, fix the "weakspots" behind the front idler wheels so you don't get pen'd while getting de-tracked.

 

Odds that this entire write up is going to fall on deaf ears.........sigh.

 

 

 

 


Edited by Knot3D, 01 November 2020 - 01:17 PM.


Knot3D #228 Posted 05 November 2020 - 03:55 PM

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Can we have the cast wheels on the SU-100 please? As in this picture;

 

 

 



Crytoif #229 Posted 03 March 2021 - 08:21 AM

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NEW GAME MODE - Brothers In Armour

Shared this idea with friends who play WoT and they approved so I'm sharing it with you.

  • 2 Players per Tank: 1 Gunner, 1 Driver
  • Select position preferences before queuing inc tank/ammo/perks
  • 6vs6 Tanks ( or there abouts ) because that's 12 people per team and don't want the mode to affect other queues much + this would be most entertaining in smaller, faster paced environment. (Probably go with no artillery in this mode)
  • King of the hill with single capture point in the middle to speed it up further and stop camping.
  • Avg. 10 min matches and therefore faster queues

Will be loads of fun with friends over voice chat and not much to complain about since everyone will know what the mode is.
Should be a welcome addition to your game.

 

 


Edited by Crytoif, 03 March 2021 - 01:37 PM.


Ausiehunter2010_B #230 Posted 22 March 2021 - 04:47 AM

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I would like to post a couple of suggestions regarding crew I really liked the idea of having sixth sense as an automatic perk. I would like you to consider the idea of 4 devices in a tank it seems that the gun rammer by default is always in the tank except for an autoloader so really only 2 other items can be used my suggestion is to remove the gun rammer and give the loader a skill called fast loading this could allow you to hen not have the need to have a gun rammer in tanks, alternatively it would be an additional skill for the loader and would not mean increasing the number of equipment slots. However, the idea of increasing equipment slots would mean the equipment that you would never use, would get used and would make more sense and give a better variety of tank.

 



Kanthannic1227 #231 Posted 18 January 2022 - 07:58 PM

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I want to request allowing the Qilin into Ranked Battles. I understand that not allowing reward tanks into the ranked mode improves balance, but most reward tanks aren't broken like the Chieftain or Obj 279e.

 

Especially the Qilin, it is just a reskin of the WZ-111 5A, so by all accounts, it is also a tech tree tank just with a fancy skin.

 

I bought the Qilin hoping to use it to play ranked because I am too lazy to grind to the 5A, it also looks cool, but now I am stuck the tank unable to play ranked. In fact, other "reward" tanks like the 113, 113 Beijing Opera, AMX 30 were all previously tech tree tanks, and if people want to use them to play ranked they should be able to.



illyasviel21 #232 Posted 01 December 2022 - 06:24 PM

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Hello Wargaming,

 

Perhaps you can follow what I suggested on http://forum.worldof...during-battle/?






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