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Radica1Cat #41 Posted 02 July 2015 - 01:14 AM

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Vry Deadly #42 Posted 02 July 2015 - 01:23 AM

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View PostCaliMeatWagon, on 01 July 2015 - 07:58 PM, said:

 

Arty is more reliant on it's team then it is reliant on RNG.

 

Very good implementation of a tank class isn't it?
It is very fun to rely on the team AND rng. right mate?

Guess what? If you are playing another tank class you also have to rely on your teammates to assist you fighting the potential enemies in your flank/lane/area of map.

The only difference is that because you are taking actual risks with other tank classes other than arty, it leads to more consistent results.

If you get a team where it is completely brain dead and there is a high likelihood to lose(again, happens with any class), the following will happen if you are able to prepare for what will happen:

ARTY:
  • You will try to relocate, rendering yourself useless until you find a spot to get back to point&clicking, by the time that this has happened your remaining teammates will be at lower health or dead already, leading you to die and lose the game.

 

AN ACTUAL TANK:

  • You will try to find a place to assist your remaining teamates and/or to dig in to try to change the dire situation. Depending on how much better of a player you are and how you can make the most of the situation this will lead you to a win.

 

Look, I don't think that arty is overpowered. I think it is completely broken.. It does not work properly, it severs the gameflow by putting more RNG on top of it(as if there isn't enough). 


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BongoBaggins #43 Posted 02 July 2015 - 01:25 AM

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View PostCaliMeatWagon, on 02 July 2015 - 12:58 AM, said:

 

Arty is more reliant on it's team then it is reliant on RNG.

 

That's primarily why I stopped playing artillery, not through any mechanic of the class itself. 

If teams utilised friendly arty properly - don't call fire on the first light tank you see, take forward defensive positions, hold enemy tanks in vulnerable positions, flush out those who aren't, but above all, COMMUNICATE - then artillery would be appreciated a lot more. It's powerful enough to win a game but not on its own, and when part of a good team it's fun. 


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cmStone #44 Posted 02 July 2015 - 01:26 AM

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What are the statistics?

 

 

What % per tier/game is arty?  What Is their contribution per game?  Kills/dmg/XP?


 

Are they dominating games when they are present, or just contributing like other vehicles, with varied results, like other vehicles?

I have changes I would like to see made on a case by case basis but without knowing how much of an influence they actually have on the game as a whole any suggested changes are ultimately uninformed speculation on my part.


 


 


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Ruthless4u #45 Posted 02 July 2015 - 01:29 AM

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View PostVry Deadly, on 01 July 2015 - 08:23 PM, said:

 

Very good implementation of a tank class isn't it?
It is very fun to rely on the team AND rng. right mate?

Guess what? If you are playing another tank class you also have to rely on your teammates to assist you fighting the potential enemies in your flank/lane/area of map.

The only difference is that because you are taking actual risks with other tank classes other than arty, it leads to more consistent results.

If you get a team where it is completely brain dead and there is a high likelihood to lose(again, happens with any class), the following will happen if you are able to prepare for what will happen:

ARTY:
  • You will try to relocate, rendering yourself useless until you find a spot to get back to point&clicking, by the time that this has happened your remaining teammates will be at lower health or dead already, leading you to die and lose the game.

 

AN ACTUAL TANK:

  • You will try to find a place to assist your remaining teamates and/or to dig in to try to change the dire situation. Depending on how much better of a player you are and how you can make the most of the situation this will lead you to a win.

 

Look, I don't think that arty is overpowered. I think it is completely broken.. It does not work properly, it severs the gameflow by putting more RNG on top of it(as if there isn't enough). 

Actual tank.

 

Your flank collapsed, you just got hit for track damage and an enemy TD is seconds from firing from you and the nearest help from a friendly is on the other side of the map. Minute travel time at least.

 

Help from your friendly neighborhood arty, just seconds away, killing that TD before it had a chance to finish you off.


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BongoBaggins #46 Posted 02 July 2015 - 01:30 AM

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View PostcmStone, on 02 July 2015 - 01:26 AM, said:

What are the statistics?

 

 

What % per tier/game is arty?  What Is their contribution per game?  Kills/dmg/XP?


 

Are they dominating games when they are present, or just contributing like other vehicles, with varied results, like other vehicles?

I have changes I would like to see made on a case by case basis but without knowing how much of an influence they actually have on the game as a whole any suggested changes are ultimately uninformed speculation on my part.


 


 

Arty is 7% of tanks played IIRC


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I Garet Jax I #47 Posted 02 July 2015 - 01:40 AM

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View PostBongoBaggins, on 01 July 2015 - 08:30 PM, said:

Arty is 7% of tanks played IIRC

 

In other words, the issue is blown out of proportion.

 

Here's the problem and it is not artillery.  People become really good at certain skill sets: how to play a heavy, medium, or TD.  Artillery disrupts that.  Another heavy, medium or TD needed line of sight to kill you, disrupting your game but artillery troubles you because you can't guarantee being protected against.  Complaints ensue.  


 


SecndChance WGA #48 Posted 02 July 2015 - 01:46 AM

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View PostcmStone, on 01 July 2015 - 05:26 PM, said:

What are the statistics?

 

 

What % per tier/game is arty?  What Is their contribution per game?  Kills/dmg/XP?


 

Are they dominating games when they are present, or just contributing like other vehicles, with varied results, like other vehicles?

I have changes I would like to see made on a case by case basis but without knowing how much of an influence they actually have on the game as a whole any suggested changes are ultimately uninformed speculation on my part.


 


 

WGWPAIN Posted 19 March 2015 - 03:54 PM

Creative Dir./Exec. Producer

 

 

 

A WoTX Player asked:

"could it be possible to get a breakdown of the percentage of each class is played by the overall player base? I.E 60 percent uses lights, 80 percent uses TD's etc.

Sure thing, thanks for writing in, here you go:

From Feb 12 (1.8 launch) to current (Date of thread posting,  19 March 2015. Interesting to see delta between battles & owned tanks.

 

Total Battles

Type

Sum for Type

% total battles

Heavy Tank

17,074,951

26.09%

Medium Tank

15,801,012

24.15%

Light Tank

14,169,415

21.65%

TD

13,570,613

20.74%

SPG

4,822,850

7.37%

 

Current Population of Tanks Owned

Type

Owned Per Class

% total owned

Light Tank

4,069,802

39.07%

Medium Tank

2,204,666

21.17%

TD

2,132,640

20.48%

SPG

1,137,686

10.92%

Heavy Tank

870,818

8.36%

 

Source: http://forum-console.worldoftanks.com/index.php?/topic/79807-paingod-blog-post-7-random-musing/page__fromsearch__1

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Ruthless4u #49 Posted 02 July 2015 - 01:47 AM

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Thanks for posting that 2nd chance

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Keep calm and wait for Naval Action.

 

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Vry Deadly #50 Posted 02 July 2015 - 01:49 AM

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View PostRuthless4u, on 01 July 2015 - 08:29 PM, said:

Actual tank.

 

Your flank collapsed, you just got hit for track damage and an enemy TD is seconds from firing from you and the nearest help from a friendly is on the other side of the map. Minute travel time at least.

 

Help from your friendly neighborhood arty, just seconds away, killing that TD before it had a chance to finish you off.

 

Hahaha support from friendly arty.
The only way to witness support from friendly arty is if there is a tank on low health when the game score is at around 14-3 mark.
"Usually the good lord works in mysterious ways.. But not today! This here is 66 tons of straight up HE spewing DIVINE INTERVENTION!"

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cmStone #51 Posted 02 July 2015 - 01:51 AM

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How much of an impact does that seven percent have on the game as a whole?

Not any one individuals particular game at the moment, but overall?  These are the numbers I'm interested in.

I play a lot of arty but I play mediums and heavies as well.  I don't like getting artied any more than the next guy, but it certainly isn't an 'all day every day' occurrence.

Statistics make decisions, not emotions.

 

 

Edit:  thank you for the stats.


Edited by cmStone, 02 July 2015 - 01:53 AM.

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oopsiezz #52 Posted 02 July 2015 - 01:53 AM

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View PostRuthless4u, on 02 July 2015 - 01:29 AM, said:

Actual tank.

 

Your flank collapsed, you just got hit for track damage and an enemy TD is seconds from firing from you and the nearest help from a friendly is on the other side of the map. Minute travel time at least.

 

Help from your friendly neighborhood arty, just seconds away, killing that TD before it had a chance to finish you off.

 

Just let it go.. You can't argue with the ignorant and obviously this has only fallen on deaf ears with this person, Ruthless. Some people just want easy mode World of Tank destroyers, let them fantasize about that.

 

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leova #53 Posted 02 July 2015 - 01:58 AM

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View PostAnarchYxDieALot, on 01 July 2015 - 06:56 PM, said:

Artillery should be reworked by changing the ammo types,  accuracy/RoF, and a War Thunder-esque system where arty position is gradually revealed to the enemy if they don't move.

 

 

HE: Low Damage, large splash, inaccurate, low pen

 

This is the area denial shell. Low damage (think 100-200 damage for a tier 8 arty) over a wide area. Rate of fire should be lowered significantly from what it is now.

 

 

 

AP: Medium Damage, no splash, semi-accurate, high pen

 

This is the "skill" shell. No splash, only semi-accurate but does better damage. You must be good at leading your target, anticipating his movements, and aiming at the right spots. 

 

:arta::arta::arta:

 

I like this idea :)

I Garet Jax I #54 Posted 02 July 2015 - 02:24 AM

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View PostVry Deadly, on 01 July 2015 - 08:49 PM, said:

 

Hahaha support from friendly arty.
The only way to witness support from friendly arty is if there is a tank on low health when the game score is at around 14-3 mark.

 

Incorrect.  I just finished a match where I hurt an E4 near the beginning, one tank on each side dead, and then killed him when the score was 2 to 2.  He was about to kill a teammate.  This was on Red Shire.  I support the team I am on, regardless of what vehicle I use.  We had better teamwork, therefore we won.


 


Unassuming Noob #55 Posted 02 July 2015 - 02:33 AM

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View PostXGN Lady Vex, on 01 July 2015 - 08:53 PM, said:

 

Just let it go.. You can't argue with the ignorant and obviously this has only fallen on deaf ears with this person, Ruthless. Some people just want easy mode World of Tank destroyers, let them fantasize about that.

I believe he only plays mediums for the most part. He and many like him want games where we can use the entirety of the maps without getting shot from some random plebian miles away at no risk. I find it funny you say easy mode and you are always harping on about your 'skill cannon' and t29. Arty is easy mode. Don't kid yourself.


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oopsiezz #56 Posted 02 July 2015 - 02:58 AM

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View PostUnassuming Noob, on 02 July 2015 - 02:33 AM, said:

I believe he only plays mediums for the most part. He and many like him want games where we can use the entirety of the maps without getting shot from some random plebian miles away at no risk. I find it funny you say easy mode and you are always harping on about your 'skill cannon' and t29. Arty is easy mode. Don't kid yourself.

 

Tank destroyers are a whole lot easier to play then artillery. Artillery kills hit ratio and win rate and is nearly impossible to carry in if your team is a bunch of potatoes. It's not a coincidence that almost all my mastery badges, radley's,  top guns, high caliber, sniper and various other awards are from tank destroyers. They are easy mode. Artillery requires a lot more patience, map knowledge/terrain and target prioritization to do good in rather then sit behind a bush and "click" whatever lights up because you have fast enough reloads and high Penetration and accurate guns for the most part.

 

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Ruthless4u #57 Posted 02 July 2015 - 03:03 AM

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Gotta love this easy mode stuff. I guess you could criticize me, seeing that 39% of my games are in arty. So fair to say I'm not the best guy to ask tank questions to.

 

In 61% of my other games I will tell you about the easy mode I run in.

I can count on one hand the times I used 

 

Repair kit

Med kit

Fire extinguisher 

Although I have no real way to measure, I can most likely say I've never fired more than a couple hundred rounds of premium in all my games. 

 

Because im finding the game a tad lacking from stock I'm also grinding my E-75 without the 6th sense skill, and of course no premium rounds( those are for scrubs)

 

As far as platoons, maybe about 200 or so matches doing those as well.

 

But you anti arty guys are right, I'm stuck in my easy mode gameplay.


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Unassuming Noob #58 Posted 02 July 2015 - 03:17 AM

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View PostXGN Lady Vex, on 01 July 2015 - 09:58 PM, said:

 Artillery requires a lot more patience, map knowledge/terrain and target prioritization to do good in rather then sit behind a bush and "click" whatever lights up because you have fast enough reloads and high Penetration and accurate guns for the most part.

I agree bush camping TD's are simple to play. But their area of influence is significantly less. You glorify the skill it takes to play artillery to ridiculous levels. Quite frankly it's hilarious.


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Smoneyyyyy #59 Posted 02 July 2015 - 03:19 AM

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Arty: 7% of total tanks played, causing 90% of all forum rage.

BongoBaggins #60 Posted 02 July 2015 - 03:40 AM

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View PostSmoneyyyyy, on 02 July 2015 - 03:19 AM, said:

Arty: 7% of total tanks played, causing 90% of all forum rage.

...from 24% of forum users


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