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Brothers in Arms too hard for new players


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Xenith_Inc #1 Posted 12 October 2018 - 07:51 AM

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If you're in a low tier stock tank. You know, that a new player would be using, you're not gonna have a good time.

 

As far as we know, you get one completion on easy mode, then it cranks the difficulty up to 11, regardless of your tank. 

 

 

WG, Please reconsider the difficulty of this mode. I played it as a break from multiplayer to try and get some XP on my awful stock tank, and this happened. 

 

Skip to 05:15 for the TL: DR version. 


Edited by Xenith_Inc, 12 October 2018 - 07:53 AM.

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Jope2209 #2 Posted 12 October 2018 - 08:37 AM

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You were outplayed by bot arty.

The 13. (Tiger) Kompanie, of Panzer Regiment Großdeutschland, reported on the performance of the 88 mm KwK 36 L/56, when their Tigers engaged the T-34: "First round hits were usually achieved at ranges between 800 to 1,000 meters. At these ranges, the Panzer Granate (they are referring to the PzGr. 39 APCBC ammunition) absolutely penetrated through the frontal armor, and usually still destroyed the engine at the rear of the T-34 tank. In 80 percent of the cases, shots from the same range hitting the side of the hull toward the rear of the tank resulted in the fuel tanks exploding. Even at ranges of 1,500 meters and longer, during favorable weather, it is possible to succeed in penetrating the T-34 with minimal expenditure of ammunition" (JENTZ, Thomas L.; Germany's TIGER Tanks - Tiger I and II: Combat Tactics; op. cit.).

3 MoE tanks: T-34, Pz IVH, Tiger I, Pz.Kpfw. T 25

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MASHMAN 90 #3 Posted 12 October 2018 - 08:54 AM

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View PostXenith_Inc, on 12 October 2018 - 07:51 AM, said:

If you're in a low tier stock tank. You know, that a new player would be using, you're not gonna have a good time.

 

As far as we know, you get one completion on easy mode, then it cranks the difficulty up to 11, regardless of your tank. 

 

 

WG, Please reconsider the difficulty of this mode. I played it as a break from multiplayer to try and get some XP on my awful stock tank, and this happened. 

 

Skip to 05:15 for the TL: DR version. 

 

Agreed, i go for the Bots first to try and limit the guns firing at my team but in a STOCK T69, i only managed to save 2 Allies which isn't enough for the Bonus. I blame the people who complained it was too easy, unfortunately couldn't leave well enough alone then WG nerfed it. PvE isn't meant to be tough/impossible, it was meant as a stress free alternate from Multiplayer.

 

If you read this WG, please add Difficulties, For Insane Difficulty you get Multiplayer XP as you deserve it, Hard = 75%, Intermediate = 50%, Easy = 25%. Easy would mean the enemies wouldn't put up much resistance at all. Intermediate as it was before, Hard as it is now and Insane would almost be impossible hence Multiplayer XP. Your allies would also improve for each difficulty but enemies would be superior, On Easy the Allies Aim and Accuracy would be SO BAD that you have to virtually do all the work. Also on Easy Difficulty the Artillery takes two hits to kill someone or worsen the RNG and take one hit as 100% RNG isn't a good representation of Multiplayer.

 

That way you please everyone and you get more XP, the worse the difficulty which is the way it should be. The Difficulty would be in Options.


 

Spoiler

 


Wakkomaster #4 Posted 12 October 2018 - 10:10 AM

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View PostMASHMAN 90, on 12 October 2018 - 09:54 AM, said:

If you read this WG, please add Difficulties, For Insane Difficulty you get Multiplayer XP as you deserve it, Hard = 75%, Intermediate = 50%, Easy = 25%. Easy would mean the enemies wouldn't put up much resistance at all. Intermediate as it was before, Hard as it is now and Insane would almost be impossible hence Multiplayer XP. Your allies would also improve for each difficulty but enemies would be superior, On Easy the Allies Aim and Accuracy would be SO BAD that you have to virtually do all the work. Also on Easy Difficulty the Artillery takes two hits to kill someone or worsen the RNG and take one hit as 100% RNG isn't a good representation of Multiplayer.

 

I like the idea of difficulty levels with different rewards, Mashman, and yours is well developed too. 

 

However it's probably easier to adjust the number and tier of allies and enemies to scale with the difficulty level, rather than tinker with RNG factors like accuracy. Want it easier? Increase the tier of a couple of green tanks ad lower a couple of reds, or swap some mediums for heavies and viceversa. Look for a challenge? Take away one of the green mediums and add a red light. Otherwise you should change both the greens and reds' behaviours to scale with the difficulty, making them more or less aggressive, implementing different levels of AI setups, test them, tweak them and so on. It sounds like a lot of work for the devs. 

 

In the end I think the largest factor with the difficulty of Challenge Mode War Stories lies with the random choice of green and reds: for instance in The Heist/The Setup getting a Type 4 Heavy Tank instead of an AMX 50 120 can seriously change the balance, as they're very different vehicles. so you can be lucky and get a good set of allies against mediocre enemies, or be extremely unlucky and end up in a lost battle.

Talking about Live Fire Exercise, there are games when during phase 1 I saw my two green teammates being obliterated by 4 german lights, and there are some where they endure the assault of five mediums.

 

Beside, don't forget that each War Story was created with a tank or a specific tank class in mind. For instance I believe the Connosseur is more suitable for Light Tanks but I've completed it with fast autoloaders too since you can retreat to reload anytme you need to, while you definetely need a tank with sustained damage and a good rate of fire for Live Fire Exercise as the enemies keep coming in waves with no time to catch your breath. By choosing an ill suited vehicle for a war-story you're already making it more challenging that it has to be.



MASHMAN 90 #5 Posted 12 October 2018 - 10:15 AM

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View PostWakkomaster, on 12 October 2018 - 10:10 AM, said:

 

I like the idea of difficulty levels with different rewards, Mashman, and yours is well developed too. 

 

However it's probably easier to adjust the number and tier of allies and enemies to scale with the difficulty level, rather than tinker with RNG factors like accuracy. Want it easier? Increase the tier of a couple of green tanks ad lower a couple of reds, or swap some mediums for heavies and viceversa. Look for a challenge? Take away one of the green mediums and add a red light. Otherwise you should change both the greens and reds' behaviours to scale with the difficulty, making them more or less aggressive, implementing different levels of AI setups, test them, tweak them and so on. It sounds like a lot of work for the devs. 

 

In the end I think the largest factor with the difficulty of Challenge Mode War Stories lies with the random choice of green and reds: for instance in The Heist/The Setup getting a Type 4 Heavy Tank instead of an AMX 50 120 can seriously change the balance, as they're very different vehicles. so you can be lucky and get a good set of allies against mediocre enemies, or be extremely unlucky and end up in a lost battle.

Talking about Live Fire Exercise, there are games when during phase 1 I saw my two green teammates being obliterated by 4 german lights, and there are some where they endure the assault of five mediums.

 

Beside, don't forget that each War Story was created with a tank or a specific tank class in mind. For instance I believe the Connosseur is more suitable for Light Tanks but I've completed it with fast autoloaders too since you can retreat to reload anytme you need to, while you definetely need a tank with sustained damage and a good rate of fire for Live Fire Exercise as the enemies keep coming in waves with no time to catch your breath. By choosing an ill suited vehicle for a war-story you're already making it more challenging that it has to be.

 

True, my idea could be tweaked of course but LFE is more for newbies to get them to learn how to shoot. That would be Easy Difficulty, If players want a Challenge, they could try Hard or Insane. Would be down to Player Choice which is the way it should me, we also no longer have 50 GB problem so that isn't a factor anymore.

 

Spoiler

 


Ronin Gaidin #6 Posted 12 October 2018 - 01:49 PM

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For LFE I've learned two important things.

 

The first is that I don't bother taking in any tank that can't take a few hits. That means no lights, and no lightly armored anything else. The way the bots swarm these days is ridiculous. Even if you do really well you are going to get hit a couple times. Need a tank with enough armor or HP to take it. 

 

The second is don't accept a bunch of Light tanks as your team mates. Immediately upon loading in, look at your team. If it is full of lights and bereft of Heavies, quit back to the garage. Especially if your first two allies are both Lights - you need them to have more health/armor to have any chance of saving them. Teams full of mediums can be OK. But I'm not bothering if all of my allies out in the valley are lights, since there is no way any of them will survive. (Note: this point assumes you are running higher tiers, VIII of IX. In the very low tiers Lights as allies is all you will ever get. But I never play super low tiers in WS). 

 

On a related note, I am 10 wins away from completing Storyteller XI (the final one). Gets a full 30 days of Premium Time and 15 Large Kits (5 of each). :great:



XT356 #7 Posted 15 October 2018 - 12:20 PM

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Xenith_Inc #8 Posted 15 October 2018 - 09:58 PM

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View PostJope2209, on 12 October 2018 - 08:37 AM, said:

You were outplayed by bot arty.

 

I know. As soon as I saw that gun stop wiggling I knew in my heart that I was spotted, but my head didn't want to believe it.

 

Serves me right for not attempting the first mission with a multi skill crew.


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