War Thunder

Popular Opinion: Ground RB BR10.0 is an imbalanced mess: Gaijin has introduced vehicles that negate core game-play mechanics, and has given them to only two of the seven nations. Combined with their failure to fix spawncamping, every match has turned into an expensive forgone conclusion.

warthunder 5 - Popular Opinion: Ground RB BR10.0 is an imbalanced mess: Gaijin has introduced vehicles that negate core game-play mechanics, and has given them to only two of the seven nations. Combined with their failure to fix spawncamping, every match has turned into an expensive forgone conclusion.
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Br 10.0 is an expensive imbalanced mess in which popular complaints of repair costs and spawn-camping are magnified a thousandfold and exacerbated by unequal vehicle rosters and nation pairing:

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Roster Imbalance/Core Mechanic Negation:

Russians have the 2s6 which can (and does) spawnkill any opposing air from its own spawn, and each 2s6 can do it up to EIGHT TIMES. THERE IS NO COMPARABLE VEHICLE IN ANY OTHER NATIONS TREE. Fast, mouse guided missiles are the antithesis of the mechanics that made WT fun: Learning how to range, lead, and aim at targets (in any game mode) was rewarding and allowed skillful players to negate the equipment advantages that they might face. As a side note, the 2s6's AA missiles can also frontally penetrate an M1A1 Abrams. The presence of a single 2s6 on the field makes it impossible for any other nation to get or keep a plane or chopper up. Russian ATGM choppers can spawn kill opposing team's tanks from 6km, well outside the range of most other nation's AA.

Germany has the 2a5. There is no equivalent tank in terms of penetrative potential or frontal armor. It is fast enough (68km/h) to get to the enemy's spawn (or within 2km of the enemy's spawn) within the first few minutes of the game. A hull down 2a5 can frontally one-shot any other tank in the game, with the Dm33 round being able to frontally penetrate an M1A1 Abram's turret cheeks at 2km and still pass out the rear of the tank. Opposing nations are able to disable the gun of a hull-down 2a5, but owing to the nature of APFSDS these shots frequently only damage the gun itself, leaving the crew complement intact and allowing the 2a5 to retreat a few meters and repair without consequence.

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It is good that rosters are to an extent asymmetric, this becomes a problem when 'next generation' vehicles are added and other nations go months without any sort of equivalent addition. The most recent major updates have made this issue even worse by adding next gen vehicles to the nations of ONE ALLIANCE: Japan has the J-2, Germany the 2a5, and Russia the 2s6. The J-2 is only relevant in Air RB, but the typical Ground RB German/Russian team combo results in ground and air spawn camping that can begin within the first few minutes of a match. This has rendered top-tier play to be entirely un-fun for anyone playing one of five nations other than Germany and Russia.

Read:  Mr. Gaijin please, consider enriching the British Ground Force Tree with Vickers MBT Mk.3 and Mk.3(I). (As long as it isn't too much of a bother, of course.)
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Britain, Italy, France, and Japan are essentially helpless against the German/Russian team combo. USA teams have more options against the 2a5 owing to their CAS strengths, but the pairing of Russia with any other nation means that the opposing side will not be able to maintain an air presence if a single 2s6 spawns.

Repair Costs:

If i lose a BR 10.0 game by losing three vehicles (m1a1, IPM1, M247) and getting three player kills, I lose around 20k SL depending on the ammo used. This is nuts. I know its both worse or better for other nations, but the idea that a player can have a 1/1 KD ratio in a match and lose 20k SL is contrary to the logic of progression. When almost every BR 10.0 game is a loss for members of the non German/Russian nations, this stacks up fast.

CONCLUSION:

I've played WT since 2013 and have seen a lot of imbalances, sekret dokuments, etc., but I have continued to enjoy the core mechanics of this game. Gajiin has broken those mechanics and failed to confront the very basic problems that every PVP game faces (roster/loadout balancing, and spawn-camping) and has ruined its highest tier and most advertised level of play. Gaijin has only recently lowered the progression barriers to 10.0 and has introduced premiums that allow players to immediatly jump into this level of play. The rosters need to be fixed: next generation vehicles should never be released one nation/alliance at a time. Mouse guided missiles of any kind need to go away and either become keyboard guided or have greater input delay, and repair costs need to come down. These changes need to happen in order to restore parity and fun to high tier games. People are running out of patience.

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