WT Tank Game

SmintarSmintar Fayette, MEMember UncommonPosts: 213
I just started to play their Tanks Its whole lot of difference than WOT if you played both of them share you thoughts opinions  etc  with the player base here  Thxs
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  • cptndunselcptndunsel Orlando, FLMember UncommonPosts: 136

    WT is lacking much of the realistic elements of WoT at this point in their development. A few examples:

    • Camo has no impact on the game - you can spot enemy tanks thousands of meters away through dense jungle
    • Gaijin's Battle Ranking (BR) system allows for too wide a spread (in terms of tank capabilities) in any given match. This is similar to WoT pre 7.0 when you could see a tier spread of 3 or 4 in a WoT match. WG tighted that down to a 2 tier spread. In WT its a 1.3 BR spread which is huge based on how they assign BR. It means you may be in a starter tank with nothing going for you vs a BR 2+ tank with 1-shot capability.
    • WT lacks the ability to buy additional modules, like optics or a camo net, at present. I'm sure these will come.
    • WT does not have SPGs in game (a big complaint in WoT - arty and god mode) and replaced it with a skill where tanks can call in an arty strike onto a specific map area.
    • WT has a generic crew config which assumes all tanks need 5 crew. Not historic, and adds a lot of grind to get crew skills up.
    • Damage models, hit boxes, and overall balance need work. Far too easy at the moment, for example, to be 1-shot ammo racked in many German tanks. One would hope this will be corrected, but based on the air game I question how quickly the devs will actually do anything meaningful (in the air game there are still a lot of broken flight and damage models)
    • Only has a capture the flag mode at present (1 central point or 3 points spread across the map) versus WoT model where each side has a base to capture. Its more similar to the alternate modes in WoT (the modes many players turned off due to balance issues)
    • WT allows a player to play many tanks in a match versus 1 tank, get killed, done in WoT. You can have up to 5 crew slots as a free player (more if you are a premium player) and can slot a tank into each. Each crew slot gives 2-3 tanks per match. So the typical 3 crew player can roll 6-9 tanks out in a given match if they desire. One gets fragged - no prob, jump in the next.
    • WT player base is unrefined. Many matches devolve into 1 side not even trying to capture the flag (needed to win) and just camping and looking for personal kills. As with WoT this can lead to very unbalanced matches, steam roll results, and player frustration (those wanting a win for their daily bonus may need to play several matches to get a team that actually cares about the flag)
    • Only 2 nations at present in WT - Germany and USSR. USSR tanks are on the OP side vs Germany (just as in WoT). Hard to get away from this bias from Russian developers. US is being added next.
    • WT maps still need some work. Invisible artifacts that stop you dead, some things like palm trees whose base must extend beyond what you see as you will run into an invisible part of the tree if you drive to close to the trunk. No city maps yet - maps are pretty unvaried.
    • Models are bigger, get more of a sense of actually driving a tank. Decent looking models.
     
    Overall - WT offers a game that is still unpolished but shows potential. It all depends on what they do next. Will they listen to the players and fix the reported issues (like too many ammo rack hits) or will they flip us all off the way SerB did in WoT and ignore player issues?
     
    I still play WoT a bit but have pretty much given up on it. The power and armor creap since 7.0, the pay-to-win elements of premium accts and premium tanks, the horrible state of public match play. Total lack of respect for the players from WG.
  • SpottyGekkoSpottyGekko JohannesburgMember EpicPosts: 6,542

    War Thunder "Ground Forces" has only been in open beta for a few weeks now, so it's still VERY early days for them.

     

    It's a very limited implementation so far, but I'm enjoying it quite a bit. It generally feels less "arcade" than WoT, which may not attract the masses, but it makes for a more enjoyable game imho.

    Once the air and ground game are integrated, it's going to be very interesting, but that will probably take a few months yet. Plenty of work ahead for Gaijin.

  • DihoruDihoru ConstantaMember Posts: 2,731
    Originally posted by cptndunsel
    WT is lacking much of the realistic elements of WoT at this point in their development. A few examples: Camo has no impact on the game - you can spot enemy tanks thousands of meters away through dense jungle - try sim or full realistic then talk Gaijin's Battle Ranking (BR) system allows for too wide a spread (in terms of tank capabilities) in any given match. This is similar to WoT pre 7.0 when you could see a tier spread of 3 or 4 in a WoT match. WG tighted that down to a 2 tier spread. In WT its a 1.3 BR spread which is huge based on how they assign BR. It means you may be in a starter tank with nothing going for you vs a BR 2+ tank with 1-shot capability. - now this is some strong BS, the only times you see a reserve or tier 1 is when they are in a group with a higher tier tank WT lacks the ability to buy additional modules, like optics or a camo net, at present. I'm sure these will come. - camo nets may or may not come, optics and secondary modules won't, they are integrated into the upgrade system for your tank. WT does not have SPGs in game (a big complaint in WoT - arty and god mode) and replaced it with a skill where tanks can call in an arty strike onto a specific map area.  -personal pain in the arse for me but it is a vastly better system than WoT has as it allows any tank to be a danger to you even if you are in a KT and the other guy is in a Pzr 2. WT has a generic crew config which assumes all tanks need 5 crew. Not historic, and adds a lot of grind to get crew skills up. - Incorrect, the crew skill distribution in the selection skill makes you think that but if you take notice of how things change when a specific crewman gets injured you will notice that roles overlap like in reality so if your commander gets knocked out and he was also loading and doing gunner duty then it is like all 3 get knocked out at once. Damage models, hit boxes, and overall balance need work. Far too easy at the moment, for example, to be 1-shot ammo racked in many German tanks. One would hope this will be corrected, but based on the air game I question how quickly the devs will actually do anything meaningful (in the air game there are still a lot of broken flight and damage models) - they don't need work, what they need is people to adapt to a different game because in WoT modules (like ammo racks) also had health, in WT you get hit in the rack you have a inordinate amount of chance, depending on the shell type APCR has less chance, to go up. Everything is closer to historical accuracy than WoT aside from a few glaring flaws like the T-50 having more armor, the M4A2 being stuck in a armor twilight zone, etc. Only has a capture the flag mode at present (1 central point or 3 points spread across the map) versus WoT model where each side has a base to capture. Its more similar to the alternate modes in WoT (the modes many players turned off due to balance issues) - 3 modes actually: Battle (each side has a cap, they duke it out until out of tanks or one side caps the other's flag), encounter-type (1 cap in the middle, same as battle combat wise but the cap fighting is more fierce because once capped, takes allot of time to do. the tickets go down fast) and control battle ( 3 caps, similar to battle as even teams usually come down to attrition fights). WT allows a player to play many tanks in a match versus 1 tank, get killed, done in WoT. You can have up to 5 crew slots as a free player (more if you are a premium player) and can slot a tank into each. Each crew slot gives 2-3 tanks per match. So the typical 3 crew player can roll 6-9 tanks out in a given match if they desire. One gets fragged - no prob, jump in the next. - in arcade, in sim and realistic 1 tank (in realistic you also have no 3rd person view). WT player base is unrefined. Many matches devolve into 1 side not even trying to capture the flag (needed to win) and just camping and looking for personal kills. As with WoT this can lead to very unbalanced matches, steam roll results, and player frustration (those wanting a win for their daily bonus may need to play several matches to get a team that actually cares about the flag) - less so than WoT actually but teamplay is still sorely lacking most games though there are more beautiful exceptions to this including times when people flip a team mate back up after he/she either got a bad spawn location or accidentally derped down a hill too fast. Only 2 nations at present in WT - Germany and USSR. USSR tanks are on the OP side vs Germany (just as in WoT). Hard to get away from this bias from Russian developers. US is being added next. - People always claim russian bias but aside from the KV-2 I've yet to meet one russian tank that is superior to a german one, both of course piloted competently, if not yeah.... WT maps still need some work. Invisible artifacts that stop you dead, some things like palm trees whose base must extend beyond what you see as you will run into an invisible part of the tree if you drive to close to the trunk. No city maps yet - maps are pretty unvaried. - valid point, I've shed tracks to such artifacts but still have yet to phase into things like I did in WoT Open Beta, not saying impossible just not happened yet. Models are bigger, get more of a sense of actually driving a tank. Decent looking models. -smoke effect is also nice if a little painful in sim battles... makes aiming after recoil hard a bit.   Overall - WT offers a game that is still unpolished but shows potential. It all depends on what they do next. Will they listen to the players and fix the reported issues (like too many ammo rack hits) or will they flip us all off the way SerB did in WoT and ignore player issues?   I still play WoT a bit but have pretty much given up on it. The power and armor creap since 7.0, the pay-to-win elements of premium accts and premium tanks, the horrible state of public match play. Total lack of respect for the players from WG.

     

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  • cptndunselcptndunsel Orlando, FLMember UncommonPosts: 136
    Originally posted by Dihoru
    Originally posted by cptndunsel
    WT is lacking much of the realistic elements of WoT at this point in their development. A few examples: Camo has no impact on the game - you can spot enemy tanks thousands of meters away through dense jungle - try sim or full realistic then talk - both are total garbage. Aircraft nuke anyone who uncovers so everyobe camps. The game gets worse each patch and there are fewer and fewer players in this mode after the huge earnings nerf.  Gaijin's Battle Ranking (BR) system allows for too wide a spread (in terms of tank capabilities) in any given match. This is similar to WoT pre 7.0 when you could see a tier spread of 3 or 4 in a WoT match. WG tighted that down to a 2 tier spread. In WT its a 1.3 BR spread which is huge based on how they assign BR. It means you may be in a starter tank with nothing going for you vs a BR 2+ tank with 1-shot capability. - now this is some strong BS, the only times you see a reserve or tier 1 is when they are in a group with a higher tier tank - Bull. In ground forces everyone starts with a reserve tier 1 BR 1 tank. Your very first match you will face much better tanks that will totally destroy you. And its the same as you progress. Get to tier 2, face tier 3 that 1-shot you. The player base is so low the matchmaker creates very unbalanced matches. Clearly you have either never played GF or just like to lie about it. WT lacks the ability to buy additional modules, like optics or a camo net, at present. I'm sure these will come. - camo nets may or may not come, optics and secondary modules won't, they are integrated into the upgrade system for your tank. - incorrect. At most they are obtained through crew training. And thats epically stupid. So to get camp or optic values, I must train up all my crews in keen vision and other attributes versus having a pair of binocs and a cammo net. This just makes a long grind for crew skills even longer. WoT system beats this hand's down unless you only plan on going with a single crew for all your tanks... which is pretty fail WT does not have SPGs in game (a big complaint in WoT - arty and god mode) and replaced it with a skill where tanks can call in an arty strike onto a specific map area.  -personal pain in the arse for me but it is a vastly better system than WoT has as it allows any tank to be a danger to you even if you are in a KT and the other guy is in a Pzr 2. - some players have complained about mediums being able to call in arty. I think its a better design than WoT. WT has a generic crew config which assumes all tanks need 5 crew. Not historic, and adds a lot of grind to get crew skills up. - Incorrect, the crew skill distribution in the selection skill makes you think that but if you take notice of how things change when a specific crewman gets injured you will notice that roles overlap like in reality so if your commander gets knocked out and he was also loading and doing gunner duty then it is like all 3 get knocked out at once. - its still non-historical. A tank needing 3 crew should have 3 crew. Assigning 5 crew slots with different skill mixes is just the game's way of lengthening the grind. Damage models, hit boxes, and overall balance need work. Far too easy at the moment, for example, to be 1-shot ammo racked in many German tanks. One would hope this will be corrected, but based on the air game I question how quickly the devs will actually do anything meaningful (in the air game there are still a lot of broken flight and damage models) - they don't need work, what they need is people to adapt to a different game because in WoT modules (like ammo racks) also had health, in WT you get hit in the rack you have a inordinate amount of chance, depending on the shell type APCR has less chance, to go up. Everything is closer to historical accuracy than WoT aside from a few glaring flaws like the T-50 having more armor, the M4A2 being stuck in a armor twilight zone, etc.- nonsense. German tanks, regardless of type, are 1-shot 80+% if the time due to garbage damage models. Many suspect russian bias. Meanwhile the average T-34 can be hit 3 or more times before its dead. The current damage model is very flawed and very anti-german. Only has a capture the flag mode at present (1 central point or 3 points spread across the map) versus WoT model where each side has a base to capture. Its more similar to the alternate modes in WoT (the modes many players turned off due to balance issues) - 3 modes actually: Battle (each side has a cap, they duke it out until out of tanks or one side caps the other's flag), encounter-type (1 cap in the middle, same as battle combat wise but the cap fighting is more fierce because once capped, takes allot of time to do. the tickets go down fast) and control battle ( 3 caps, similar to battle as even teams usually come down to attrition fights). - not enough maps, some very bad maps, and not enough game modes. People are bored and leaving the game. WT allows a player to play many tanks in a match versus 1 tank, get killed, done in WoT. You can have up to 5 crew slots as a free player (more if you are a premium player) and can slot a tank into each. Each crew slot gives 2-3 tanks per match. So the typical 3 crew player can roll 6-9 tanks out in a given match if they desire. One gets fragged - no prob, jump in the next. - in arcade, in sim and realistic 1 tank (in realistic you also have no 3rd person view). - no, some tanks have multiple spawn in SB/RB dependent on the tank. Just as some tanks like the KV-1 have single spawn in AB. You get 1 crew - thats what you meant to say. The SB view is trash. As a commander in my hatch I'd expect to be able to see portions of my tank as reference points. Or a driver in my hatch - same. Instead you see almost no reference points and must watch the mini map to make sure your orientation is what you want. Its a bad system. And no sniper mode regardless of crew training, so the earlier statement that optics are somehow incorporated into crew or tank upgrades does not hold for SB. WT player base is unrefined. Many matches devolve into 1 side not even trying to capture the flag (needed to win) and just camping and looking for personal kills. As with WoT this can lead to very unbalanced matches, steam roll results, and player frustration (those wanting a win for their daily bonus may need to play several matches to get a team that actually cares about the flag) - less so than WoT actually but teamplay is still sorely lacking most games though there are more beautiful exceptions to this including times when people flip a team mate back up after he/she either got a bad spawn location or accidentally derped down a hill too fast. - over the last month play quaility in GF, player skill, player desire to actually cap zones - all dropping. Saw players having long jump contests in light tanks off dunes the other day. Player base is in decline. Game is now as bad as WoT in terms of random chance determining if you get a decent team and a chance to win versus a group of idiots Only 2 nations at present in WT - Germany and USSR. USSR tanks are on the OP side vs Germany (just as in WoT). Hard to get away from this bias from Russian developers. US is being added next. - People always claim russian bias but aside from the KV-2 I've yet to meet one russian tank that is superior to a german one, both of course piloted competently, if not yeah.... - in real life, for example, the PZ IV F2 was a reknown T-34/76 killer. In GF - this tank gets 1-shot and takes many hits to kill a T-34. The damage models are trash. WT maps still need some work. Invisible artifacts that stop you dead, some things like palm trees whose base must extend beyond what you see as you will run into an invisible part of the tree if you drive to close to the trunk. No city maps yet - maps are pretty unvaried. - valid point, I've shed tracks to such artifacts but still have yet to phase into things like I did in WoT Open Beta, not saying impossible just not happened yet. Models are bigger, get more of a sense of actually driving a tank. Decent looking models. -smoke effect is also nice if a little painful in sim battles... makes aiming after recoil hard a bit.   Overall - WT offers a game that is still unpolished but shows potential. It all depends on what they do next. Will they listen to the players and fix the reported issues (like too many ammo rack hits) or will they flip us all off the way SerB did in WoT and ignore player issues?   I still play WoT a bit but have pretty much given up on it. The power and armor creap since 7.0, the pay-to-win elements of premium accts and premium tanks, the horrible state of public match play. Total lack of respect for the players from WG.

     

     

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