I imagine that most people who try subs will have a few bad games where they don't know whats going on, and then quit and play surface ships. If I do terrible with a ship that I didn't grind for and don't have to grind past, I usually don't play it except for rare occasions. What this means is that a lot of initial sub gameplay will be terrible at tiers that are very competitive. There isn't a baby pool to learn to swim, we just chuck the child into the deep end and see what happens. People will be thrown into a entirely new playstyle that they have to learn from scratch at tier 6 (if they are lucky) but more likely tier 8 or 10. Looks like the forthcoming Zao and Petro tweaks are one-offs to shut down complaints, rather than a commitment going forward to limit balance adjustments strictly to performance considerations.Īnother issue with the implementation is how there are no low tier subs. Going off of what has happened in the past, absolutely. The feedback section is just an elaborate "here's why we're ignoring you" because the corporate performance goals don't allow for slowing down to actually address community concerns.Ĭommon sense would point to another round of subs in ranked to give the latest changes a chance to settle, but instead we're getting them in randoms already. With Wargaming, it's always two steps forward, one step back, it seems.Ĭlearly the leadership is getting impatient, and so they're marching forward with the release timeline. 'We will also take into account your feedback about having commander slots taken up by commanders left over after rental submarines disappear, submarines will now be rented out without a commander.'ĭid you mean we no longer will inadvertently be handing out command reserve spots? Some have mentioned about them being left behind, as I saw, but most did not realize that is was expanding the reserve capacity, either. Reducing already meager potential income in Co-OP is detrimental, IMHO. Many other aspects of this could be improved without more vessels. Subs are still fringe to me, they are not what I would be looking for to be included. Introducing rental Submarines to Random Battles will allow more players to try them, get used to playing them, and of course, also develop tactics to counter submarines. In conclusion, we believe that this is not something the game needs right now. While there may be fewer targets to be fired at, at long and medium distances, this will add new interactions and a new layer of gameplay.Īnd lastly, increasing the number of total players would impact the influence you as an individual have on the battle result. Some of you also mentioned that the introduction of submarines into the current format, will reduce the number of gunfights between ships. This is true, but our game is developing and new types of interactions between ships will appear. You need to choose the right moment to use the right consumable! For now, we want to continue testing the mechanics in their current form, to look more closely at how this will interact with the other changes. This is another layer of the game that needs to be taken into account in battle, which is easy to understand, but quite difficult to master perfectly. After all, if another ship were in place of the submarine, it could set you on fire with HE shells. Moreover, the ping itself does not create an additional "load" on the Damage Control Party but only redistributes it. This will help avoid situations where a battle was unnecessarily prolonged due to having to hunt down a surviving submarine. Now AI-controlled Submarines will take a more active part in combat. We also changed the settings for submarine-bots in Co-op and Training Battles based on your feedback.
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