I hate the armour penetration indicator because of the shitters can just aim at for 2 to 3 sec and pen you. So much for having armour and at that point those players need to GET GOOD.
i play blitz, the armor penetration indicator is even worse there - you don't have to wiggle your mouse around, the tank literally glows where you have to shoot, which means you spend less time looking for weakspots, i actually think it would be fun to try shooting an angling tank without the indicator. really unlocks some memories of where i never even was.
@@ember2933 oh you think SPG is unbalance in WoT wait until you see helicopter spam in WT Mainly Ka50 for wallet warriors and glost shells volumetric shells etc dude we also have problems
One little thing for anyone viewing this today. Skill floors being low is actually the game being easier to learn. The whole visual is how much you need to climb to get to the entry level. A high skill floor is a high minimum skill knowledge requirement. The skill ceiling is how much more you have room to learn after getting onto the floor.
Remember when wheeled lights had a boost feature? They removed it because it was "confusing for the players". Truth is, people on the test server bypassed many of the invisible walls to go to places the are not supposed to be.
The game engine also kinda breaks down at higher speeds apparantly. So anything going faster than 100km/h ... creates a ton of issues. I mean it already does. But it gets only worse.
@@CrniWuk i remember when the auto cannon first came out. it only took two light tanks with auto cannons to fire togther at you at speed for your graphics to be overwhelmed because WOT decided to calculate and project every bullet. the game engine couldn't cope
@@TheRahsoft Different kind of shit. Powercreep is constant and brutal at high tiers, CAS is complete bullshit, helicopter damage models are broken as hell, and a tank's battle rating is often determined by how well people are doing in it on average instead of how powerful it actually is. For a while it was so bad that a Sherman Jumbo with the 76mm gun could face fucking Leopard 1s. Ironically, the Leos weren't that bad to deal with thanks to the relative lack of armor and the Sherman's vertical stabilizer, but that's still a Cold War tank slinging 105mm sabot and fin-stabilized HEAT squaring up against a fat Sherman.
That UDES clip on Malinovka is literally what happens to 95% of "accurate" guns. Literally to the grille, leopard, Swedish cheese wedge things, and the Kanonen 105.
Because they're not accurate. The distribution within the circle is shit. Circle shows 90% prob, but this probability can be distributed equally, or focused around the middle. These tanks were good previously, but we're fraudulently nerfed at some point
@@justuseodysee7348 If you watch Taugrim, the unicum player who played without a single Gold Ammo fired in his entire career a few years back, you'll discover that he rarely, if ever bother with aiming for tiny little weak spots at all. He just flat out go for the side or rear shots because it kept RNG influence to the minimum. Sadly nowadays even flank shots or rear shots can still bounce thanks to these noob-proof tanks WG rolled out over the years.
The other way around annoys me even more. Once I was shootin on the move with full speed in my KV-2 152 derp and hit a scout 300m away on full speed. It's a complete joke, how these high caliber guns can hit on the move without aiming at all... This should not be even remotely possible
The funny thing is. As bad as Gaijin is... it's like comparing Tony Blair to Joseph Stalin. One cripples your economy, gaslights the community, and is an all around piece of shit that everyone detests... the other seems to actively be trying to kill anything and everything around it. Gaijin are awful... but the more I hear about WG, the more I feel pity for people trying to enjoy their games.
@@Unethical.FandubsGames Gayjob is far far worse than wg. I remember a few years ago when wg messed up a new player code and made it available for current players too (Excelcior+7 days of prem). They took the L and let everyone keep their things. When gayjob did the same thing. They gave away a code with a 3 of the lowest tier premiums, 7 days of prem time and 1000 gold. They removed all of them from everyone that used the code and anyone that used gold remained in debt (so if u used 500 out of the 1000 the next time u buy 1000 u will only get 500). Unpaid debt will get your account permanently banned (and thats extension btw, illegal even in russia). They removed the debt only bcz the whole situation ended up in a massive shitshow
16:30 throughout years ive come to conclusion that sniping at turrets on malonovka hill NEVER FUCKING WORKS NO MATTER HOW ACCURATE YOUR GUN IS there is some bullshit stronger gravity that brings shells to the ground much fucking harder than at any other place in the entire game
Another case of rng is when you are a shooting a enemy then you can kill him with the last shoot but then RNG puts your shot to the ground near the tank and miss him, for later that same tank contributing for your defeat
I miss all chat so much. Once had a 1v1 going on but I was very low hp light and the enemy was a near full hp heavy that was trying to find me. Someone on my team in all chat said something along the lines of “our light tank is stuck at [other side of map grid square], go kill him he is trash”. Enemy took the bait and I was able to win by capping their base. Gotta love all chat sometimes.
All chat was grate. Most fun was playing arty and giving the enemy tank a heads up. Or just taunt after hitting them. Sometimes even asking for forgiveness.
Old chat was nice. Also, old (all) chat sucked. I can't tell you the number of times I saw allies (green and red teams) calling out positions of still live tanks. Yes, some were a diversion/distraction and were false, but many were actual information of a teammates position. This was both frustrating and demoralizing to be trying to clutch a battle only to be surrounded by 2-3 enemy tanks because your teammate was dead, wanted the battle to end and did not believe you had a chance to carry the battle. They gave up on you and it sucked. For that reason alone I say good riddance to all chat. For all of its benefits its one flaw was a fatal one imo.
Arty in WoT is like the CAS in WT, where players are usually left with no counter play and weather or not the survive is based off of the enemies’ skill level and not your own. But even in WT, CAS takes at least some amount of skill to use but arty in WoT is literally point and click.
I think you misunderstood a skill floor. It describes the minimum level of skill required to play something effectively. Artillery does not have a high skill floor, it has a low skill floor AND a low skill ceiling. An example would be, that the IS-7 has a low skill ceiling, since mistakes don't get punished that hard, and directing the armor to the enemy isn't that hard either, so new players can easily play it, whereas the Object 277 has a reasonably high skill floor. To play it effectively, you have to know where you can stand hull down, how to use it's mobility etc., but it also has a high skill ceiling, since you can push the tank very far with enough expertise. But I do agree with virtually all points in your video. Especially with the pen indicator.
I disagree that arty has a low skill ceiling. Counter-battery fire is a real thing, so are meta moves like blocking an advance, blind fire to make a player think they are spotted, knowing when and where to move/reposition, and most importantly, knowing WHERE to aim and what targets are the essential ones to focus in the moment. Remember, arty aims slow and reloads slow. Many of the arty are also slow to move so repositioning takes time, even the initial positioning at the beginning of the battle.
yeah he completely misunderstood what skill floor is, keeps saying "high skill floor" referring to easy things; what he meant is "high power for low playrate". Simple+Strong(ish) = Low Skill Floor. At least he uses skill ceiling correctly...
12:47 LMAO this is sooo true. I remember trying to remember every gun pen and doing live calculation based on my and enemy position, where they aim based on the gun pointing, etc. to figure out the best angle. And when you win that 1v4 duel because you have the better armor awareness, it's so satisfying, especially if you and the enemy recognize how god-like you are. I remember years ago that one time where I held entire town with my Tiger II and survived with 1% hp and my team and enemy team was like 'pros to this Tiger II'.
I had something similar in the old vk 4502a, back when it was a heavium with pretty bad armor but could bully mediums pretty well. Turns out playing it super aggressive and randomly overangling causes people to panic, took out a 1v5 with it thru sheer audacity. Now it's just a mediocre pos that's not worth playing, even ignoring all the new op premiums.
man i remember spending like 30 mins to an hour a day for at least one day a week going on tanks gg, trying every single match ups possible and learning every single intricate detail about the weak spots that there are in the game. nowadays i don't keep that habit anymore. armor pen indicator has truly dumbed me, even to a point that i don't realize that is the problem until i watch this and the part 1 vid
I'd add a few things: 1) Remove arty missions, Daily "crit-in-one-battle" missions, and reduce arty to one a battle... I wouldn't mind having one arty each game, if there was at least one flank free of square bullshittery 2) I remember the original accuracy RNG, which was EXACTLY the same as now, and EVERYONE hated it... So WG caved in, and changed so more shots would be shot at the middle of circle. Everyone like it. And then, one day, suddenly, without the warning, they reversed the all-liked change to previous, "to improve the game"... It was such a bullshit I still think it was the worst change ever 3) So many tanks as a reward for clan wars for licitations is a low blow not only to good players, but also to average/good players not playing in clans, but as a weekend relaxation... I tell it, because such a player is my father - he doesn't want to participate in clan, just to have a little "relax" (and you should've seen him fuming after the CW changes were announced) If anything else comes to my mind, I'll write it to in an answer to my comment
Oh, right, I remeber now: 4) team damage was an essential mechanic not only because of the reason that people are literally blocking enemy with their bodies because they don't look if someone is aiming from that position - without team damage you can't even punish the guy that pushes you out, because he doesn't like the fact that you were on some position before him
2nd point was really bad, not sure how you don't remember why it was reverted. It was because it made accuracy of a gun less relevant, which just helped snapshotting and in general derp guns. What they could have is something weird. Make it less likely to hit centre region and more likely to hit outer circle and increase overall accuracy. It would reward pre-aiming and aiming in general.
@@kresovk5 You might be right about why they changed that accuracy RNG, I vividly remember some strange snapshoting from across map with guns which didn't make any sense... However, it was still better then what we have now... As for ways to change current accuracy RNG for the better - I'm not sure how to improve it. You might be right, it could work, but then again, it is WG, and I can easily see them fcking it up
The issue with wide open maps (and most of the 'reworked' maps) is WG removed a ton of foliage, thus reducing the angles you can flank, and thus turning those open maps into pseudo-corridor maps. I much preferred old-Prokorovka, games were much more dynamic. It also culls areas where scouts can actually do their job, thus making it likely each individual scout player will have their spotting 'stolen' by another scout trying to use the same position. This leads to people fighting over the same bush, and has made blind-shots into a bush much more common, as there are fewer 'shells' to hide under.
I agree with this. Another when they went from the SD to the 1.0 HD maps, is that they changed much of the terrain topology/relief of many open areas to much flatter terrain on the older maps. Less line of sight breakers. Erlenberg is a rather good example of this, the HD mini map still clearly shows (@ lower 7-8 line and upper 2 line) areas where you can still see the old hill relief feature. Yet they chose to pancake those parts flat and add with double bushes for defense position on the edges. Had they retained the hills, but made them a bit less pronounced, which was one issues in the SD version, it would have made that map better combined with the city changes. Newer maps in Supertest seem to have more terrain relief though, but still retain the toxic design of having too strong edge positions on open areas.
When the easier way would have been to make concealment 2-way. It is totally immersion breaking (and the reason i quit WOT years ago - after playing for years, mind you) that you can hide behind one bush totally (even though your tank would have steamrolled it flat by then) but at the same time a 1940s tank without computer fire control can aim at you with 100% resolution through a whole forest just because some light said on radio " tank on D6" - i.e. "spotted you". They could have deleted this bullshit mechanic and made it 2-way so that spotted only shown on minimap and it takes LOS to get a target lock and all toxic camping would have just gone away.
The "auto ricochet" thing with the armor is something I've been trying to explain (to myself) and understand for quite some time (I used to play back in 2011-2013, then made a pause until 2019 and I'm on/off playing since then). The introduction of gold ammo for credits discouraged me a lot - having the knowledge of weakspots and knowing how to actually use your own tank in order to deflect shots suddenly started being meaningless. Can't pen? Sure, hit 2 and blast away. I'm still not using any gold ammo whatsoever, and I know my stats could be better if I did, but I simply don't want to waste any money on WG and their bullshit. Thanks for the video, fam!
I'm pretty sure you won't even make 3500 avg dmg on tier X tanks with gold ammo. Most tanks, especially HT and MT don't have that much privilege on gold ammo. It just decreases a chance of not hitting armor. And that's it There are several exceptional tanks that do become much better with gold (KV-4, VK7501K, Bourrasque, BZ, T26E4 and some others) but they don't really eradicate my point
The cool thing these days is to shift blame toward the game publishers, but the devs equally deserve a large part of the blame. Game developers for big companies that make lots of money don't care about quality anymore. They're lazy. They think that they're irreplaceable because their company has money and nobody can compete with them. They're wrong. Game development is becoming increasingly accessible and its companies like EA and Wargaming that are going to fall painfully behind because they're not keeping up because actually putting effort and money to improve the game would hurt their bottom line. Don't feel like putting up obstacles or changing the terrain to block players from climbs? Just add invisible walls. You can learn how to do this in roblox in 3 minutes, don't tell me game developers are not lazy. It's time to start holding them accountable as well.
The auto ricochet angle kind of derives from the tanks form in real life, because you know, certain angles do tend to easier ricochet incoming rounds sparing the crew from an significant emotional event happening to them. If they implement the tank 1 to 1 as it is in real life (or was planned to be) then, of course, tanks will have certain angled surfaces. In WoT they could adjust the auto ricochet angle however to compensate, but they dont unfortunately and have set their current values way too high.
I used to play with TD-s a lot. Long time ago my job was to get into a position where I can assist the heavy fight so they can break thru. Right now every single map reworked so there are no support positions anymore. Made the TD class the most useless.
useful for locking down a sightline behind 5 bushes with a gun that can pen everything or useless because there are no bushes, and the only way forward is with no concealment and you have no armor
@@bigdiccmarty9335 When I say useless I mean they lost their original purpose. even back when we had those support positions we had no bushes. Camping with stealth tanks was not a thing. We tried to hide but the maps did not favour stealth for us. With a TD we took the punches just as much as the Heavies we tried to support. Now all those old positions gone or they placed houses or rocks in the line of sight.
@@thomascroft6057 we yeah, but the future is now old man! a TD is either a portable stealth field, or is a slab of pure armor that moves if you're not both of those things you'll be screwed by half of the maps, assuming half the maps favor either of those.....
I'd say TD's are one of the strongest right now, but not for the right reasons. Because of the Hull down corridor meta, TD's just sit at the back of the map behind bushes unspotted, and if their team dies the enemy pushes. At this point the invisible hiding TD's just level the playing field and wipe all the enemy tanks that's pushed. Be honest with yourself, how many games recently have you seen end with a long drawn out campfest because you can't spot some tanks at the back of the map? It needs fo change
As a player of CIS/RU Region WoT (origin of the game), this game was designed for 35-50 y.o dads with cup of beer, who can't spend a lot of time (about 1 or 2 hour of unskilled 3-4.5k MTR rating play style in pubs), because family and etc, they're doesn't have any time to get good. This is why armor penetration indicator is here and no climbs with invisible walls. Sorry for my bad english :(
I remember when playing WoT back in the day, I never actually felt like artillery was unfair. You could always avoid it, as long as you didn't forget it existed, and countering arty with your own was a common ordeal. Light tanks would also have a blast chasing down Arty and it gave them more to do as well.
Artillerys used to have a far higher skill sealing, meaning much more options to improove. Originally arty tracers were rednered all the way, meaning the enemy team could watch where the shells are coming from. So arty could play the role of counter battery while scouts could try to zero in on the location. That meant that constant relocation from good position to good position was key. Anyone who just fired from one location would quickly be counterartyed or killed by light tanks.
@@Delimon007 Arty doesn't even always one-shot arty anymore with a direct hit. So it takes minutes to kill an arty by counter battery even if it doesn't move that much. In that time you can achieve much more elsewhere. I used to start the game with counter battery, but since the damage of arty has been heavily nerfed I've mostly stopped doing it.
I remember watching the old esports league back in 2016 or around that time, when clans would use climbs on maps like mines and cliff to outplay their opponents. It really made me want to try those climbs myself and it made me much more interested in the game. Honestly that was such a nice time in wot and I wish I could be that excited about the game in 2022.
I remember those times, too - but don't miss them at all. It's obvious the game isn't meant to be played like that. You are just breaking the rules by going out of bounds. The game should be about skill, not about abusing glitches. That said, the hulldown meta is also extremely boring and "anti-skill", and I've always wanted the game to reward mobility more (and to discourage camping). But I guess there are limits on how "mobile" a tank game can even be...
I think you have skill floor backwards. Skill floor refers to the minimum skill required to perform well, not the minimum skill possible. a high skill floor means there is a high skill requirement to play correctly. while a low skill floor means it should be easy for just about anyone to pick it up. You got skill ceiling totally right tho :3
I wouldn't say the skill floor is the skill required to 'perform well' but actually the skill to be considered 'performing' at all, and then anywhere in between the floor and ceiling could be considering 'performing well'
@@tornad8063 The graphs didn't show it nicely--they got the skill floor/ceiling wrong as well. Because he was mistaken on the skill floor, the skill floor graph would be raised when the game was made easier. This wouldn't be the case.
I'm literally so saddened when I remember of the old WoT when I just joined random training rooms and climbed with other people. My number 1 reason for uninstalling was climbing cuz that's how I could counter OP tanks...
The stupid armor indicator is EXACTLY why i started playing war thunder. It was a bit harder at the start, but after i learned the weakspots, i was getting rewarded for my game knowledge. I was able to punish people who over angled or over extended, not by just wiggling my mouse around for a few seconds, but for actually taking the time to LEARN about the game and its mehanics.
The nice thing about WT is that you can choose whether you want to play with people who use it or not. Oh you dont like getting oneshotted every time you meet a tank, dont play arcade battles, problem solved.
and WT is also shitty in its own ways now, people will just camp in bushes in realistic or hide behind some corner half the time and if you push you just get punished instantly by some camper, same as in arcade where people will look behind houses or hills etc, both games have this huge issue imo where you get punished to death just for not camping and waiting for 10 mins of your life, however I guess planes are decent in that game despite having the funny rng with the damage you can do or one shotting pilots randomly/oil leaks (fire)
I remember using Ru.251 on climb spot at Mines. Could be good but you needed a bunch of requirements to be effective. It was useful like once per 5-10 games with LT on this map. I've practised it on training only, then used as fully known skill on live randoms. Recently I've returned after a great deal of time (first serious comeback since 2016) and I feel I can not do as much as I used to. Power creep tanks, no weakspots, nerfed HE, wheeled LT with OWN SEPARATE PHYSICS (you can see how they launch into the sky or crazy cartwheel after their status turns from "wheeled LT" to "wreck", this looks hilarious. A lot of auto bounces which wasn't the thing back in the time, quick 15-0 or similar games. The lines and tanks themselves are not defined anymore (german accuracy and pen, russian dps and trolls, muricans inbetween with good turrets, low-ish pen but good gun soft stats, french clips. No, the whole meta has been turned upside down. Lot of nice maps have been removed - South coast, Swamp, Stalingrad, Sacred Valley or Windstorm are first ones that come to my mind. Past times had it's problems like worse arty (still remember 5-6 arty per team reaching up to 14 arty per team at night, T92 oneshotting my IS-7 with highroll) but all in all it was more fun to play and higher ceiling/lower floor allowed players like me be above average. And so I'd love to download the client one day and just get back to playing WoT from like 2015. Less tanks, more fun.
I used to love those 4 maps that you mentioned. They rewarded players with knowledge and enough intelligence to respond to the changing battle situation and map positioning. Another probable example of WG leveling the field for the brainless whining morons.
about team damage, now when u cut someone off at the beginning of the battle there is no penalty… a few years ago (when team damage was a thing) you would get a bit of ram damage so people would actually stop for you and not just drive into you.
"so people would actually stop for you and not just drive into you." that is bs, I remember I was trying to do the "do whatever dmg with TD without loosing any hp", with my SU-130PM and my mission was failed in the first 10 sec of the battle like thousands of times cause my teammates hit me and I lost hp
They should only Bring Back Team damage If they also Change the aiming system. Because you never miss shots on teammates your Shot Always Went to extreme efforts to Hit your teammates.
Auto-bounce is a thing because at a certain point the shell physically can't "bite" in to the armor. There's also the more important fact that beyond 70* the armor starts to become effectively infinite from the shell LOS, as you're not penetrating the plate so much as trying to cut a line through it. It's a real thing too, and at the same angle IRL, about 70*. The only shells that can penetrate beyond that angle are 2nd generation APFSDS, because even the first generation APFSDS shattered off armor angled like that.
While this is true when adding this sort of stuff to a game the developer needs to think about how fun it is to play against. Maybe it would have been okay if it was limited to some tanks (Like S tanks) but auto bounce angles are super prevalent now
Yes and no, it affects smaller caliber/lighter projectiles more. For example, throw a Dicker Max's 105mm AP at a T-34 and even if in theory it can't penetrate, the sheer weight and velocity of the projectile is gonna crush the armor in and create a hole.
@@reinbeers5322 That's not true at all. Even the 18" shells of the Yamato are beholden to the rules of ballistics. There's a simulation of one of those two-ton shells hitting the heavily angled glacis of an IS-7, and shattering off it. You can also see small projectiles causing "plugging" on armor it should bounce off on paper. Projectile weight and caliber has almost nothing to do with ricochet angle, and is instead dependent almost entirely on shell design.
There are some times where I reminisce the times of when I was 10 years old playing on my dusty old library equivalent family computer indulging myself in this diverse and exciting piece of a game known as World Of Tanks. While I would often become frustrated towards the game quite often back then I would always be drawn back due to its unique and difficult playstyle which was unlike anything out at the time. I have so many great memories just joining random team training lobbies with my brother and discovering the new building glitches on Himmelsdorf or the new climbing spots on Mines. They had a plenty of maps which introduced different ways to play the game, most of which were all eventually canned. And progressing each nations lines seemed more universal and just up to player preference of which to pick. At the ripe old age of 11 just one year after I started playing this game I learned how to play the game efficiently. Through knowledge of tank armor sets and certain universal weak spots features like frontal hull machine guns, driver hatches, lower plates, cupola. Armor penetration values and raw damage as well as each nations armor layouts skyrocketed my enjoyment and skill along with the shear map experience I learned just by playing. I have always been a more 'competitive casual' World of Tanks as I do play to win with all of my knowledge of the game but I play for the sheer enjoyment as well. And back in 2010 during the games release the only way have contestant fun with the game was to strive to become better at the game through game knowledge and fiddling with its knish features like climbing and building glitching are some to name a few. I usually never make comments on RUclips videos, but this is unique moment. Saying I miss the old days of word of tanks is an overstatement, and after about a 4 year hiatus I took from the game from 2013 to 2017 I was greatly disappointed and shocked to return to a shallow game I once new. With many of its defining game features and mechanics sadly removed or balanced to an unnoticeable state. I come back to World of Tanks time to time and I do still have fun with the game here and there, but my feeling for the old and better days of World of Tanks will never fade from the back of my mind. To those who have read to the end (I'm sorry for the paper) and it seems as if World of Tanks has run its course just like anything else is in life. Stay safe out there tankers.
I have memories of playing that one map with 2 bridges and a center section. And you couldn't touch water at all. You would have a low tier go on the bridge and be just long enough to block it and they would just die. Pushing wasn't introduced yet so now to get to the other side you had to go to one of the more heavily defended spots. I can still do that on a few select maps but that involves throwing away my maus since it is difficult to push aside.
For me, it is impossible to even hope for changes like these. The only thing I could imagine will MAYBE happen someday, is that wargaming gives out an "old version" of the game, and who wants to play with that, will play with it. This'd be very useful in my opinion. And if nobody would play with it, then there is still the option for deleting the whole idea, and to try to concentrate on fixing the main game. Love your "honest opinion" videos! ✌️
i used to play competitively till 2017, i gave up on world of tanks. regularly able to win 1v6, occasionally 1v7, the thing is, i wasnt a very sweaty player, but people were so toxic, even while being carried, that i stepped away to recharge, and never went back.
Used to love this game years back but all these changes to reduce learning about armor layouts, knowing some good spots for your tanks, skill etc just killed the game for me
People are always going to seek out the easiest way to have a good time in, just about anything they play. No one wants to work a 9 to 5, to then come home, shower, deal with kids, and THEN clock back into a 9 to 5. Yes people who want to "work for their fun" exist. . . . in a minority. Why do you think the gaming industry has Joe's in mind when they make things, not pros?
Imagine if arty could only see tanks that were in their view range the same way every other class can. This would force arties to play more dynamically by maneuvering along with the map and finding different hiding places to continue providing support for their team as the battle situation changes. It would also severely limit the pain of getting spotted and nuked by an arty from the opposite corner of the map. Heck, doing this might force arties to play like actual artillery instead of satellite view missile launchers.
While I pretty much agree with everything in this video, I still have to say something. For the people who keep making videos about World of Tanks being bad, or saying often that the game sucks while you're streaming, you're just as much a part of the problem as everyone else. Knowing that Wargaming doesn't care one bit about the game's enjoyability, and yet still supporting the game is beyond me. Gambling for the latest lootbox tank or continuing your premium account time, makes no difference. It's like saying that cigarettes are really bad for you, and then immediately smoking a pack of them. I'm not saying that if you think WoT sucks, you're a bad person in any way. But then you have to admit that if you still play this game, you complaining about it (while supporting Wargaming by playing) makes no damn sense. They won't make the game better no matter how much people complain, trust me. As long as there are people who pay, Wargaming will only add more stupid tier 8 premiums and new broken tier 10 tanks.
Ye he is just a tool of wargaming. He complains about 90% of the mechanics in the game while still playing it and making views with videos of wot. The problem are not the casual players: those will move to another game if it sucks, the problem are the tryhard shelling money to keep their stats good, no matter what new money grabbing mechanics WG will introduce. But the game has to change to pander his delusional views instead of thinking it has always been a cash grabbing rng ridden arcade game.
I have to say, Blitz has shown a game without artillery works great. Recently picked up Blitz, have about 2k games so far, it's amazing how different everyone plays without arty. WG should, if anything, just rework the existing Arty into TDs of aome sort. The Console WoT has Sturmtigers, they've done all the testing they need to rework and remove them
I have also had a much better experience in Blitz compared to PC. Granted there are some issues like cool tanks being available only through crates, premium tier 9s and 10s that can be bought, and unbalanced tanks like the Smasher or Annihilatior. Generally I've had a good experience playing it and its a ton of fun when just platooning with friends.
I have 6k battles in blitz. However, what if PC artillery had limited range on Indirect fire? If the distance between one base to another is 13, what if arty range wad 6? They would need to move around, but they keep their artillery thing
I play both Blitz and War Thunder over WoT PC. Blitz because I don't have to deal with Arty, OP as shit premiums every new week , HE still being relevant and no EBR spam(yet), premium ammo having disadvantages attached to them, armour profiles being somewhat balanced etc War Thunder because you don't have to put up with the level of Bullshit RNG that WoT PC has on display, wheeled Vehicles actually being balanced and the variety of vehicles, I would say No arty but close air support is just as cancerous as arty but at least you have some counter to them in the form of anti air tanks.
U prefer blitz, cuz its just more comfortable to play and wg cares more here BUT Cuz of making it more comfortable its freakin easy as hell than normal wot pc Ofc, blitz has quite more skill rewarding over autism piece of [ _ ] in 7v7 battles where you are actually more depended on your skills than shit team But still... it is too easy to even bother about going for skill (even grinding there is lot faster) and level of pay2win there is above everything compared to wot pc When im looking at blitz i see wot pc in the future in pay2win way too much (and other thinks) So difference between causal players and tryhards in blitz its just several times bigger than even in wot pc in some way (but still on both theres huge diference, i know in blitz theres ton's of mobile players, but u can TURN OFF playing with mobile blitz players and play only with pc blitz players) If wot becomes as easy as wot blitz i really propably ragequit or smth About war thunder... am not such expierienced in that, but it is kinda good game rewarding for just getting good
I always played balanced got, artillery is a fun class but you are vulnerable as hell to light tanks, which class was good and is one of my favorites. So the feedback of playing as a scout looking for enemy artillery to destroy while communicating positions to your team is fun. artillery is one of the few things that make up for playing as a light tank in this game, you are his children for the friendly artillery and the executioner of the enemy artillery.
yes, it will be a good thing for ligths to do, but they cant, because maps are 3 ways only. like i get it with himerlsdolf (i dont now how to write it) but the wall of china????
25:20: this argument really only works when maps are designed so badly that climbing "out of bounds" allows a massive advantage. An example from the other tank game: Gaijin designed their Vietnam map so that going slightly out of bounds to climb a hill gave you an overlook over half of the map including one of two spawn locations for the other team, and essentially ruining gameplay on most of the map. Shooting back was almost impossible because they would be at least in partial cover at all times, not helped by the large elevation change. Fighting back was only possible if someone got the ability to spawn a plane to bomb this sniper (if they were aware of him), and the sniper could then either spawn their own plane or just climb to the spot again because it was so close to their spawn they could get there uncontested and the other team's plane was likely already having to fly back to rearm which takes a while, or shot down. Gaijin's solution to spots like these that you were not intended to access, in classic Gaijin fashion, was awful. Removing the spot wasn't enough,since other cheese spots had also been discovered on other maps, and instead of, I don't know, putting tank traps or some other obstacle around the edge of the map (or just stop making maps "bowls"), they nerfed traction across the board, making traversing uphill even on intended routes a massive pain in the ass and getting tanks stuck on slight inclines that they should be climbing no problem. The tracks are covered in olive oil now, and if you manage to slide off a hill in just the right way, you can essentially break gravity and just slide back uphill sometimes. Amazing. At least, kind of to their credit, they try to avoid placing invisible walls on maps that could affect gameplay. P.S. Some of these spots would require you to go out of bounds for a time, but there is a 25 second timer that counts you out and kills you if you stay out of bounds over it. However, the spots themselves would technically be in bounds, so if your tank was fast enough, or you found a good route, you could go into position and stay there indefinitely.
I don't know if going all "skill-less noobs, absolute shitters" is a good idea when your example of "outplaying" someone is driving half a circle around a stationary guy.
Hey chems. I see where you're coming from with the penetration indicator, but wargaming as of yet hasn't introduced any system for new players to view the armor models of vehicles to learn their weaknesses. I think that players shouldn't have to use external resources to learn the game, so I find the penetration indicator useful until they add an armor viewer. Happy hunting.
i am a 600wn8 shitter. a tomato for lifetime. penetration indicator is the most boring fucking shit ive ever seen in a game. using an external site to learn a weakspot on a tank i got rekt on in a previous battle and then using the knowledge to destroy the tank in the next battle was the most rewarding experience ive had with wot. not wiggling my mouse. ACTUALLY TRYING made it fun. edit: but i do agree that an ingame option to view the tanks armor would be a good addition
@@xmatak823 Or...Like WG shouldve done years ago: Add Armor Viewer IN-GAME and remove Pen Indicator. Having to use 3rd Party programs and websites is a good indicator of lackluster design or inteniontally poorly designing it. Its the same with Media like Movies and Series: If I have to use outside sources to understand your plot or to understand plot-relevant stuff. Its just badly written. Armor viewer, soft-stats page, map customization should be ingame without any outside program/source being needed. Anything otherwise is just bad design
One word, blitz, Now, I haven’t played a lot of WOT I only play blitz, but I understand what this guy says and new players should be learning about tank weakspots so they increase their skill, if you add the pen indicator is like the training wheels on a bike, you’ll have to get rid of them eventually, but no one gets the training wheels off the bike cuz they can ride it without needing to actually LEARN to use the bike, same with the pen indicator, they eventually need to learn the tank’s armor and weakspots to GET GOOD, so they can have fun and compete and do stuff, and these training wheels also ruin skilled people’s fun, because you can just wiggle your mouse and “oh look green dot I will fire here, huh? Cupula?? Lower plate??? Wtf is that?? Learning? Naahhhh “ and it makes skilled people’s dedication into the game and into learning weakspots to be thrown into the trash
@@misterionorman9764 I also play blitz, and I think it's a important feature for a fast mobile game. And it's a little bit different. I can't see armour indicator through bushes for example.
I remeber this game being actually fun and skillful back in 2013/14. A shame to see it turned into this. I'd love to play the old WOT again, but I doubt it'll ever come back...
In WoT, the aim circle was implemented as a way to balance the fact that the computer automatically adjusts bullet drop for the player. However, this causes a lot of problems when it comes to balance in so many other game aspects - RNG and weakspots, artillery, snapshotting. If Wargaming decided to take a page from War Thunder and removed the automatic bullet drop adjustment for all vehicles in the game, all of these problems would be fixed instantly In War Thunder, aim circles are pretty much not a thing - if you aim for a weakspot properly, you will almost always hit it, whereas if you don't aim for a weakspot on purpose, you will never hit it. The fact that War Thunder also requires you to adjust for your own bullet drop means that aiming at weakspots is not a trivial task, and is something that requires practice (whereas in world of tanks, the aim circle means that someone can be aiming perfectly at a weakspot and not hit it b/c of poor RNG, while someone else can be aiming at the wall next to the tank and still hit said weakspot b/c of lucky RNG) In War Thunder, indirect fire *is* possible, however, the non-existence of satellite view and Wargaming's bullet drop adjustment systems means that indirect fire requires actual player skill, coordination with one's own team, and intimate map knowledge. As a result, no one in War Thunder considers the way indirect fire is implemented in that game to be unbalanced (don't believe me? go on the war thunder subreddit and look up anything related to indirect fire). The biggest reason why I left World of Tanks many years ago and came to War Thunder was precisely because of this issue - it was not fun to play arty in WoT, and it was not fun to play against (plus most of the anti-arty people were *just as cancerous as arty itself* ) In War Thunder, the fact that players have to adjust for their own bullet drop means that snapshotting is not a thing, period.
Ooooh maybe that's why. Armor pen indicator. I came back to the game after a few years and noticed every random bob was able to pen any tank I played with relative ease, no matter how I angled or baited them. Much different from how it was in the past.
I don't know, you're still disadvantaged if you rely solely on the penetration indicator. If you're gameplan is to wiggle over a tank until you find a green spot, you'll take way longer to aim than someone who knows where to shoot. I see it as a way to learn where (common) weakspots are, aka lower plate, cupolas etc. and bypass unintuitive armor designs like some russian side armor, until you don't need it anymore and just aim where you know you need to aim. If you want to push it to the limit, you can still learn armor layouts and have an advantage over people who don't.
penetration indicators are nice when fighting a new tank, I dont play much but I would happily play with the indicators removed. I would love to play this with no invisible walls too
Doesn’t matter when there’s auto ricochet and BS rng involved in every shot. My leopard 1 with bond equipment and 5 skill crew bounced fully aimed shots which I why I stopped playing Meanwhile some 40% win rate player in a heavy tank snapshots cupolas whilst moving
I would play artillery as a way to decompress from the frustration of playing a light tank. Especially after teammates would message me afterward to lament how it was my fault they died. I'd load up some heat rounds and play to have some mindless fun in artillery. By fun, I mean change positions and go full glass cannon. Even pushing up behind my guys to lob artillery at close range. I even had a great time defending our flag from the other side of the map.
The way I have always heard skill floor explained by devs is low skill floor means its easy to play for all/ low barrier of entry, but high skill ceiling = skill expression
Which is correct he just got it the wrong way round a high skill floor means the barrier to entry is harder and a high skill ceiling is the expression of skill.
I watch wot videos since I was a kid and I remember how good and fun it looked. I personally started playing in early 2020 and I was the arty shitter who thought clicking was funny, and I was scared of playing real tanks just because of how bad I was; one day I told my self “how about playing a real tank and getting decent?”. It worked quite well, I am a certified E-100 player who likes alpha and enjoys unilateral conflict rather than shitty and hopeless gold spam at non existing weak spots I know (I am bad but I accumulated a shit ton of knowledge during years). I wish the old fun days might come back, because when I was a kid I looked forward the fun dynamic gameplay, not the shitty static corridor and hulldown meta. Probably no one will ever read this far, but if you did I can comfortably say that even tho I didn’t play old world of tanks, I miss old world of tanks.
Chems I love your content, you’re absolutely hilarious. Plus you make a lot of good points. I mean even jingles doesn’t play this game anymore because it’s balanced by rolling your face on the 2 key. Keep up the good content man.
Back in the day premiums were always a worse version of tech tree tanks, these days it applies only to tier IX premiums, but that will probably change as well in some time.
As a 100% free to play player that wants to be a good player and not just casual, I fully agree with what you said. I was so mad they removed climbs and I hate the current hull-down-clown-in-a-corridor meta so much I dont even wanna own a Kran let alone a prem tank. I feel so much rewarded from shitting on prem noobs using mostly standard rounds and skill/tips I learn from better players.
Oh Chems, THANK you so much for this. I played WOT almost since day 1. I was pretty much a noob and a muppet in the early days, played like a donkey most of the time but I enjoyed the game a lot... Little by little I did my best to learn how to get good, play better, get to the right locations at the right time, try to help my team win... My stats improved, I was asked in several clans... But as I evolved in the game I saw it decline, with the power creep, the switch to a money printing machine rather than a fun generator. The premium tanks frenzy, the changes in maps, the replacement of the cool maps by these corridor ones made for idiots... Premium ammo available to all, the smart way to actually push more people into spending more money in the game by buying the premium op tanks that then got "balanced" somehow... Everything you stated in this video is absolutely right. Now we have tier 9 prems then soon tier 10 prems and after that, if the scam is still working we'll get the "new tier 11" tanks who knows... Wheeled vehicles ruined the light tanks play. I have been on the Na server from start and stayed there because my clan, my friends... But with 200 ping I can almost never shoot an EBR and when I do, the magic tires absorb the damage... Well, WOT as surely degraded to a very unsatisfying game for try hard players. Top that with all these shitters who paid someone to get the 279e unlocked, just another insult added to the injury... I have very little fun playing WOT nowadays. Barely load the game anymore... And it used to be my favorite one...
The pen indicator doesn’t even matter. Everyone just loads gold and pens you anyways. Nerf premium rounds and watch everyone’s wn8 drop because they can’t play without it
@@destroything Gold ammo was already used too much before tanks without frontal weakspots were a thing. Difference is that now some people load 0 normal ammo instead of 50/50 (aside from HE).
In war thunder theres two modes arcade and realistic. In arcade theres the indicator for armor pen and realistic there isn't. So that new players can learn where to aim on tanks and then when players learn they can go into realistic and have to know where to aim.
The introduction of the penetration indicator has completely changed the game. Taking this whole knowledge/skill of remembering where and when to shoot where with what is very important. (I know this is not removed completely, but now its so incredibly easy in comparison...) The memories of the game nowadays are better than the game actually is for me. Thinking back to times, where the best T8 heavy was an is3 man this was completely different. The weirdest tanks to encounter were french autoloaders maybe. The way the maps feel now especially for tds and lights is so different. I started in a time where el hallouf was a canyon for the full diagonal with the old infamous two steep ramps to push/move up on both sides. You could snipe at 700 metres with the old box shaped rendering method and maps were generally made different. The KV5 was actually good back in those days. It can still work today, but with all the crazy things rolling around today its more like taking out at oldtimer for a ride of melancholy.
yo 1.16 adds yet another invisible walls at this point wargaming should literally add operation locker from bf4 to the game - one corridor and everyone blindfires everything in front of them.
I think you might be using the term "skill floor" incorrectly. You are describing things that make it easier for shitters to play as "raising the skill floor". Raising the skill floor means making it harder for new players/bad players to play, what you are describing is a LOWERING skill floor, not the raising of it.
I remeber when I used to play this game on console. I played for a few years, but eventually stopped when I got fed up with the grind and egregious microtransactions. When I was playing, I had fun sometimes, but I never put much effort into trying to get better, so of course I ended up getting killed a lot. It was frustrating. But I have to agree with Chems, too much of the game is dedicated to making things easy for casual players. What I want to see is some form of training mode where casual players can learn all of the things that will make them a better player. The convenience should encourage some people to try it out.
Shouldn't it be that "lowering the skill floor" means making it easier for noobs to play the game, and not the other way around? That aside I think you've had me convinced over the armour pen indicator. Even though I only have barely 1k games, i'd rather struggle more over having to learn things like penetration and armour instead of wiggling around for a green spot. World of Warships, a newer WG title, doesn't have anything like that (yet), so I don't see why Tanks should have it. If anything I'd be fine with the raw armour indicator instead so it's not Dark Souls hard, and include a 3D armour profile in the garage so that newer players can at least get an idea of what they can or can't pen, and put in the work themselves to learn about effective armour.
Yeah, I haven't heard skill floor being used in that way. From what I heard until now is that skill floor describes skill required before you can even be competitive. Chems used it as initial power you would be given with no competence whatsoever.
@@kresovk5 Skill sealing? Lower the skill sealing and increase the skill floor. What game even up the skill floor? I mean it makes no sense to make the game easier for idiots.. No wait nerve mind. Forgot we are in 2010+ If the skill floor is low you are going to struggle as a new player. Is it really high up you are basically not very important for the outcome of the game.
That's not what that means. The skill floor is the bare minimum amount of skill required before you can be considered as "competent", and if it's high, like it was back in the day, you'll struggle as a newer player because of the learning curve you have to overcome. The skill ceiling on the other hand, is the highest level of skill you can achieve, aka unicum status. If both the skill floor AND skill ceiling are lowering, that's bad.
Yeah, skill floor = how easy something is to play, and skill ceiling = how much room there is to improve For example, Pyro in TF2 has a very low skill floor (W+M1 towards enemies generally works okay for new players) while also having a fairly high skill ceiling (With airblast reflections, or using your airblast to rocket jump with) Edit: Or for the example of Cookie clicker used in the video, it should be near the very bottom of the graph, since it has a very low skill floor, and skill ceiling. Slight mess up in the terms for skill floor / ceiling, but you can still get the point of the video though.
This discussion of skill ceiling & floor reminds of me of Hearthstone, where they suddenly started adding lots of strong, but random cards with every expansion. That made for funny moments and let bad players win more games than they would have been able to otherwise, because a good play no longer guaranteed a good outcome and a bad play no longer guaranteed a bad outcome. That really lowered the skill ceiling and raised the skill floor, and honestly made the game pretty boring to play.
Imagine you're an average joe playing League of Legends or CS. And the matchmaking keep putting you against tryhard. You will have absolutely no chance of having a good game. That's the environment in WOT right now. There isn't a matchmaking system to separate different levels of players. So what WG does is to introduce these "Noob-Proof" tank so Shitter hv a better chance against tryhard when RNG smile upon them.
not even that, good casual players are pitted against shitty tryhard players that use broken premium vehicles kitted out with premium ammo and consumables, and them being a casual player that does not spend all their hard earned cash on advances, gets absolutely steamrolled as they are unable to penetrate the opponent that is in a faster, more accurate, harder hitting tank. that spots the casuals tank long before the tryhards tank ever gets even close to spotted.
@@heroninja1125 Not to mention the grind itself, being a new player sucks when your tank has 75% crew, and the next gun (which you can't even mount bc it's too heavy for the stock tracks) is 15k to unlock.
As a new player, it's very hard to agree with a single one of your points because you come at it from the perspective of a veteran player. I think you have played for so long that you no longer remember what it was and is like to start as a new player. You mentioned how new players should know exactly what armour thickness the enemy has and what armour penetration your gun has but it's very hard to memorize that information as there is a very large amount of tanks that could be on the battlefield. With so many tanks on the battlefield, it is extremely hard to tell where to shoot which tanks and what shells to use. I think new players such as myself enjoy artillery because It is nice to have a way to simply deal with damage and gain experience points without having to memorize a full spreadsheet of data. Saying this, I should mention that I don't really play artillery as I am just trying to get the tasks that are my favourites from history, however, after I easily get destroyed 10 battles in a row, it is very nice to simply have a relaxing game where I just shoot people from above. There is where artillery comes in. When playing artillery I don't need to have a full spreadsheet's worth of information about what tank can be hit where. All I need is decent positioning and some good luck. Artillery can really help keep me engaged in the game over a long period of time. Personally, playing artillery offers a relaxing, less aggravating and confusing experience for when I have been killed by the thousands of smurfs that seem to rule over the low-tiered servers. When playing against artillery, I am not bothered by them, suppression doesn't do too much and I find I can just dodge artillery by using large pieces of cover. Sure, they can kill you from across the map but so can tank destroyers. I don't really see them as much of a big deal but I can understand the frustrations that people have towards them. From what I can, tell the community of World of Tanks is made up of a lot of very experienced players, gatekeepers and unsavoury characters all of which make me what to quit the game. I find that World of Tanks is extremely balanced towards the experienced players with all the armour penetration and armour values. I can't even begin to stress how hard it is to play the game from the beginning when half of the teams are smurfs or 1-2 tiers above you. The more experience you have in the game, the higher your tier of tank is, the easier it is for you to destroy the new players, the harder it is to get into the game. TLDR: Artillery offers new players a way to relax after they get destroyed by smurfs and higher-tiered tanks. Beginning as a new player is very challenging and artillery makes the journey just a little bit more bearable.
You don't need a spreadsheet anymore armor profiles, thickness and angles have become so mind numbing streamlined in all vehicle classes that its just a association game German and japanese Super heavies? large angle plates weak to HEAT when looking right you wait on reloads move as fast as possible before they re-angle the turret as an example. This is in all classes and sub classes of tanks sniping meds frontline meds etc. I don't have an opinion on the API I've just started playing again so yeah... running on old game knowledge don't even have it on. Arty however has never had a good spot in WOT its either under powered or over powered annoying sometimes its like having dead weight or a hand of god the only good thing is that they can't outright deal 2000 damage and damage every module and crew member with one click but atm too much dead weight arty running around. Premiums lack identity now and are bullshit have to agree with chems on some of the recent ones. Climbs were cool added a certain fun surprise to every like 50th game.
At 6:05 the hellcat being an idiot making it an easy kill for you is a good example of low skill players choosing the popular meme tanks like a hellcat, you see shitters like them 99% of the time just like heavies sitting behind walls at choke point for the first 10 minutes of a match whilst the enemy heavies do the same, or light tanks dying within the first 30 seconds of a game spotting 1 tank who their team cant shoot at because they aren't in a position to do so. LeFH18B2, is just a good example of a money printing broken artillery that isn't affected by arty changes. Then again the bishop and the FV304 is probably the next worse and you'll just about always see the LeFH18B2, Bishop, FV304 and a M44 as the 4 horsemen of the shitpocalypse, a good thing we don't see more than 2 arty in each match these days. As someone who has had a LeFH18B2 since they came out and have played most artillery lines in the game I'm still surprised people still enjoy playing arty for any reason since i find it monotonous and frustrating when i fire 10 shots in a game 9 miss at the best angles possible and the last shot hit but only damages tracks, but hey i guess it is just a skill issue, it doesn't even do the supposed job of keeping enemy heads down when they know you'll miss most shots and do negligible to no damage and stunning the crew just gets med kitted away for 60 second cool down with a large medkit. In short, the game has always pandered for the players with the least amount of braincells with the loosest wallets just like most f2p mmo's, random pub games will have the stereotypical players play it which lower the overall experience of the game, arty will never be fixed, LT drivers will always suicide, wn8 doesn't mean shit, and wargaming will never implement a report feature that can ban players, and vet players are bad and should feel bad.
I believe these are some of the biggest problems period. Corridor maps (where flanking is all but impossible as you have low options on where to fight), lack of maps as we need dozens more for variety if not random map generators (and yes that is possible) and overall much larger maps which is why I like frontlines. ONE arty per side, ONE light per side (unless fixed) UNLESS it's a larger map then double. NERF PREMIUM!!! 10-20% of total shells with fewer for premium tanks. OR reduce premium rounds alpha or pen BELOW that of standard rnds. Reduce absorbed shots or armor not penned shots on most lightly armored vehicles. Hitting a light in the side with a (OVER) 300 pen shell and it gets absorbed because it hit ,, what? A tire? MUCH more consistent shots near the dot of a reticle with an experienced crew etc. No more of sitting in a 100% PLUS crew with .28 accuracy and shooting 3 boxes away with almost the entirety of your reticle on a tank and FOUR of your FIVE shots hit the dirt several feet in front of the tank or the bird in the sky. Which brings to my last point and what I THINK is happening. I believe for the vast portion of players. WG reduces and increases rng with in game algorithms to keep players in a more consistent middle ground. MANY of us believe this because of talking on comms and literally we stop playing and just start target shooting live tanks or objects. The objects seem to most often get hit almost zero on. While it depends on the game whether or not a shell will hit it's target. I have ENTIRE LONG MULTIPLE matches where I fully aim a very accurate, oh say my Guard and shoot at 2 or less boxes and watch it miss by several meters. Then I'll get a match and I can't miss, no matter the distance. And I mean I DO NOT MISS. Same tank. If that is truly random and not a fixed rng. Well, either way that needs removed. I get it they want to make money and they are. But surely another tank game will come out and NOT do these mistakes. It's amazing one hasn't already.
As tryhard I agree with every single fucking point. Maybe apart from team damage, I like messing with old fucking pricks and I'm not feeling like getting twacked by 170mm pipe.
I'm not trying to say War Thunder is better or worse than WoT, but 7:12 That's something I think WT players enjoy there: No armor pen. indicator whatsoever (except for arcade battles), so you, just like in old WoT, have to just know that you can't kill a Russian tank made of some Stalinium (KV I & II) with a Pzkpfw III. WT also has FAR LESS RNG when it comes to accuracy, and so good WoT players are smurfing to WT because it's a more fair game in those aspects.
I'm not sure why this video was in my feed as I haven't played this game in nearly a decade, but I'll put my thoughts here anyway. First off, a higher skill floor is the bare minimum amount of skill required to play a game or aspect of that game. That's a basic gamer term. Having a low skill floor means it's easier to get into with no knowledge of the game, whereas raising the skill floor means there's a steeper learning curve. For instance a tank with a low skill floor and low skill ceiling is easy to figure out, but doesn't have high-end oppertunities, whereas a high floor high ceiling tank is difficult to figure out, but has far greater potential. Second thought: You're part of the problem too. Infantile rants, temper tantrums, and telling people to 'get good' repeatedly surprisingly doesn't help people get good at a game. I didn't stop playing because the game itself was bad, but because I got tired of the constant whining and verbal assault from sweaty try-hards. If this is really bothering you this much then I think for your health you should uninstall the game. Find a hobby you actually enjoy and get your friends to do the same.
I'm old school and never use the armor indicator. I just learn the weak points, or lack thereof. If I can't pen then I flank if possible, typical tank strategy. I agree with a lot you said, Remove arty, EBR's, and PEN RNG as well would be nice.
I dont like TD´s so remove them too. My friend thinks thinks LT are over powered so they have to go too. Mediums are too fast compared to heavies so they are unfair. Get rid of them. Heavies have too much armour. get rid of them.
I member when I first learned about the is3 weak spot above the gun that can be over matched. I memorized the caliber needed to achieve the over match and when I used my knowledge of it, I felt like a god. Now I don't even remember the required caliber to over match I just check if green. Guy hit the nail on the head with every point he made. Tanks like the t28 prototype and HTC used to be decent because a lot of people didn't know the weak points so you could bait them with the good lower plates... Not any more. Back in the day I didn't think gold ammo was necessary in 99 percent of cases. Now I feel like if you spam gold you will automatically increase your win rate 3-5%.
As a 12y/o who played wot for my childhood, I can say that wg killed all fun, Rng , pay to win tanks, Arty's, hull down tanks .... I remember just having fun with my Fv4202 , now I am getting spammed by arty and these fricking invis walls killed all fun Me and my dad play on the same acc and pc, hella fun it used to be Also shitters complain about climbs being op lol
Arty just makes the game less fun 99% of the time, Oh I try and push and fight enemy tanks leading the team on a flank, how about being stunned constantly till you die. So fucking braindead.
Artilery nerf, a few days after nerf, there was a micro patch, after which all streamers said, arty started doing more damage, other said u are crazy. but if you would check requirements for 3 marks, after arty nerf, stats go down daily, but after the day of micro patch, it stars going back and ONLY premium french arty stays in the same level, because it was not nerfed
wargaming make a lot of micro patch that change stats without showing people like for the jadgtiger armor nerf, same for jadgpanther 2 it was nerver announced and whe you check tanks.gg it is said that the tank was always like this
i think the invissible walls were made because in some maps players liked to climb on a mountain and hide there so the enemy team could not fight back or get there without the right tank or knowlege. Or at the beginning of a match when 5 tanks tryed to climb 1 spot and you loose because of them.
And generally just chatting with them. When someone went full 1v5 or something, it was 100% more interesting to have both teams going in all chat. I can remember many old games when I use to play where I was cheering on the last dude alive on the enemy team winning against all odds. Lol
i'm... i was an E100 enjoyer since it's inception and I LOVED this tank (i had low WR but oh well, that tank was a guilty pleasure for me), it was fun to "pop" turrets of other heavies on AP pens and eat shots while side scraping... but then the WG came.... and nerfed module damage... and then they removed weak spots...THEY KILLED MY BOY! I don't play this game anymore nor I plan on returning and i was playing it for 5 years since first days of open Beta, I've meet some cool guys there, I've got some quality time out of it. But in the end I've decided to move on... It's mad to count on or expect good changes when every bit of control is out of your hands and you are facing good old Slavic company management philosophy (very bad style of product management). Sometimes you just have to let it go (die).
I disagree about your claim about artillery, the problem is with how SPGs are designed, it would be far better if WG made arty aim faster, more accurate, and move faster with an encouragement TO move, with less damage to compensate, less nuking, more consistency, as a "go away" rather than "die coward" moment. The three lane map design could work with this but...its Wargaming. I personally enjoy the Arty Gameplay loop, I also enjoy the MEDIUM gameplay loop. Though I enjoy playing my Arty more as I only really play with Platoonmates. Reward players who spend their re- engagement cycle (time between shots, reloading and aiming (or not) thinking or planning out their actions...like what they should be doing...
yes im talking about the armor pentation indicator again but it seems like people just don't realize how bad it really is
I kinda like it but, it's op, noobs can aim for 20s to see my is3 turet top penetrable
What if the indicator showed average armour around a radius, meaning players would still have to learn individual weak spots?
That sht kinda troll me a few times so i turn it off
I hate the armour penetration indicator because of the shitters can just aim at for 2 to 3 sec and pen you. So much for having armour and at that point those players need to GET GOOD.
i play blitz, the armor penetration indicator is even worse there - you don't have to wiggle your mouse around, the tank literally glows where you have to shoot, which means you spend less time looking for weakspots, i actually think it would be fun to try shooting an angling tank without the indicator. really unlocks some memories of where i never even was.
So he did it, he climbed on cliff
What's the name of this mod?
@@Deus_Infernus No Idea
Not quite, he still needs to get to K0
@@war_hawk_8362 still better than nothing
Chems really did do it, he expressed his incel rage towards a video game for almost 40 minutes.
As a war thunder player I love to watch things like this it feels good knowing they have tons of problems too.
Choose your fighter:
Wargaming´s invicible walls
Or Gaijin´s soap tracks
You guys have problems?
I thought it was just us.
@@ember2933 if only we didn't. Be it volumetric shells, an IMMENSE grind for later tier tanks and god knows what else.
@@ember2933 oh you think SPG is unbalance in WoT wait until you see helicopter spam in WT Mainly Ka50 for wallet warriors
and glost shells volumetric shells etc dude we also have problems
@@gellertgulyas1874 tbf the game is pretty bareable and fair if you stop at ww2 things
One little thing for anyone viewing this today.
Skill floors being low is actually the game being easier to learn. The whole visual is how much you need to climb to get to the entry level. A high skill floor is a high minimum skill knowledge requirement. The skill ceiling is how much more you have room to learn after getting onto the floor.
Yeah Chems fucked up the definition there pretty hard
@@lloydcarleton3612Yeah, I was watching it and asking myself if I'm that damn tired, because it doesn't make sense
I agree
Okay thank god i thought i was going crazy
his parents are blood related forgive him
Remember when wheeled lights had a boost feature? They removed it because it was "confusing for the players". Truth is, people on the test server bypassed many of the invisible walls to go to places the are not supposed to be.
The game engine also kinda breaks down at higher speeds apparantly. So anything going faster than 100km/h ... creates a ton of issues. I mean it already does. But it gets only worse.
@@CrniWuk i remember when the auto cannon first came out. it only took two light tanks with auto cannons to fire togther at you at speed for your graphics to be overwhelmed because WOT decided to calculate and project every bullet. the game engine couldn't cope
@@TheRahsoft Meanwhile in War Thunder: Gatling go BRRRRRRT!
@@gehtdichnixan9005 very good, haven't play wot for a while because of all the crap in there. how does it comapre to war thunder then ?
@@TheRahsoft Different kind of shit. Powercreep is constant and brutal at high tiers, CAS is complete bullshit, helicopter damage models are broken as hell, and a tank's battle rating is often determined by how well people are doing in it on average instead of how powerful it actually is. For a while it was so bad that a Sherman Jumbo with the 76mm gun could face fucking Leopard 1s. Ironically, the Leos weren't that bad to deal with thanks to the relative lack of armor and the Sherman's vertical stabilizer, but that's still a Cold War tank slinging 105mm sabot and fin-stabilized HEAT squaring up against a fat Sherman.
That UDES clip on Malinovka is literally what happens to 95% of "accurate" guns. Literally to the grille, leopard, Swedish cheese wedge things, and the Kanonen 105.
I had this just today. And two heavies snapshotted me instead, from 300mts
Because they're not accurate. The distribution within the circle is shit. Circle shows 90% prob, but this probability can be distributed equally, or focused around the middle. These tanks were good previously, but we're fraudulently nerfed at some point
@@justuseodysee7348 If you watch Taugrim, the unicum player who played without a single Gold Ammo fired in his entire career a few years back, you'll discover that he rarely, if ever bother with aiming for tiny little weak spots at all. He just flat out go for the side or rear shots because it kept RNG influence to the minimum.
Sadly nowadays even flank shots or rear shots can still bounce thanks to these noob-proof tanks WG rolled out over the years.
The other way around annoys me even more. Once I was shootin on the move with full speed in my KV-2 152 derp and hit a scout 300m away on full speed. It's a complete joke, how these high caliber guns can hit on the move without aiming at all... This should not be even remotely possible
@@machaiping Few years back, I was playing with no gold as well. But the game has changed, and not in a good way
"War gaming is the lowest scum on the planet"
We can go on for days on if Gaijin is worse but let's just say they're equally shit
That aged like fine wine
True they both are 2 sides of the same coin
The funny thing is. As bad as Gaijin is... it's like comparing Tony Blair to Joseph Stalin. One cripples your economy, gaslights the community, and is an all around piece of shit that everyone detests... the other seems to actively be trying to kill anything and everything around it. Gaijin are awful... but the more I hear about WG, the more I feel pity for people trying to enjoy their games.
@@Unethical.FandubsGames Gayjob is far far worse than wg.
I remember a few years ago when wg messed up a new player code and made it available for current players too (Excelcior+7 days of prem). They took the L and let everyone keep their things. When gayjob did the same thing. They gave away a code with a 3 of the lowest tier premiums, 7 days of prem time and 1000 gold. They removed all of them from everyone that used the code and anyone that used gold remained in debt (so if u used 500 out of the 1000 the next time u buy 1000 u will only get 500). Unpaid debt will get your account permanently banned (and thats extension btw, illegal even in russia). They removed the debt only bcz the whole situation ended up in a massive shitshow
@@guvyygvuhh298 well gaijin did get force to clean up their game, and it's enjoyable now.
16:30 throughout years ive come to conclusion that sniping at turrets on malonovka hill NEVER FUCKING WORKS NO MATTER HOW ACCURATE YOUR GUN IS
there is some bullshit stronger gravity that brings shells to the ground much fucking harder than at any other place in the entire game
Yet like a tool, I try every damn time on that map. In this game, RNG is either with you, or you lose.
True, even from less than 200m fully aimed shot is a gamble.
Yes its called 45% winrate
Another case of rng is when you are a shooting a enemy then you can kill him with the last shoot but then RNG puts your shot to the ground near the tank and miss him, for later that same tank contributing for your defeat
@@Exarvi oh look a toxic player
I miss all chat so much.
Once had a 1v1 going on but I was very low hp light and the enemy was a near full hp heavy that was trying to find me. Someone on my team in all chat said something along the lines of “our light tank is stuck at [other side of map grid square], go kill him he is trash”. Enemy took the bait and I was able to win by capping their base. Gotta love all chat sometimes.
All chat was grate. Most fun was playing arty and giving the enemy tank a heads up. Or just taunt after hitting them. Sometimes even asking for forgiveness.
@@TheDiner50 old school wot, m12 hit for 1k dmg, problem? heh heh
Old chat was nice. Also, old (all) chat sucked. I can't tell you the number of times I saw allies (green and red teams) calling out positions of still live tanks. Yes, some were a diversion/distraction and were false, but many were actual information of a teammates position. This was both frustrating and demoralizing to be trying to clutch a battle only to be surrounded by 2-3 enemy tanks because your teammate was dead, wanted the battle to end and did not believe you had a chance to carry the battle. They gave up on you and it sucked.
For that reason alone I say good riddance to all chat. For all of its benefits its one flaw was a fatal one imo.
Lol why?It was soo toxic and players uncover your position too in chat..
@@joe125ful did you even read my entire comment?
Arty in WoT is like the CAS in WT, where players are usually left with no counter play and weather or not the survive is based off of the enemies’ skill level and not your own. But even in WT, CAS takes at least some amount of skill to use but arty in WoT is literally point and click.
yeah but at least in WT you have the option to use spaa but even that doesnt help too much.
@@ethangoddard4592 or have your own fighters running air defence
You can atleast shoot back. Most tanks have atleast one machine gun or autocannon. Heck, you can even use your main gun if you are good enough.
Ehhhh no Cas really doesn't take skill. I'm shit at flying but even I can get kills most of the time with just pressing space bar
@@cc-bk3txhow to tell everyone you bomb by crashing into the enemy tank without saying it out loud
I think you misunderstood a skill floor. It describes the minimum level of skill required to play something effectively. Artillery does not have a high skill floor, it has a low skill floor AND a low skill ceiling. An example would be, that the IS-7 has a low skill ceiling, since mistakes don't get punished that hard, and directing the armor to the enemy isn't that hard either, so new players can easily play it, whereas the Object 277 has a reasonably high skill floor. To play it effectively, you have to know where you can stand hull down, how to use it's mobility etc., but it also has a high skill ceiling, since you can push the tank very far with enough expertise.
But I do agree with virtually all points in your video. Especially with the pen indicator.
He described it in a graph, it comes from perspective
"Artillery does not have a high skill floor, it has a low skill floor AND a low skill ceiling" Disagree.
I disagree that arty has a low skill ceiling. Counter-battery fire is a real thing, so are meta moves like blocking an advance, blind fire to make a player think they are spotted, knowing when and where to move/reposition, and most importantly, knowing WHERE to aim and what targets are the essential ones to focus in the moment. Remember, arty aims slow and reloads slow. Many of the arty are also slow to move so repositioning takes time, even the initial positioning at the beginning of the battle.
yeah he completely misunderstood what skill floor is, keeps saying "high skill floor" referring to easy things; what he meant is "high power for low playrate". Simple+Strong(ish) = Low Skill Floor. At least he uses skill ceiling correctly...
actually no theres different definitions of skill floor
12:47 LMAO this is sooo true. I remember trying to remember every gun pen and doing live calculation based on my and enemy position, where they aim based on the gun pointing, etc. to figure out the best angle. And when you win that 1v4 duel because you have the better armor awareness, it's so satisfying, especially if you and the enemy recognize how god-like you are.
I remember years ago that one time where I held entire town with my Tiger II and survived with 1% hp and my team and enemy team was like 'pros to this Tiger II'.
I had something similar in the old vk 4502a, back when it was a heavium with pretty bad armor but could bully mediums pretty well. Turns out playing it super aggressive and randomly overangling causes people to panic, took out a 1v5 with it thru sheer audacity. Now it's just a mediocre pos that's not worth playing, even ignoring all the new op premiums.
man i remember spending like 30 mins to an hour a day for at least one day a week going on tanks gg, trying every single match ups possible and learning every single intricate detail about the weak spots that there are in the game. nowadays i don't keep that habit anymore. armor pen indicator has truly dumbed me, even to a point that i don't realize that is the problem until i watch this and the part 1 vid
Dude i remember mini maus VK tier 9 can fight against E100 gold with no problem today tier 8 pen you like cheese
Reminds me of me playing the E-75 holding entire flanks on my own... *sigh* I can't even look at WoT anymore...
I'd add a few things:
1) Remove arty missions, Daily "crit-in-one-battle" missions, and reduce arty to one a battle... I wouldn't mind having one arty each game, if there was at least one flank free of square bullshittery
2) I remember the original accuracy RNG, which was EXACTLY the same as now, and EVERYONE hated it... So WG caved in, and changed so more shots would be shot at the middle of circle. Everyone like it. And then, one day, suddenly, without the warning, they reversed the all-liked change to previous, "to improve the game"... It was such a bullshit I still think it was the worst change ever
3) So many tanks as a reward for clan wars for licitations is a low blow not only to good players, but also to average/good players not playing in clans, but as a weekend relaxation... I tell it, because such a player is my father - he doesn't want to participate in clan, just to have a little "relax" (and you should've seen him fuming after the CW changes were announced)
If anything else comes to my mind, I'll write it to in an answer to my comment
Oh, right, I remeber now:
4) team damage was an essential mechanic not only because of the reason that people are literally blocking enemy with their bodies because they don't look if someone is aiming from that position - without team damage you can't even punish the guy that pushes you out, because he doesn't like the fact that you were on some position before him
i agree
@Piotr Siennicki Exactly - it was fun at times, and also a way to punish some retards at other situations
2nd point was really bad, not sure how you don't remember why it was reverted. It was because it made accuracy of a gun less relevant, which just helped snapshotting and in general derp guns.
What they could have is something weird. Make it less likely to hit centre region and more likely to hit outer circle and increase overall accuracy. It would reward pre-aiming and aiming in general.
@@kresovk5 You might be right about why they changed that accuracy RNG, I vividly remember some strange snapshoting from across map with guns which didn't make any sense... However, it was still better then what we have now...
As for ways to change current accuracy RNG for the better - I'm not sure how to improve it. You might be right, it could work, but then again, it is WG, and I can easily see them fcking it up
The issue with wide open maps (and most of the 'reworked' maps) is WG removed a ton of foliage, thus reducing the angles you can flank, and thus turning those open maps into pseudo-corridor maps. I much preferred old-Prokorovka, games were much more dynamic. It also culls areas where scouts can actually do their job, thus making it likely each individual scout player will have their spotting 'stolen' by another scout trying to use the same position. This leads to people fighting over the same bush, and has made blind-shots into a bush much more common, as there are fewer 'shells' to hide under.
I agree with this. Another when they went from the SD to the 1.0 HD maps, is that they changed much of the terrain topology/relief of many open areas to much flatter terrain on the older maps. Less line of sight breakers.
Erlenberg is a rather good example of this, the HD mini map still clearly shows (@ lower 7-8 line and upper 2 line) areas where you can still see the old hill relief feature. Yet they chose to pancake those parts flat and add with double bushes for defense position on the edges. Had they retained the hills, but made them a bit less pronounced, which was one issues in the SD version, it would have made that map better combined with the city changes.
Newer maps in Supertest seem to have more terrain relief though, but still retain the toxic design of having too strong edge positions on open areas.
When the easier way would have been to make concealment 2-way. It is totally immersion breaking (and the reason i quit WOT years ago - after playing for years, mind you) that you can hide behind one bush totally (even though your tank would have steamrolled it flat by then) but at the same time a 1940s tank without computer fire control can aim at you with 100% resolution through a whole forest just because some light said on radio " tank on D6" - i.e. "spotted you". They could have deleted this bullshit mechanic and made it 2-way so that spotted only shown on minimap and it takes LOS to get a target lock and all toxic camping would have just gone away.
The "auto ricochet" thing with the armor is something I've been trying to explain (to myself) and understand for quite some time (I used to play back in 2011-2013, then made a pause until 2019 and I'm on/off playing since then). The introduction of gold ammo for credits discouraged me a lot - having the knowledge of weakspots and knowing how to actually use your own tank in order to deflect shots suddenly started being meaningless. Can't pen? Sure, hit 2 and blast away. I'm still not using any gold ammo whatsoever, and I know my stats could be better if I did, but I simply don't want to waste any money on WG and their bullshit. Thanks for the video, fam!
I'm pretty sure you won't even make 3500 avg dmg on tier X tanks with gold ammo. Most tanks, especially HT and MT don't have that much privilege on gold ammo. It just decreases a chance of not hitting armor. And that's it
There are several exceptional tanks that do become much better with gold (KV-4, VK7501K, Bourrasque, BZ, T26E4 and some others) but they don't really eradicate my point
The cool thing these days is to shift blame toward the game publishers, but the devs equally deserve a large part of the blame. Game developers for big companies that make lots of money don't care about quality anymore. They're lazy. They think that they're irreplaceable because their company has money and nobody can compete with them. They're wrong. Game development is becoming increasingly accessible and its companies like EA and Wargaming that are going to fall painfully behind because they're not keeping up because actually putting effort and money to improve the game would hurt their bottom line.
Don't feel like putting up obstacles or changing the terrain to block players from climbs? Just add invisible walls. You can learn how to do this in roblox in 3 minutes, don't tell me game developers are not lazy. It's time to start holding them accountable as well.
The auto ricochet angle kind of derives from the tanks form in real life, because you know, certain angles do tend to easier ricochet incoming rounds sparing the crew from an significant emotional event happening to them.
If they implement the tank 1 to 1 as it is in real life (or was planned to be) then, of course, tanks will have certain angled surfaces.
In WoT they could adjust the auto ricochet angle however to compensate, but they dont unfortunately and have set their current values way too high.
10 years playing and watching WoT youtubers, finally one which makes sense.. Thank you for this video!
Slazem se, juraj.
I used to play with TD-s a lot. Long time ago my job was to get into a position where I can assist the heavy fight so they can break thru.
Right now every single map reworked so there are no support positions anymore.
Made the TD class the most useless.
useful for locking down a sightline behind 5 bushes with a gun that can pen everything
or
useless because there are no bushes, and the only way forward is with no concealment and you have no armor
@@bigdiccmarty9335 When I say useless I mean they lost their original purpose.
even back when we had those support positions we had no bushes.
Camping with stealth tanks was not a thing.
We tried to hide but the maps did not favour stealth for us.
With a TD we took the punches just as much as the Heavies we tried to support.
Now all those old positions gone or they placed houses or rocks in the line of sight.
@@thomascroft6057 we yeah, but the future is now old man!
a TD is either a portable stealth field, or is a slab of pure armor that moves
if you're not both of those things you'll be screwed by half of the maps, assuming half the maps favor either of those.....
@@bigdiccmarty9335 like the Strv1 haha its a good tank but the maps not haha
I'd say TD's are one of the strongest right now, but not for the right reasons.
Because of the Hull down corridor meta, TD's just sit at the back of the map behind bushes unspotted, and if their team dies the enemy pushes. At this point the invisible hiding TD's just level the playing field and wipe all the enemy tanks that's pushed. Be honest with yourself, how many games recently have you seen end with a long drawn out campfest because you can't spot some tanks at the back of the map? It needs fo change
As a player of CIS/RU Region WoT (origin of the game), this game was designed for 35-50 y.o dads with cup of beer, who can't spend a lot of time (about 1 or 2 hour of unskilled 3-4.5k MTR rating play style in pubs), because family and etc, they're doesn't have any time to get good. This is why armor penetration indicator is here and no climbs with invisible walls. Sorry for my bad english :(
I remember when playing WoT back in the day, I never actually felt like artillery was unfair.
You could always avoid it, as long as you didn't forget it existed, and countering arty with your own was a common ordeal.
Light tanks would also have a blast chasing down Arty and it gave them more to do as well.
We used to have one dude in our platoon who always played counter battery lol
@@generalyido Ah yes funny days just play who have more patience to look for enemy tracer.
@@arned432 the dude was good as well he took out enemy arties first before playing as fire support
I rimeber playing the amx and rushing to kill the artys in the corner of the map i have like 100 medals for killing all 3 artys
Yea arty back then was acctually avoidable bc no spash damage/stun
Artillerys used to have a far higher skill sealing, meaning much more options to improove.
Originally arty tracers were rednered all the way, meaning the enemy team could watch where the shells are coming from. So arty could play the role of counter battery while scouts could try to zero in on the location. That meant that constant relocation from good position to good position was key. Anyone who just fired from one location would quickly be counterartyed or killed by light tanks.
You can easily still do that if you pay attention. Most arty players are too stupid to move after a shot
I excelled at counter battery...but that never stopped jackwagon from bitching about arty endlessly. GG on nerfing a once useful class into the dirt!!
@@ChrisJones-qw7bn sure you fucking bot
@@Delimon007 Arty doesn't even always one-shot arty anymore with a direct hit. So it takes minutes to kill an arty by counter battery even if it doesn't move that much. In that time you can achieve much more elsewhere. I used to start the game with counter battery, but since the damage of arty has been heavily nerfed I've mostly stopped doing it.
@@Vincrand
Are you playing low tier arties? I one shot arties all the time, learn to aim and fire correctly
I miss Komarin, when somebody stopped and thought that an entire map with only soft terrain was a good idea.
Komarin was so hated that half the matches were both sides just rushing the flags and caprace just to get it over with fast.
I remember watching the old esports league back in 2016 or around that time, when clans would use climbs on maps like mines and cliff to outplay their opponents. It really made me want to try those climbs myself and it made me much more interested in the game. Honestly that was such a nice time in wot and I wish I could be that excited about the game in 2022.
and then WG cancelled the esports league because it wasn't making money
I really miss that times, the ammount of time spent on training rooms to learn all those climbs to not fuck them up in the match, insane :c
I remember those times, too - but don't miss them at all. It's obvious the game isn't meant to be played like that. You are just breaking the rules by going out of bounds. The game should be about skill, not about abusing glitches.
That said, the hulldown meta is also extremely boring and "anti-skill", and I've always wanted the game to reward mobility more (and to discourage camping). But I guess there are limits on how "mobile" a tank game can even be...
@@Three60Mafia
Of course it wasn't, who wants to watch an RNG fest?
@@DisgruntledDoomer skill, in an RNG infested game that removes weakspots and introduces corridor maps. Nah.
I think you have skill floor backwards.
Skill floor refers to the minimum skill required to perform well, not the minimum skill possible.
a high skill floor means there is a high skill requirement to play correctly.
while a low skill floor means it should be easy for just about anyone to pick it up.
You got skill ceiling totally right tho :3
Yeah, he got that backwards a few times and my brain started melting.
I wouldn't say the skill floor is the skill required to 'perform well' but actually the skill to be considered 'performing' at all, and then anywhere in between the floor and ceiling could be considering 'performing well'
Yee. He messed up terms ,but graphs really show it nicely.
@@tornad8063 The graphs didn't show it nicely--they got the skill floor/ceiling wrong as well. Because he was mistaken on the skill floor, the skill floor graph would be raised when the game was made easier. This wouldn't be the case.
@@matthewjohnson6280 more like. I understood it nicely. Your efectiveness=f(your skill) would be better. Agree
I'm literally so saddened when I remember of the old WoT when I just joined random training rooms and climbed with other people. My number 1 reason for uninstalling was climbing cuz that's how I could counter OP tanks...
The stupid armor indicator is EXACTLY why i started playing war thunder. It was a bit harder at the start, but after i learned the weakspots, i was getting rewarded for my game knowledge. I was able to punish people who over angled or over extended, not by just wiggling my mouse around for a few seconds, but for actually taking the time to LEARN about the game and its mehanics.
The nice thing about WT is that you can choose whether you want to play with people who use it or not. Oh you dont like getting oneshotted every time you meet a tank, dont play arcade battles, problem solved.
@@TikusTakusen yeah, welcome to ATGM battles.
@@fussia2568 yeah, i haven't played a lot of WT yet. Still pretty low in the tech tree.
@@fussia2568 umm depends on what BR u play.
and WT is also shitty in its own ways now, people will just camp in bushes in realistic or hide behind some corner half the time and if you push you just get punished instantly by some camper, same as in arcade where people will look behind houses or hills etc, both games have this huge issue imo where you get punished to death just for not camping and waiting for 10 mins of your life, however I guess planes are decent in that game despite having the funny rng with the damage you can do or one shotting pilots randomly/oil leaks (fire)
I remember using Ru.251 on climb spot at Mines. Could be good but you needed a bunch of requirements to be effective. It was useful like once per 5-10 games with LT on this map. I've practised it on training only, then used as fully known skill on live randoms. Recently I've returned after a great deal of time (first serious comeback since 2016) and I feel I can not do as much as I used to. Power creep tanks, no weakspots, nerfed HE, wheeled LT with OWN SEPARATE PHYSICS (you can see how they launch into the sky or crazy cartwheel after their status turns from "wheeled LT" to "wreck", this looks hilarious. A lot of auto bounces which wasn't the thing back in the time, quick 15-0 or similar games. The lines and tanks themselves are not defined anymore (german accuracy and pen, russian dps and trolls, muricans inbetween with good turrets, low-ish pen but good gun soft stats, french clips. No, the whole meta has been turned upside down. Lot of nice maps have been removed - South coast, Swamp, Stalingrad, Sacred Valley or Windstorm are first ones that come to my mind. Past times had it's problems like worse arty (still remember 5-6 arty per team reaching up to 14 arty per team at night, T92 oneshotting my IS-7 with highroll) but all in all it was more fun to play and higher ceiling/lower floor allowed players like me be above average. And so I'd love to download the client one day and just get back to playing WoT from like 2015. Less tanks, more fun.
I used to love those 4 maps that you mentioned. They rewarded players with knowledge and enough intelligence to respond to the changing battle situation and map positioning. Another probable example of WG leveling the field for the brainless whining morons.
Removal of team damage really grinds my gears. Too many people are now comfortable to stand in front of me coz they cant be punished
about team damage, now when u cut someone off at the beginning of the battle there is no penalty… a few years ago (when team damage was a thing) you would get a bit of ram damage so people would actually stop for you and not just drive into you.
"so people would actually stop for you and not just drive into you." that is bs, I remember I was trying to do the "do whatever dmg with TD without loosing any hp", with my SU-130PM and my mission was failed in the first 10 sec of the battle like thousands of times cause my teammates hit me and I lost hp
They should only Bring Back Team damage If they also Change the aiming system. Because you never miss shots on teammates your Shot Always Went to extreme efforts to Hit your teammates.
Auto-bounce is a thing because at a certain point the shell physically can't "bite" in to the armor. There's also the more important fact that beyond 70* the armor starts to become effectively infinite from the shell LOS, as you're not penetrating the plate so much as trying to cut a line through it.
It's a real thing too, and at the same angle IRL, about 70*. The only shells that can penetrate beyond that angle are 2nd generation APFSDS, because even the first generation APFSDS shattered off armor angled like that.
he meant that he hates when wargaming designs tanks with the auto ricochet angles, not that he doesn't know why they are a thing. still nice comment
While this is true when adding this sort of stuff to a game the developer needs to think about how fun it is to play against. Maybe it would have been okay if it was limited to some tanks (Like S tanks) but auto bounce angles are super prevalent now
Yes and no, it affects smaller caliber/lighter projectiles more.
For example, throw a Dicker Max's 105mm AP at a T-34 and even if in theory it can't penetrate, the sheer weight and velocity of the projectile is gonna crush the armor in and create a hole.
@@reinbeers5322 that's basically what a three caliber rule does
@@reinbeers5322 That's not true at all. Even the 18" shells of the Yamato are beholden to the rules of ballistics. There's a simulation of one of those two-ton shells hitting the heavily angled glacis of an IS-7, and shattering off it. You can also see small projectiles causing "plugging" on armor it should bounce off on paper. Projectile weight and caliber has almost nothing to do with ricochet angle, and is instead dependent almost entirely on shell design.
Low skill floor means easy to pick up. then the size of the bar means the possibility of improvement.
There are some times where I reminisce the times of when I was 10 years old playing on my dusty old library equivalent family computer indulging myself in this diverse and exciting piece of a game known as World Of Tanks. While I would often become frustrated towards the game quite often back then I would always be drawn back due to its unique and difficult playstyle which was unlike anything out at the time. I have so many great memories just joining random team training lobbies with my brother and discovering the new building glitches on Himmelsdorf or the new climbing spots on Mines. They had a plenty of maps which introduced different ways to play the game, most of which were all eventually canned. And progressing each nations lines seemed more universal and just up to player preference of which to pick. At the ripe old age of 11 just one year after I started playing this game I learned how to play the game efficiently. Through knowledge of tank armor sets and certain universal weak spots features like frontal hull machine guns, driver hatches, lower plates, cupola. Armor penetration values and raw damage as well as each nations armor layouts skyrocketed my enjoyment and skill along with the shear map experience I learned just by playing. I have always been a more 'competitive casual' World of Tanks as I do play to win with all of my knowledge of the game but I play for the sheer enjoyment as well. And back in 2010 during the games release the only way have contestant fun with the game was to strive to become better at the game through game knowledge and fiddling with its knish features like climbing and building glitching are some to name a few.
I usually never make comments on RUclips videos, but this is unique moment. Saying I miss the old days of word of tanks is an overstatement, and after about a 4 year hiatus I took from the game from 2013 to 2017 I was greatly disappointed and shocked to return to a shallow game I once new. With many of its defining game features and mechanics sadly removed or balanced to an unnoticeable state. I come back to World of Tanks time to time and I do still have fun with the game here and there, but my feeling for the old and better days of World of Tanks will never fade from the back of my mind. To those who have read to the end (I'm sorry for the paper) and it seems as if World of Tanks has run its course just like anything else is in life. Stay safe out there tankers.
exactly the same
o7
Perfectly said, it's exactly this
Another thing I miss is all chat. My best play was reverse psychology saying my team sucks in wn8, to lure the enemy into rushing and dieing :P
I have memories of playing that one map with 2 bridges and a center section. And you couldn't touch water at all. You would have a low tier go on the bridge and be just long enough to block it and they would just die. Pushing wasn't introduced yet so now to get to the other side you had to go to one of the more heavily defended spots. I can still do that on a few select maps but that involves throwing away my maus since it is difficult to push aside.
For me, it is impossible to even hope for changes like these.
The only thing I could imagine will MAYBE happen someday, is that wargaming gives out an "old version" of the game, and who wants to play with that, will play with it. This'd be very useful in my opinion. And if nobody would play with it, then there is still the option for deleting the whole idea, and to try to concentrate on fixing the main game.
Love your "honest opinion" videos! ✌️
So, and oldschool runescape scenario, i'd love that.
If they would make wot classic, but someone who really cares about the game would make updates.
i used to play competitively till 2017, i gave up on world of tanks. regularly able to win 1v6, occasionally 1v7, the thing is, i wasnt a very sweaty player, but people were so toxic, even while being carried, that i stepped away to recharge, and never went back.
Less gooo 40 minutes of someone who cares about the game speaking about its flaws. Wargaming take notes
And then WG proceeds to incinerate said notes.
Wargaming would more likely says
How about new autoreloading -10 gun depression heavily turret armor Tier 9 heavy tank
They take notes on how their revenue keeps growing. That is all that matters now to them.
Used to love this game years back but all these changes to reduce learning about armor layouts, knowing some good spots for your tanks, skill etc just killed the game for me
People are always going to seek out the easiest way to have a good time in, just about anything they play. No one wants to work a 9 to 5, to then come home, shower, deal with kids, and THEN clock back into a 9 to 5. Yes people who want to "work for their fun" exist. . . . in a minority. Why do you think the gaming industry has Joe's in mind when they make things, not pros?
Imagine if arty could only see tanks that were in their view range the same way every other class can. This would force arties to play more dynamically by maneuvering along with the map and finding different hiding places to continue providing support for their team as the battle situation changes. It would also severely limit the pain of getting spotted and nuked by an arty from the opposite corner of the map. Heck, doing this might force arties to play like actual artillery instead of satellite view missile launchers.
Do a research historically about the role of artillery, and this will be the answer to your question
Normal tanks also see vehicles outside their viewing range when they're in radio range of someone who has spotted them...
While I pretty much agree with everything in this video, I still have to say something.
For the people who keep making videos about World of Tanks being bad, or saying often that the game sucks while you're streaming, you're just as much a part of the problem as everyone else. Knowing that Wargaming doesn't care one bit about the game's enjoyability, and yet still supporting the game is beyond me. Gambling for the latest lootbox tank or continuing your premium account time, makes no difference. It's like saying that cigarettes are really bad for you, and then immediately smoking a pack of them. I'm not saying that if you think WoT sucks, you're a bad person in any way. But then you have to admit that if you still play this game, you complaining about it (while supporting Wargaming by playing) makes no damn sense. They won't make the game better no matter how much people complain, trust me. As long as there are people who pay, Wargaming will only add more stupid tier 8 premiums and new broken tier 10 tanks.
Ye he is just a tool of wargaming. He complains about 90% of the mechanics in the game while still playing it and making views with videos of wot. The problem are not the casual players: those will move to another game if it sucks, the problem are the tryhard shelling money to keep their stats good, no matter what new money grabbing mechanics WG will introduce. But the game has to change to pander his delusional views instead of thinking it has always been a cash grabbing rng ridden arcade game.
I love the symbolism of struggling with the footage
I have to say, Blitz has shown a game without artillery works great. Recently picked up Blitz, have about 2k games so far, it's amazing how different everyone plays without arty. WG should, if anything, just rework the existing Arty into TDs of aome sort. The Console WoT has Sturmtigers, they've done all the testing they need to rework and remove them
I have also had a much better experience in Blitz compared to PC. Granted there are some issues like cool tanks being available only through crates, premium tier 9s and 10s that can be bought, and unbalanced tanks like the Smasher or Annihilatior.
Generally I've had a good experience playing it and its a ton of fun when just platooning with friends.
I have 6k battles in blitz. However, what if PC artillery had limited range on Indirect fire? If the distance between one base to another is 13, what if arty range wad 6? They would need to move around, but they keep their artillery thing
I play both Blitz and War Thunder over WoT PC.
Blitz because I don't have to deal with Arty, OP as shit premiums every new week , HE still being relevant and no EBR spam(yet), premium ammo having disadvantages attached to them, armour profiles being somewhat balanced etc
War Thunder because you don't have to put up with the level of Bullshit RNG that WoT PC has on display, wheeled Vehicles actually being balanced and the variety of vehicles, I would say No arty but close air support is just as cancerous as arty but at least you have some counter to them in the form of anti air tanks.
Blitz is FULL of OP premiums lol
U prefer blitz, cuz its just more comfortable to play and wg cares more here
BUT
Cuz of making it more comfortable its freakin easy as hell than normal wot pc
Ofc, blitz has quite more skill rewarding over autism piece of [ _ ] in 7v7 battles where you are actually more depended on your skills than shit team
But still... it is too easy to even bother about going for skill (even grinding there is lot faster) and level of pay2win there is above everything compared to wot pc
When im looking at blitz i see wot pc in the future in pay2win way too much (and other thinks)
So difference between causal players and tryhards in blitz its just several times bigger than even in wot pc in some way (but still on both theres huge diference, i know in blitz theres ton's of mobile players, but u can TURN OFF playing with mobile blitz players and play only with pc blitz players)
If wot becomes as easy as wot blitz i really propably ragequit or smth
About war thunder... am not such expierienced in that, but it is kinda good game rewarding for just getting good
"You think I'm toxic? Look at the game you're playing."
Certified bruh moment
What they need to do is add an armor viewer to the garage so people can learn weak spots in the game.
Valve taught me that making RNG decide when you win the video game is gonna make the playerbase hate you
WG realizes: ok guys we remove artillery
also WG: but to replace them we have ATGM Carrier AFV
Wg tried that in blitz. Players turned them into cross map, behind cover arty until they were restricted to fun modes only
so war thunder?
@@Demopans5990 even then, aiming the ATGMs took a lot of skill to do since they moved so slow lol
@@andrewe.2464
ruclips.net/video/POTONF2zjQo/видео.html
ruclips.net/video/jNiJ6yd46E8/видео.html
@@andrewe.2464 There is no effort required once you got the hang of it
I always played balanced got, artillery is a fun class but you are vulnerable as hell to light tanks, which class was good and is one of my favorites.
So the feedback of playing as a scout looking for enemy artillery to destroy while communicating positions to your team is fun.
artillery is one of the few things that make up for playing as a light tank in this game, you are his children for the friendly artillery and the executioner of the enemy artillery.
yes, it will be a good thing for ligths to do, but they cant, because maps are 3 ways only. like i get it with himerlsdolf (i dont now how to write it) but the wall of china????
Chems is literally the only youtuber who says in a video that he hates all of his community... i love you chems
rule 5
rule 5
Chill guys.. think this dude’s an average chems enjoyer who knows nothing about those rules.
@@namesaint7198 thats why why are informing
@@ApeironTO You say whilst not explaining what rule 5 is
25:20: this argument really only works when maps are designed so badly that climbing "out of bounds" allows a massive advantage. An example from the other tank game: Gaijin designed their Vietnam map so that going slightly out of bounds to climb a hill gave you an overlook over half of the map including one of two spawn locations for the other team, and essentially ruining gameplay on most of the map. Shooting back was almost impossible because they would be at least in partial cover at all times, not helped by the large elevation change. Fighting back was only possible if someone got the ability to spawn a plane to bomb this sniper (if they were aware of him), and the sniper could then either spawn their own plane or just climb to the spot again because it was so close to their spawn they could get there uncontested and the other team's plane was likely already having to fly back to rearm which takes a while, or shot down. Gaijin's solution to spots like these that you were not intended to access, in classic Gaijin fashion, was awful. Removing the spot wasn't enough,since other cheese spots had also been discovered on other maps, and instead of, I don't know, putting tank traps or some other obstacle around the edge of the map (or just stop making maps "bowls"), they nerfed traction across the board, making traversing uphill even on intended routes a massive pain in the ass and getting tanks stuck on slight inclines that they should be climbing no problem. The tracks are covered in olive oil now, and if you manage to slide off a hill in just the right way, you can essentially break gravity and just slide back uphill sometimes. Amazing. At least, kind of to their credit, they try to avoid placing invisible walls on maps that could affect gameplay.
P.S. Some of these spots would require you to go out of bounds for a time, but there is a 25 second timer that counts you out and kills you if you stay out of bounds over it. However, the spots themselves would technically be in bounds, so if your tank was fast enough, or you found a good route, you could go into position and stay there indefinitely.
I remember that one time when they started applying olive oil and I managed to go up a hill sideways by reversing...
I don't know if going all "skill-less noobs, absolute shitters" is a good idea when your example of "outplaying" someone is driving half a circle around a stationary guy.
💯
Hey chems. I see where you're coming from with the penetration indicator, but wargaming as of yet hasn't introduced any system for new players to view the armor models of vehicles to learn their weaknesses. I think that players shouldn't have to use external resources to learn the game, so I find the penetration indicator useful until they add an armor viewer. Happy hunting.
i am a 600wn8 shitter. a tomato for lifetime.
penetration indicator is the most boring fucking shit ive ever seen in a game. using an external site to learn a weakspot on a tank i got rekt on in a previous battle and then using the knowledge to destroy the tank in the next battle was the most rewarding experience ive had with wot. not wiggling my mouse. ACTUALLY TRYING made it fun.
edit: but i do agree that an ingame option to view the tanks armor would be a good addition
@@xmatak823 Or...Like WG shouldve done years ago: Add Armor Viewer IN-GAME and remove Pen Indicator. Having to use 3rd Party programs and websites is a good indicator of lackluster design or inteniontally poorly designing it. Its the same with Media like Movies and Series: If I have to use outside sources to understand your plot or to understand plot-relevant stuff. Its just badly written.
Armor viewer, soft-stats page, map customization should be ingame without any outside program/source being needed. Anything otherwise is just bad design
One word, blitz,
Now, I haven’t played a lot of WOT I only play blitz, but I understand what this guy says and new players should be learning about tank weakspots so they increase their skill, if you add the pen indicator is like the training wheels on a bike, you’ll have to get rid of them eventually, but no one gets the training wheels off the bike cuz they can ride it without needing to actually LEARN to use the bike, same with the pen indicator, they eventually need to learn the tank’s armor and weakspots to GET GOOD, so they can have fun and compete and do stuff, and these training wheels also ruin skilled people’s fun, because you can just wiggle your mouse and “oh look green dot I will fire here, huh? Cupula?? Lower plate??? Wtf is that?? Learning? Naahhhh “ and it makes skilled people’s dedication into the game and into learning weakspots to be thrown into the trash
@@misterionorman9764 I also play blitz, and I think it's a important feature for a fast mobile game. And it's a little bit different. I can't see armour indicator through bushes for example.
Look at War Thunder, they have a insanely beautiful way of displaying Armor in the garage Actually. THREE different ways of using it too.
Thanks Chems, I always find a reason to stay away from the game. You give me plenty, keep up the good work. Love your vids man
😂
Same
I remeber this game being actually fun and skillful back in 2013/14. A shame to see it turned into this. I'd love to play the old WOT again, but I doubt it'll ever come back...
Alternate title: tryhard player complains about the game and blames bad players for 37 minutes straight.
They are a nuissance tho
@@feedieb5939 dude... It's a game. Casual players come with the definition
Ahahahahah so true i like that graph saying bad players have better RNG and auto bounce crap:):)
lmao deadass
@@joe125ful the game treated me like trash when i was a noob and it treats me the same after 8 years.
In WoT, the aim circle was implemented as a way to balance the fact that the computer automatically adjusts bullet drop for the player. However, this causes a lot of problems when it comes to balance in so many other game aspects - RNG and weakspots, artillery, snapshotting. If Wargaming decided to take a page from War Thunder and removed the automatic bullet drop adjustment for all vehicles in the game, all of these problems would be fixed instantly
In War Thunder, aim circles are pretty much not a thing - if you aim for a weakspot properly, you will almost always hit it, whereas if you don't aim for a weakspot on purpose, you will never hit it. The fact that War Thunder also requires you to adjust for your own bullet drop means that aiming at weakspots is not a trivial task, and is something that requires practice (whereas in world of tanks, the aim circle means that someone can be aiming perfectly at a weakspot and not hit it b/c of poor RNG, while someone else can be aiming at the wall next to the tank and still hit said weakspot b/c of lucky RNG)
In War Thunder, indirect fire *is* possible, however, the non-existence of satellite view and Wargaming's bullet drop adjustment systems means that indirect fire requires actual player skill, coordination with one's own team, and intimate map knowledge. As a result, no one in War Thunder considers the way indirect fire is implemented in that game to be unbalanced (don't believe me? go on the war thunder subreddit and look up anything related to indirect fire). The biggest reason why I left World of Tanks many years ago and came to War Thunder was precisely because of this issue - it was not fun to play arty in WoT, and it was not fun to play against (plus most of the anti-arty people were *just as cancerous as arty itself* )
In War Thunder, the fact that players have to adjust for their own bullet drop means that snapshotting is not a thing, period.
Have you played WT?
Ooooh maybe that's why. Armor pen indicator. I came back to the game after a few years and noticed every random bob was able to pen any tank I played with relative ease, no matter how I angled or baited them. Much different from how it was in the past.
The only change to steel hunter that I'd like to see, apart from reversion to the first version, is a slightly bigger map tbh
I don't know, you're still disadvantaged if you rely solely on the penetration indicator. If you're gameplan is to wiggle over a tank until you find a green spot, you'll take way longer to aim than someone who knows where to shoot. I see it as a way to learn where (common) weakspots are, aka lower plate, cupolas etc. and bypass unintuitive armor designs like some russian side armor, until you don't need it anymore and just aim where you know you need to aim. If you want to push it to the limit, you can still learn armor layouts and have an advantage over people who don't.
penetration indicators are nice when fighting a new tank, I dont play much but I would happily play with the indicators removed. I would love to play this with no invisible walls too
Doesn’t matter when there’s auto ricochet and BS rng involved in every shot. My leopard 1 with bond equipment and 5 skill crew bounced fully aimed shots which I why I stopped playing
Meanwhile some 40% win rate player in a heavy tank snapshots cupolas whilst moving
I would play artillery as a way to decompress from the frustration of playing a light tank. Especially after teammates would message me afterward to lament how it was my fault they died. I'd load up some heat rounds and play to have some mindless fun in artillery. By fun, I mean change positions and go full glass cannon. Even pushing up behind my guys to lob artillery at close range. I even had a great time defending our flag from the other side of the map.
The way I have always heard skill floor explained by devs is low skill floor means its easy to play for all/ low barrier of entry, but high skill ceiling = skill expression
Which is correct he just got it the wrong way round a high skill floor means the barrier to entry is harder and a high skill ceiling is the expression of skill.
I watch wot videos since I was a kid and I remember how good and fun it looked. I personally started playing in early 2020 and I was the arty shitter who thought clicking was funny, and I was scared of playing real tanks just because of how bad I was; one day I told my self “how about playing a real tank and getting decent?”. It worked quite well, I am a certified E-100 player who likes alpha and enjoys unilateral conflict rather than shitty and hopeless gold spam at non existing weak spots I know (I am bad but I accumulated a shit ton of knowledge during years). I wish the old fun days might come back, because when I was a kid I looked forward the fun dynamic gameplay, not the shitty static corridor and hulldown meta. Probably no one will ever read this far, but if you did I can comfortably say that even tho I didn’t play old world of tanks, I miss old world of tanks.
This is why a majority switched to war tuneder high skill ceiling low skill floor
Chems I love your content, you’re absolutely hilarious. Plus you make a lot of good points. I mean even jingles doesn’t play this game anymore because it’s balanced by rolling your face on the 2 key. Keep up the good content man.
rule 5
rule 5
@@ApeironTO what is rule 5?
@@lazygamez7280 dont simp for chems
@@ApeironTO ah ok
Back in the day premiums were always a worse version of tech tree tanks, these days it applies only to tier IX premiums, but that will probably change as well in some time.
The first tier 8 premiums were also shit, so that's a bit of foreshadowing
@@aristosachaion_ Compared to today's premiums, yes. They were worse than tech tree counterpart but balanced.
As a 100% free to play player that wants to be a good player and not just casual, I fully agree with what you said. I was so mad they removed climbs and I hate the current hull-down-clown-in-a-corridor meta so much I dont even wanna own a Kran let alone a prem tank. I feel so much rewarded from shitting on prem noobs using mostly standard rounds and skill/tips I learn from better players.
Oh Chems, THANK you so much for this. I played WOT almost since day 1. I was pretty much a noob and a muppet in the early days, played like a donkey most of the time but I enjoyed the game a lot... Little by little I did my best to learn how to get good, play better, get to the right locations at the right time, try to help my team win... My stats improved, I was asked in several clans... But as I evolved in the game I saw it decline, with the power creep, the switch to a money printing machine rather than a fun generator. The premium tanks frenzy, the changes in maps, the replacement of the cool maps by these corridor ones made for idiots... Premium ammo available to all, the smart way to actually push more people into spending more money in the game by buying the premium op tanks that then got "balanced" somehow... Everything you stated in this video is absolutely right. Now we have tier 9 prems then soon tier 10 prems and after that, if the scam is still working we'll get the "new tier 11" tanks who knows... Wheeled vehicles ruined the light tanks play. I have been on the Na server from start and stayed there because my clan, my friends... But with 200 ping I can almost never shoot an EBR and when I do, the magic tires absorb the damage... Well, WOT as surely degraded to a very unsatisfying game for try hard players. Top that with all these shitters who paid someone to get the 279e unlocked, just another insult added to the injury... I have very little fun playing WOT nowadays. Barely load the game anymore... And it used to be my favorite one...
premium ammo was a problem because it was premium, now it's just overpowered...
The pen indicator doesn’t even matter. Everyone just loads gold and pens you anyways. Nerf premium rounds and watch everyone’s wn8 drop because they can’t play without it
Because tanks are made to have no weakspots.
great then nerf armor too so tanks will be possible to pen with standard rounds.. did you even watch this vid?
@@marco002 Are you replying to me or the original commenter?
@@destroything do you see your name in my comment?
@@destroything Gold ammo was already used too much before tanks without frontal weakspots were a thing. Difference is that now some people load 0 normal ammo instead of 50/50 (aside from HE).
In war thunder theres two modes arcade and realistic. In arcade theres the indicator for armor pen and realistic there isn't. So that new players can learn where to aim on tanks and then when players learn they can go into realistic and have to know where to aim.
Chieftain players otw to explain how my Jgpz. E100 HEAT shouldn't have penetrated their cupola when they were hulldown 700m away from my position.
The introduction of the penetration indicator has completely changed the game. Taking this whole knowledge/skill of remembering where and when to shoot where with what is very important. (I know this is not removed completely, but now its so incredibly easy in comparison...)
The memories of the game nowadays are better than the game actually is for me.
Thinking back to times, where the best T8 heavy was an is3 man this was completely different. The weirdest tanks to encounter were french autoloaders maybe.
The way the maps feel now especially for tds and lights is so different. I started in a time where el hallouf was a canyon for the full diagonal with the old infamous two steep ramps to push/move up on both sides. You could snipe at 700 metres with the old box shaped rendering method and maps were generally made different.
The KV5 was actually good back in those days. It can still work today, but with all the crazy things rolling around today its more like taking out at oldtimer for a ride of melancholy.
yo 1.16 adds yet another invisible walls
at this point wargaming should literally add operation locker from bf4 to the game - one corridor and everyone blindfires everything in front of them.
I really enjoyed it when you managed to drive onto the rock! 08:02
im mad because we cant gatekeep rewards anymore, thats what i got from the start
When they started patching those climbs they literally started giving away free gold for reporting those climbs.
Yeah, i still remember the time when i was revesing in my Type 5 Heavy and hit the dead centre of an OBJ 279(e)'s cupola from a distance.
I had a similar moment in the O Ni, one shotted a light tank from across redshire at the beginning of the match while on the move.
@@jackdick3763 crazy
I think you might be using the term "skill floor" incorrectly.
You are describing things that make it easier for shitters to play as "raising the skill floor". Raising the skill floor means making it harder for new players/bad players to play, what you are describing is a LOWERING skill floor, not the raising of it.
I remeber when I used to play this game on console. I played for a few years, but eventually stopped when I got fed up with the grind and egregious microtransactions. When I was playing, I had fun sometimes, but I never put much effort into trying to get better, so of course I ended up getting killed a lot. It was frustrating. But I have to agree with Chems, too much of the game is dedicated to making things easy for casual players. What I want to see is some form of training mode where casual players can learn all of the things that will make them a better player. The convenience should encourage some people to try it out.
Shouldn't it be that "lowering the skill floor" means making it easier for noobs to play the game, and not the other way around?
That aside I think you've had me convinced over the armour pen indicator. Even though I only have barely 1k games, i'd rather struggle more over having to learn things like penetration and armour instead of wiggling around for a green spot. World of Warships, a newer WG title, doesn't have anything like that (yet), so I don't see why Tanks should have it. If anything I'd be fine with the raw armour indicator instead so it's not Dark Souls hard, and include a 3D armour profile in the garage so that newer players can at least get an idea of what they can or can't pen, and put in the work themselves to learn about effective armour.
Yeah, I haven't heard skill floor being used in that way. From what I heard until now is that skill floor describes skill required before you can even be competitive. Chems used it as initial power you would be given with no competence whatsoever.
@@kresovk5 Skill sealing? Lower the skill sealing and increase the skill floor.
What game even up the skill floor? I mean it makes no sense to make the game easier for idiots.. No wait nerve mind. Forgot we are in 2010+
If the skill floor is low you are going to struggle as a new player. Is it really high up you are basically not very important for the outcome of the game.
That's not what that means. The skill floor is the bare minimum amount of skill required before you can be considered as "competent", and if it's high, like it was back in the day, you'll struggle as a newer player because of the learning curve you have to overcome. The skill ceiling on the other hand, is the highest level of skill you can achieve, aka unicum status.
If both the skill floor AND skill ceiling are lowering, that's bad.
Yeah, skill floor = how easy something is to play, and skill ceiling = how much room there is to improve
For example, Pyro in TF2 has a very low skill floor (W+M1 towards enemies generally works okay for new players) while also having a fairly high skill ceiling (With airblast reflections, or using your airblast to rocket jump with)
Edit: Or for the example of Cookie clicker used in the video, it should be near the very bottom of the graph, since it has a very low skill floor, and skill ceiling. Slight mess up in the terms for skill floor / ceiling, but you can still get the point of the video though.
to be fair world of warships is also far easier to get damage in even without a pen indicator
man after watching this after 2 years while playing wot your concerns and feelings towards the game really is validated
This discussion of skill ceiling & floor reminds of me of Hearthstone, where they suddenly started adding lots of strong, but random cards with every expansion. That made for funny moments and let bad players win more games than they would have been able to otherwise, because a good play no longer guaranteed a good outcome and a bad play no longer guaranteed a bad outcome. That really lowered the skill ceiling and raised the skill floor, and honestly made the game pretty boring to play.
Imagine you're an average joe playing League of Legends or CS.
And the matchmaking keep putting you against tryhard. You will have absolutely no chance of having a good game.
That's the environment in WOT right now. There isn't a matchmaking system to separate different levels of players.
So what WG does is to introduce these "Noob-Proof" tank
so Shitter hv a better chance against tryhard when RNG smile upon them.
Whats the point of getting good if you are going to get punished for it by fighting stronger opponents, resulting in worse scores
not even that, good casual players are pitted against shitty tryhard players that use broken premium vehicles kitted out with premium ammo and consumables, and them being a casual player that does not spend all their hard earned cash on advances, gets absolutely steamrolled as they are unable to penetrate the opponent that is in a faster, more accurate, harder hitting tank. that spots the casuals tank long before the tryhards tank ever gets even close to spotted.
@@heroninja1125 Not to mention the grind itself, being a new player sucks when your tank has 75% crew, and the next gun (which you can't even mount bc it's too heavy for the stock tracks) is 15k to unlock.
As a new player, it's very hard to agree with a single one of your points because you come at it from the perspective of a veteran player. I think you have played for so long that you no longer remember what it was and is like to start as a new player.
You mentioned how new players should know exactly what armour thickness the enemy has and what armour penetration your gun has but it's very hard to memorize that information as there is a very large amount of tanks that could be on the battlefield.
With so many tanks on the battlefield, it is extremely hard to tell where to shoot which tanks and what shells to use. I think new players such as myself enjoy artillery because It is nice to have a way to simply deal with damage and gain experience points without having to memorize a full spreadsheet of data. Saying this, I should mention that I don't really play artillery as I am just trying to get the tasks that are my favourites from history, however, after I easily get destroyed 10 battles in a row, it is very nice to simply have a relaxing game where I just shoot people from above. There is where artillery comes in. When playing artillery I don't need to have a full spreadsheet's worth of information about what tank can be hit where. All I need is decent positioning and some good luck. Artillery can really help keep me engaged in the game over a long period of time.
Personally, playing artillery offers a relaxing, less aggravating and confusing experience for when I have been killed by the thousands of smurfs that seem to rule over the low-tiered servers.
When playing against artillery, I am not bothered by them, suppression doesn't do too much and I find I can just dodge artillery by using large pieces of cover. Sure, they can kill you from across the map but so can tank destroyers. I don't really see them as much of a big deal but I can understand the frustrations that people have towards them.
From what I can, tell the community of World of Tanks is made up of a lot of very experienced players, gatekeepers and unsavoury characters all of which make me what to quit the game. I find that World of Tanks is extremely balanced towards the experienced players with all the armour penetration and armour values. I can't even begin to stress how hard it is to play the game from the beginning when half of the teams are smurfs or 1-2 tiers above you. The more experience you have in the game, the higher your tier of tank is, the easier it is for you to destroy the new players, the harder it is to get into the game.
TLDR: Artillery offers new players a way to relax after they get destroyed by smurfs and higher-tiered tanks. Beginning as a new player is very challenging and artillery makes the journey just a little bit more bearable.
You don't need a spreadsheet anymore armor profiles, thickness and angles have become so mind numbing streamlined in all vehicle classes that its just a association game German and japanese Super heavies? large angle plates weak to HEAT when looking right you wait on reloads move as fast as possible before they re-angle the turret as an example. This is in all classes and sub classes of tanks sniping meds frontline meds etc.
I don't have an opinion on the API I've just started playing again so yeah... running on old game knowledge don't even have it on.
Arty however has never had a good spot in WOT its either under powered or over powered annoying sometimes its like having dead weight or a hand of god the only good thing is that they can't outright deal 2000 damage and damage every module and crew member with one click but atm too much dead weight arty running around.
Premiums lack identity now and are bullshit have to agree with chems on some of the recent ones.
Climbs were cool added a certain fun surprise to every like 50th game.
Recommended Title Change:
*Angry Manchild Sperg Screeches About A Video Game For 37 Minutes Because He Will Never Get Laid PART 2 (Sucks For Incels)*
The only correct title lmao
"most companies try to strike a balance"
LMAO!
At 6:05 the hellcat being an idiot making it an easy kill for you is a good example of low skill players choosing the popular meme tanks like a hellcat, you see shitters like them 99% of the time just like heavies sitting behind walls at choke point for the first 10 minutes of a match whilst the enemy heavies do the same, or light tanks dying within the first 30 seconds of a game spotting 1 tank who their team cant shoot at because they aren't in a position to do so.
LeFH18B2, is just a good example of a money printing broken artillery that isn't affected by arty changes. Then again the bishop and the FV304 is probably the next worse and you'll just about always see the LeFH18B2, Bishop, FV304 and a M44 as the 4 horsemen of the shitpocalypse, a good thing we don't see more than 2 arty in each match these days. As someone who has had a LeFH18B2 since they came out and have played most artillery lines in the game I'm still surprised people still enjoy playing arty for any reason since i find it monotonous and frustrating when i fire 10 shots in a game 9 miss at the best angles possible and the last shot hit but only damages tracks, but hey i guess it is just a skill issue, it doesn't even do the supposed job of keeping enemy heads down when they know you'll miss most shots and do negligible to no damage and stunning the crew just gets med kitted away for 60 second cool down with a large medkit.
In short, the game has always pandered for the players with the least amount of braincells with the loosest wallets just like most f2p mmo's, random pub games will have the stereotypical players play it which lower the overall experience of the game, arty will never be fixed, LT drivers will always suicide, wn8 doesn't mean shit, and wargaming will never implement a report feature that can ban players, and vet players are bad and should feel bad.
I believe these are some of the biggest problems period. Corridor maps (where flanking is all but impossible as you have low options on where to fight), lack of maps as we need dozens more for variety if not random map generators (and yes that is possible) and overall much larger maps which is why I like frontlines.
ONE arty per side, ONE light per side (unless fixed) UNLESS it's a larger map then double.
NERF PREMIUM!!! 10-20% of total shells with fewer for premium tanks. OR reduce premium rounds alpha or pen BELOW that of standard rnds.
Reduce absorbed shots or armor not penned shots on most lightly armored vehicles.
Hitting a light in the side with a (OVER) 300 pen shell and it gets absorbed because it hit ,, what? A tire?
MUCH more consistent shots near the dot of a reticle with an experienced crew etc. No more of sitting in a 100% PLUS crew with .28 accuracy and shooting 3 boxes away with almost the entirety of your reticle on a tank and FOUR of your FIVE shots hit the dirt several feet in front of the tank or the bird in the sky.
Which brings to my last point and what I THINK is happening. I believe for the vast portion of players. WG reduces and increases rng with in game algorithms to keep players in a more consistent middle ground. MANY of us believe this because of talking on comms and literally we stop playing and just start target shooting live tanks or objects. The objects seem to most often get hit almost zero on. While it depends on the game whether or not a shell will hit it's target. I have ENTIRE LONG MULTIPLE matches where I fully aim a very accurate, oh say my Guard and shoot at 2 or less boxes and watch it miss by several meters. Then I'll get a match and I can't miss, no matter the distance. And I mean I DO NOT MISS. Same tank. If that is truly random and not a fixed rng. Well, either way that needs removed.
I get it they want to make money and they are. But surely another tank game will come out and NOT do these mistakes. It's amazing one hasn't already.
As tryhard I agree with every single fucking point. Maybe apart from team damage, I like messing with old fucking pricks and I'm not feeling like getting twacked by 170mm pipe.
Lmao:):)Tryharders always cry loud!
Back in my day the maus was the strongest, best tank at the end of the tech tree, but then I stoped playing
Thanks for keeping me updated and away from wot for 2 years chems
This is the reason i love Chems. He talks openly about the actual issues of the game. Thank you.
Rule 5
Millon wot videoo
I'm not trying to say War Thunder is better or worse than WoT, but 7:12 That's something I think WT players enjoy there: No armor pen. indicator whatsoever (except for arcade battles), so you, just like in old WoT, have to just know that you can't kill a Russian tank made of some Stalinium (KV I & II) with a Pzkpfw III. WT also has FAR LESS RNG when it comes to accuracy, and so good WoT players are smurfing to WT because it's a more fair game in those aspects.
I'm not sure why this video was in my feed as I haven't played this game in nearly a decade, but I'll put my thoughts here anyway.
First off, a higher skill floor is the bare minimum amount of skill required to play a game or aspect of that game. That's a basic gamer term. Having a low skill floor means it's easier to get into with no knowledge of the game, whereas raising the skill floor means there's a steeper learning curve. For instance a tank with a low skill floor and low skill ceiling is easy to figure out, but doesn't have high-end oppertunities, whereas a high floor high ceiling tank is difficult to figure out, but has far greater potential.
Second thought: You're part of the problem too. Infantile rants, temper tantrums, and telling people to 'get good' repeatedly surprisingly doesn't help people get good at a game. I didn't stop playing because the game itself was bad, but because I got tired of the constant whining and verbal assault from sweaty try-hards.
If this is really bothering you this much then I think for your health you should uninstall the game. Find a hobby you actually enjoy and get your friends to do the same.
I'm old school and never use the armor indicator. I just learn the weak points, or lack thereof. If I can't pen then I flank if possible, typical tank strategy. I agree with a lot you said, Remove arty, EBR's, and PEN RNG as well would be nice.
I dont like TD´s so remove them too. My friend thinks thinks LT are over powered so they have to go too. Mediums are too fast compared to heavies so they are unfair. Get rid of them. Heavies have too much armour. get rid of them.
@@michaelharder3055 the person has a strong sense that many can fortify
I member when I first learned about the is3 weak spot above the gun that can be over matched. I memorized the caliber needed to achieve the over match and when I used my knowledge of it, I felt like a god. Now I don't even remember the required caliber to over match I just check if green. Guy hit the nail on the head with every point he made. Tanks like the t28 prototype and HTC used to be decent because a lot of people didn't know the weak points so you could bait them with the good lower plates... Not any more. Back in the day I didn't think gold ammo was necessary in 99 percent of cases. Now I feel like if you spam gold you will automatically increase your win rate 3-5%.
As a 12y/o who played wot for my childhood, I can say that wg killed all fun,
Rng , pay to win tanks, Arty's, hull down tanks .... I remember just having fun with my Fv4202 , now I am getting spammed by arty and these fricking invis walls killed all fun
Me and my dad play on the same acc and pc, hella fun it used to be
Also shitters complain about climbs being op lol
if it is fun then nerf it or get rid of it.
Arty just makes the game less fun 99% of the time, Oh I try and push and fight enemy tanks leading the team on a flank, how about being stunned constantly till you die. So fucking braindead.
Artilery nerf, a few days after nerf, there was a micro patch, after which all streamers said, arty started doing more damage, other said u are crazy. but if you would check requirements for 3 marks, after arty nerf, stats go down daily, but after the day of micro patch, it stars going back and ONLY premium french arty stays in the same level, because it was not nerfed
because every shitter that was only shooting heat and testing mechanics stopped doing that after a while and went back to stun only.
wargaming make a lot of micro patch that change stats without showing people like for the jadgtiger armor nerf, same for jadgpanther 2 it was nerver announced and whe you check tanks.gg it is said that the tank was always like this
Kajzoo is Hungarian, your video brings up way too many good old memories about wot… I can’t even play this game any longer… sad times
i think the invissible walls were made because in some maps players liked to climb on a mountain and hide there so the enemy team could not fight back or get there without the right tank or knowlege. Or at the beginning of a match when 5 tanks tryed to climb 1 spot and you loose because of them.
He talks, at great length, about this specific argument.
22:50 I remember when you could actually mess around with the enemy team sometimes because of all chat. Damn the game was definitely funner.
And generally just chatting with them. When someone went full 1v5 or something, it was 100% more interesting to have both teams going in all chat. I can remember many old games when I use to play where I was cheering on the last dude alive on the enemy team winning against all odds. Lol
i thought the HP system is already forgiving enough but this gives me joy that WoT is almost more noobfriendly than WT
i'm... i was an E100 enjoyer since it's inception and I LOVED this tank (i had low WR but oh well, that tank was a guilty pleasure for me), it was fun to "pop" turrets of other heavies on AP pens and eat shots while side scraping... but then the WG came.... and nerfed module damage... and then they removed weak spots...THEY KILLED MY BOY! I don't play this game anymore nor I plan on returning and i was playing it for 5 years since first days of open Beta, I've meet some cool guys there, I've got some quality time out of it. But in the end I've decided to move on... It's mad to count on or expect good changes when every bit of control is out of your hands and you are facing good old Slavic company management philosophy (very bad style of product management). Sometimes you just have to let it go (die).
I disagree about your claim about artillery, the problem is with how SPGs are designed, it would be far better if WG made arty aim faster, more accurate, and move faster with an encouragement TO move, with less damage to compensate, less nuking, more consistency, as a "go away" rather than "die coward" moment. The three lane map design could work with this but...its Wargaming.
I personally enjoy the Arty Gameplay loop, I also enjoy the MEDIUM gameplay loop. Though I enjoy playing my Arty more as I only really play with Platoonmates. Reward players who spend their re- engagement cycle (time between shots, reloading and aiming (or not) thinking or planning out their actions...like what they should be doing...
arty fanboy here
don't listen to what he says