I am still impressed how WG is able to ad things to the game no one asked for. It reminds me on the strategic mode some years ago. I would appreciate if they would spend this effort on balancing and match making.
Thing they should do: 1. Rain - Tanks slide a bit, less traction, visibility and spotting reduced 2. Fog - Heavily reduced visibility and limited spotting (need to get closer to spot, and staying spotted last shorer) , but not blocked. 3. Fire - taking dmg is ok, but also same as above when it come to visibility and spotting.
Why would they do this? In every scenario, it would be a buff to the heavy class, and a nerf to the light class. The heavy class is already the strongest class in the game. Why buff the strongest class, and simultaneously nerf sniping TDs, sniping meds, light tanks, and arty?
Agreed. Sandstorm same as Fog but add reduced engine power(because engine airfilters gets a massive workout in sandstorms, realworld effects can drain over half the power(which would be too much for the game, but losing 10-20% should be workable, very annoying but not a complete disaster)). Rain should cover all the map OR a large sector, while fog and sandstorm could have the ability to do so. And potentially make it so that they move across the map or come and go.
They can keep +50% camo and -50% spotting range inside the smoke, rain or fog but let the players see out or in. And they can keep the burning effect or soft terrain effect. The areas acting as a wall is bad. Somebody can exploit this in many ways. Light tanks are useless, soft armor tanks will have a bad experience. Autoloaders and strong armor tanks are the only ones who can benefit from this. This is the new 15-3 mode.
Its crazy how far in development this mechanic got in this catastrophic state. Recon event with affect to gunmarks and stats is the final step before officially introducing this crap. WG seems to do everything for their heavy tank players when they just take some of the best maps for spotting and delete the vision mechanics on it
Simple way to fix it 1. Fog - +% to camo scaling with distance, same with view range so people arent able to be on edge of fog with +% to camo and spot outside 2. Fire - more like random event, Plane Crashes forest burns that lasts minute or two, Forest is partially destroyed since it burned, so less bushes and enjoy the brawl 3. Sandstorm - Moving across the map over course of the battle duration, its not stationary IRL however so it should be moving, also as fog, +% to camo and less view range If it enters the random battles in this state, they could simply remove TDs with no armor and light tanks have no more purpose in the game
I really like the weather idea, it's a way of fixing stale gameplay on a lot of maps while adding a bit of fancy visuals. A lot of maps are just 3 lanes and a vital area that only the most mobile vehicles can rush to in time before getting obliterated by TDs, making it so what the matchmaker gives you in terms of vehicles on each team can completely decide the match from the beginning regardless of player skill.
I do not agree with you m8, I am sorry, as using different mechanic, as Skill said, using map inside a map, where you are playing your own battle, it is not good, where you can not play with other tanks only HTs, MTs, and brawler Tds as you are not able to survive there, other thing is, that snipers, arty lights become useless there, so they will play their own battle on this map. Fixing corridor map is part of map designer team not to be fixed with changing game mechanics. You are talking about player skill, this weather mechanic exactly remove skill at all, all what matter is rush there and trade dmg as fast as possible, so later these areas will be good only for different autoloader vehicles. In case that this feature will come on real servers, and players will have option to turn it on or off, soon there will be two different groups, HTs and MTs + few TDs and few LTs with this mechanic on and rest will be with off, so let say as arty you will play against other arty, LTs and sniper TDs and sniper Mts only, rest will be off as they will play weather option.
bring good, big maps like they used to be where you weren't stuck in the 3 lines? WG: No, never. Invent something to keep the small and bad maps that make the battle last 3 minutes but now nobody sees anyone? WG: It couldn't be better, you'll have to accept it because the game is mine.
The weather zone idea doesn't work because people can easily use the border of the weather zone to abuse the view range mechanics. View range modifiers should be global and should apply to all players equally. Fire could probably act like a camo modifier, similar to bushes. However, it needs to be perfectly clear where fire starts and ends.
I dont like 3min Games and that is how WG going with this mechanics. Its better when wg makes the MM to +-0 MM that was the real Balancing what WG can do with over 700 Vehicles. Im understand Skill what he means.
I played 5 games and quit after the last one with my Kranvagn. I was sitting on Fjords in front of the fog on position to counter their approach from the hill between the houses covered be little scoop. There were 5 of my teammates pushing up the hill and through the pond and after one minute they were obliterated. In seconds after I was pushed by 260, Bobject, AMX 105, STB and Progetto. I couldn’t do f and I couldn’t see them coming until they were literally like 50 meters in front of me although the fog were visible at the start of the steep. Deffinitely not something I need in game and as usual in WG good idea, but worse execution.
It was WGs intention to change the game mechanics, so saying "just make it a graphical effect without changes to mechanics" is not going to work. That being said: the current implementation is BS. They should just reduce the view range / increase the camo of tanks inside the weather effect. Ideally gradually (the more meters of weather are between you and the observer, the more your camo goes up). That might be too performance intensive though but I am certain there is good compromise to be found, without just pretending that every rain drop / sand corn is a solid wall.
What maybe Wargaming can do, they still keep the low spotting range. But remove the "cannot see inside or outside" It just weird like playing in different dimension of the same map
Yet another total waste of resources that WG could’ve put towards making more bigger maps with open corridors They could’ve also worked on fixing MM along with +1 -1 MM But they put this crap out instead of
Console did this years ago - sandstorm, typhoon, snowstorm etc People hated it but some liked it. It basically halved your in-game viewrange by 50% but you couldn't sit back at 500m and wait for stuff to be spotted. It made games super, super campy. I have a clip of Monsoon on my uploads (where I one-shot a full health Waffle).
I felt like spotting is useless. Td snipers are useless. It just makes more turbo games. It would be better if you could see out but with limited viewrange and some to some degree from some range to see in as well. For what i know the professional clikers will still hit you and most players wont be expecting to be slapped. It is stupid and compleatly breaks the game dynamic and makes the snowballing even worse.
I played all day yesterday, and i think its interesting. It adds new depth to the game. And, a lot of games ended up being so intense and there was new and interesting positions that happened for the first time for me in thousands of games, just because of the new mechanic
The biggest problem i have had is it is basically a wall that makes tanks disappear, I can understand adding more camo and stuff but to make them vanish in front of your eyes is a bit much
For some reason, MTs with CVS can still see spot through the Fire area in that map (as in, a Borat spotted me when we're both in the smoke but i had all the bushes in front of me)
I wonder if the fire is technically considered a "bush" in the game code, so CVS still works on it. If they set the camo number really high, then CVS would work even better.
With these changes they would have to nerf the light tank and tds missions since three of the 4 maps that are planned to be changed are good maps to achieve such campaign missions, with this they are killing light tanks and snipers tanks
It's not weather. It's a gigantic cloak of invisibility draped across the map. If you aren't inside the cloak of invisibility, then you are invisible to people outside.
Agree with you 100%. Keep the cool visuals, take away the mechanic changes. It looks great and even with the visuals alone it does make it slightly difficult to zero in on the enemy with your eyes. Once you have them in your cross hair you can still see the silhouette. So that would be perfect.
I personally like this gamemode because you can play aggressively without getting shot by camping TDs or artillery. For example, on Fisherman's Bay in the middle, you don't have to worry about tanks on the redline, only about the ones you're fighting. Because of that, you have a lot of ways to destroy them.
@@zzaretube Then almost 50% of the players are wrong, because i saw a lot of players going to the middle before this update, but nobody wanted to do anything because of the campers. Now thanks to the zone, you can actually attack the enemy :D
@@zzaretube You don't get my point, what i want to say, that with this you can play on multiple areas on the map. Take an example. Avarage match on outpost. Lights go up to the hill or go in a bush. Td's go to a bush on those little hills. Heavies goes to the city, thats it. With this weather thing, the middle part (where normally no one goes) is now open and you can play there aswell. What i want to say, is that you have a lot more choices where you want to play. I am not a 90% unicum, i know, but the games i played in this mode showed this. But everyone can have different opinions :D
@maximusz15 I do get your point, but you do not understand how this game works. An hour ago I finished a game on outpost where I went into the fog with a Foch B and literally destroyed everybody in it. After that was done, I exited the fog and proxied their camping tanks outside the fog, which my campers took care of. I would really love it if every player I play against has your expertise.
So WG wants people in the circle of fog to fight out a battle while the rest of the map fights another battle, it's like 2 battles in 1 map-WHYYYYYYYYYYYY WG
I liked the fog and rain as visual effects, very nice atmosphere. I also liked the mechanics overall, it changed up the gameplay, you were no longer scared of getting slapped by arta or bushwankers, but you never knew just how many of the enemy team went in there aswell. If the sandstorms and rain were dynamic events, I think they would be a bit more balanced. For now, in many maps the more tanks you have in the area the more likely you are to take it and then emerge from whoever you want immediately flanking either the base or heavy/medium/sniper tank lines. For now, have not seen any real counter to enemy team taking the area an bamboozlling the rest of the enemy team. All in all, good change but needs some more thinking through.
The inside/outside mechanics MUST GO AWAY. It's terrible. In one of my games, i literally fired THROUGH the weather area, at an enemy i could see on the other side, and accidentally hit an enemy that was spotted INSIDE the rain area that i could NOT see. With current mechanics, lights, TDs and Arty becomes mostly useless.
It's very simple to explain: Wargaming, after seeing that we liked Onslaught so much, they are trying to implement that combat system into random battles. I mean a small number of very cooperative tanks in a small space (platoon is better, than random players) where tanks that are too far away are disadvantaged; try to play onslaught mode and arrive late during a flanking maneuver or something else, you will be at a disadvantage of tanks. So, to make a long story short, you can use paper tanks with a high dpm in a group with other types of tanks to break the enemy lines and take control of the map even faster, without being spotted and destroyed by enemy campers.
Come on man! I mean this way when "tanks are too far away are disadvantaged" causes ppl. have to go inside. If they have to go inside a small space with many others (enemies as well), where even artas doesn't rain at you, then they want to choose obviously a heavily armored, good DPM, good Pen vehicle. At that range gun accuracy is not so important, view range, camo is not an issue anyways. You can use paper tanks? If U say so... I see some BZ176, or Grom platoons before my mind instead. Yeah! Platoons are better than random players. And by the way platoons in the same room with 2-3 screens are the best to see in and out the weather in the same time, and invisibly blindfire the sht out of that poor random players trying to enjoy their game. Just saying...
Exactly !! Why change everything, crew, maps, when all we want is new maps. The crew stuff ended up being to the good and more simple but this I see no point lol
The only problem I have is it seems like they have 2 guys in basement making game balanced and healthy, with 60 people upstairs trying to figure out new shiny things nobody asks for. It's not like we need them to stop building new innovations but you would think there would be more balance patches than what we get.
It's always been the problem with the vision mechanic. Instead of just making it harder to see but the tank is still rendered in the obscuration (like War thunder). Hidden in a bush, it doesn't make the tank invisible, just hard to see, smoke the same (if you've ever been in military HD Smoke you know, you can't see much but you can still see). Having invisible tanks simulated view range, situational awareness, and camo to some degree in a simplistic way for it to work with the old engine, they might have to redo the whole game to get rid of the invisible tanks and still have some visual effects on "low visibility" or concealment conditions.
It would make sense if there is no shared spotting in the zones. You see the enemy tank only if YOU spot it (thus you do not see the tanks not spotted by you, guess this is how the thick fog should work). Otherwise it is just not logical. And it might actually work - then the zones will be the spaces for brawling or "jump in - clip - run zone", or an option for quick escape/quick push with a surprise effect.
In my opinion these battles will change over time as players form a solid meta. its a little early to say for sure how these battles will play in time. If they were an option the same as encounter or attack/defend that might be a good thing. The weather will work better on larger more open maps to help break up the campiness of things. Until a meta is formed these battles will be highly random and lopsided for the most part. My first impression was that this takes away from certain tanks preformance, but after playing and adjusting my tactics i feel these battles will play well enough once people learn how to use correct tactics for these zones.
I noticed that basically, if you don't Zerg you are will really have to pull a miracle to win, I love the visuals though. I agree with Skill - dont change the game mechanics
The fog in Outpost is rising marsh fog, you can see 'over' it... you can see the snipers on the hill from the castle and vice versa.... which is interesting :)
This is complete nonsense... they should just reduce your view if you are inside and also increase your camo... It is adding some diversity and it is not breaking the game.
i guess, what they could have done is to decrease your view range and radio range when youre in the fog or fire proportionally to its density. And whenever you spot enemy your team still can see it and shoot it but its outline should be malformed in some way, like smaller or slightly offset
They did this in WOT Console with Typhoon on the pacific map and some other stormy weather map I don't recall. It basically resulted in the heavies just getting stuck, scared, behind rocks - while TD's sat at the back blind firing at any outline. Every tank functionally had like 50m view range meaning your only hope was to proxy spot most enemies.
@@quickyfrost751 It's similar in terms of being bad. Like the fact that there were tanks driving within 50m of each other that couldn't see each other. The difference comes with what happened once a tank is spotted. Console made them lit for everyone in radio range (I think) which was also limited, while PC seems to be keeping them obscured at all times as if there is a fog of war. Oddly, console now has a "True Vision" version of the game for the Cold War era where there's no longer invisibility at range etc. Now in that system, fog would actually be an interesting addition - just not with the mechanics here.
I really enjoy the visual effects and the enhanced visuals; this variety has been long overdue in the game, especially with the addition of night maps, which offer a much better experience and atmosphere without extra effects. However, the impact of the effects is problematic-they further diminish the gameplay experience by pushing players into close combat and rush tactics, making them more reliant on already weak scout players, which results in faster battles. The most of the playerbase is casual or a bad player, dont make it harder for them and for the new players with new and hard mechanics. I hope the test results will lead to keeping the visual experience but removing the modifiers.
Visually it's still useless, but from a gameplay perspective the only good thing is having clicker-free areas. They could even make these dynamic, with tanks on the front of the assault becoming invisible to clickers in top down mode, but I guess a good idea would be too hard for this company to implement. On the other hand, having those bubble dimensions that don't allow you to shoot inside creates even more corridors and makes paper tanks be at an even greater disadvantage compared to heavily armored ones. Using a Nashorn nowadays, for example, is the most useless thing you can do. And yeah, more corridors are NOT required. PS: They could implement smoke grenades, but I guess that, too, is far too hard for WG to implement. Working is hard.
imo, i think they just have to make it randomly appear and disappear like dynamic event they made. its stupid if its permanent but if randomly appear it can be a game changer to a losing team.
the fog shouldn't effect the radio. if a tank spots others on the inside they should be able to communicate to their teammates on the other side of the fog.
I love how the unicorns are scrambling to figure things out, whelp get good I guess-meanwhile my win rate be r8 are increasing from this change I love it lmaoo I can finally carry without worry
I am a pretty agressive player so this mode is bread and butter for me, as specially with mediums, but the best idea imo would be to maybe keed the machanics but make them random events or something like that.
I was confused. If the light spots a tank, then the radio comes into play reporting to the snipers. But that doesnt happen. Arty NEVER sees what its shooting. Relies on a spotter
It would be better if instead of disappearing in fog just the outlines disappear and you will just use your vision to see the tanks just like in WT. If you are in forest or in bush, you can be really hard to see in fog.
I thought maybe it'll be a foggy map for all with all tanks having lower view range except light tanks. Maybe you can't see anything but the light tanks can still spot with lower spotting time.
I dont really understand why a lot RUclipsr hate the new weather mechanic? Clearly in the new recon mission, players are lot more will to make a balled move and back line snipers will have a lot harder time to turn the tide around, it is excelent for the game in my point of view
The amount of ppl complaining about this surprises me. Yeah, it isn't perfect (like being near the edge of it being hard cut off is stupid), but it disables dead zones and encourages more aggressive plays by disabling bushwankers. It also creates more space for more lts - they have more area to cover - one on one side of the fog, other on the other. I'm honestly tired of all tanks having full+++ view range. It's not really that hard to acknowledge how it works and adapt around it. The only one I don't like so far is sanstorm in south part of sand river - it seems to give advantage to east team - and I dislike it in general visually - it looks good, but is too thick, making me want to disable this visual - it's the only one that does that for me. Maybe if they were dynamic events, they'd be better - but hey, it's only recon mode, so not gonna cry about it, it's just testing and laughing about ppl getting confused or mad about simple changes in mechanics in separate mode.
The sides the LTs can spot and snipers can hit are largely useless, effectively castrating half the playstyles in the game (arty is not a playstyle and can go cry in a corner for eternity as far as I'm concerned) and absolutely ruining the maps completely terminally.
This is one of the dumbest mods in WoT, most tanks like APG, light tanks, TDs with weak armor and no turret as well as medium tanks with weak armor and bad gun are useless, only heavy tanks of any kind have an advantage!
I just finished Recon Mission for the badge, was absolutely dreadful. I love the idea but they way that the weather works now needs extreme improvements.
I was looking forward to this weather stuff, but it is really badly done. Might be coincidence, but a lot of the random battles I have played has most of the team going the same way. Almost like this recon event is teaching players to go the same way! I’ve had a few games like that, but last couple of days have been crazy how many games have been like that. I really hope they amend the mechanics, as I still thing the ‘weather’ mechanics could be good.
This is so broken for heavy tanks. I was struggling with Obj.260 at 50% of the mark of excellence, i played 20 games in this mode it went up to 70%. i had 4.7k average damage 😂
You're absolutely true about WG, they doesnt care anything, they just do things not knowing their own game. I play this game ~13 years or so, but after weeks ago i bought Quest 3 and will leave this game, when I will get lense protection things. I just lost all the point playing the game after crew rework, i have nothing interesting for me to do in this game. I'm not the best player in the world, but not the worst. I made missions for 279e, but i dont like it its just stupid(missions and the tank). Im solo player and cant get to clans events. Marking tanks? I dont care, because if I would want to race something I would go racing sim and I do that every some day(still i have high tier tanks with 3 marks and most of them with2 just from playing with). Last few years I just played tanks that I like: borat, standard b, rino, ambt, e5, manti(i love lights) and maybe some more, but they have full crew skills after update - so what to do? Play shit tanks just to make shit, i dont know. I even bought vickers, but still i like AX more(i know they are complete diferent), yes sure i dont know how to play. All in all what to do in this f ing game? Research maus line? For what? :D The only thing i want in this game is Lion(because i love autoreloaders in general), but i cant get it and they will release f ing rusky tank with reverse autoreloader with op turret armor as clan wars reward tank. My premium is ending in few weeks, Maybe I will get back when there will be possible to trade black market/aukcion tanks or something, so i will get Lion and play few weeks and quit this forever. :D
I understand why to average Joe this is bad, but it turns some corridor maps into ones that you can make game winning plays without worrying some tard in FV taps you for 2k (oh the skills...) so I'd say bring more, and bring map-related statistics so I can see my DPG on each map so we can talk data and not feelings...
It would be cool to just have the weather on the hole map, For example when it rains the terrain résistants becomes bigger and you can get bogged down in the mud and someone has to rescue you
Hell no to making tanks slower (one of things ppl hate about stun) and having to count on randoms to help you (not to mention - how would that work? why wouldn't they stuck there too?).
@@Eshelion becuase they would as a recovery vehiculke ability( you would get bogged down only if you move on your self( in real life in a tank turn onto itsef and go back and foiurth enought 8imtes in a muddy terrain he gets stuck
This game was destroyed with patch 1.0 . Btw it started to be ruined since like 2013-2015 so nothing new, WG doesnt have any clue what they are doing .. this game used to be nr 1 mmo f2p ,now it doesnt even won any guiness records in past 8 yrs😂
It is a good idea in principle however the implementation was poor. Why would it make sense that you can still see and communicate with everyone on the team, unless they are in fog/rain/fire? Maybe an alternative could be if you're spotted in the fog you show up as a 'ghost tank' model or just a floating tank marker above the tanks?
I believe they are just trying to break the boring meta (which, tbh hasn't changed much since the big arta dmg nerf hammer) and bring back variety of players, offering something completely new and different.
Spotting mechanics is like the worst thing imo because realistically you could be within range of certain stuff even in rain and you could have a chance to spot it so being able to be invisible so close is strange. Fog could move through and you could just see the outline after they added it when you point at them but zones that make you not be able to see stuff right in front of you.
But if it was hard to see through like raining on the tank in third person but you could spot outlines through it would be best. Also the fog shouldn’t be around the edges of your screen in third person only in sniper mode.
How I see it with the fog, reduce the view range and maximum draw distance from out and inside, so you can use it to approach the opponents and bush wankers have to come closer to see stuff. Even for arta, or make it see a tank with some delay. For rain, nerf the ranges but see further in an limited area the longer you stare in that direction.
It just needs to be visual effect...you see spotted tank on map but dont see it visually in fog dust and fog...radio should work all the time...just visually tanks should not be seen...only way to shoot is blind shooting...that make sence
nice change, sems kind of a rebalance on some maps where one of the spots is loosing 80% on the games + this will brake those OP spots on some maps, arta will not be so relavant , but ppl are all the time scrared when they see changes
First game the trouble is not the fog. It make perfect sense it worked the way it did. The problem is the players not understanding what the fog do and not adjusting their play: light tank taking bushes that don't spot, TD camping where they can't see their target, the leopard during your game not jumping in to support the 121B against you while he should have done so. The mechanisms are perfectly fine and logical, but people have to LEARN about them before starting to play them. There should be a mandatory tutorial before launching this game mode. I REALLY enjoy the fog because it gave me extra protection, open new lines of movement in maps I have played for 10+ years and provide mini-arena to fight close combat against opponents. Recon are basically new maps. They totally change the established balance and gameplay and people have to adapt. It's fun and it's rewarding for thoses able and willing to make the effort.
I am still impressed how WG is able to ad things to the game no one asked for. It reminds me on the strategic mode some years ago. I would appreciate if they would spend this effort on balancing and match making.
It's about temporary boost in interest in the game. Players come back to check out the new gimmick, WG's hope is some of them will buy something.
Thing they should do:
1. Rain - Tanks slide a bit, less traction, visibility and spotting reduced
2. Fog - Heavily reduced visibility and limited spotting (need to get closer to spot, and staying spotted last shorer) , but not blocked.
3. Fire - taking dmg is ok, but also same as above when it come to visibility and spotting.
Why would they do this? In every scenario, it would be a buff to the heavy class, and a nerf to the light class. The heavy class is already the strongest class in the game. Why buff the strongest class, and simultaneously nerf sniping TDs, sniping meds, light tanks, and arty?
Agreed. Sandstorm same as Fog but add reduced engine power(because engine airfilters gets a massive workout in sandstorms, realworld effects can drain over half the power(which would be too much for the game, but losing 10-20% should be workable, very annoying but not a complete disaster)).
Rain should cover all the map OR a large sector, while fog and sandstorm could have the ability to do so.
And potentially make it so that they move across the map or come and go.
mist basically made snipe tds irrelevant. very cheap game design. just like WGs mothers
Just balance the game instead of introducing new useless mechanics to an already broken game...
4. Flood. Everybody eventually drowns if not on a hill.
They can keep +50% camo and -50% spotting range inside the smoke, rain or fog but let the players see out or in. And they can keep the burning effect or soft terrain effect. The areas acting as a wall is bad. Somebody can exploit this in many ways.
Light tanks are useless, soft armor tanks will have a bad experience. Autoloaders and strong armor tanks are the only ones who can benefit from this. This is the new 15-3 mode.
Its crazy how far in development this mechanic got in this catastrophic state. Recon event with affect to gunmarks and stats is the final step before officially introducing this crap. WG seems to do everything for their heavy tank players when they just take some of the best maps for spotting and delete the vision mechanics on it
4:20 when you are so excited you turn into a turkey
Simple way to fix it
1. Fog - +% to camo scaling with distance, same with view range so people arent able to be on edge of fog with +% to camo and spot outside
2. Fire - more like random event, Plane Crashes forest burns that lasts minute or two, Forest is partially destroyed since it burned, so less bushes and enjoy the brawl
3. Sandstorm - Moving across the map over course of the battle duration, its not stationary IRL however so it should be moving, also as fog, +% to camo and less view range
If it enters the random battles in this state, they could simply remove TDs with no armor and light tanks have no more purpose in the game
4. rain - terrain will be more difficult, so slower move in this area, slower to move backwards, etc.
@@udunaixx6444 Yea, forgot about rain, less movement and when u brake u dont stop as on for example asphalt, u slide a bit and rest is visual just
I really like the weather idea, it's a way of fixing stale gameplay on a lot of maps while adding a bit of fancy visuals. A lot of maps are just 3 lanes and a vital area that only the most mobile vehicles can rush to in time before getting obliterated by TDs, making it so what the matchmaker gives you in terms of vehicles on each team can completely decide the match from the beginning regardless of player skill.
I do not agree with you m8, I am sorry, as using different mechanic, as Skill said, using map inside a map, where you are playing your own battle, it is not good, where you can not play with other tanks only HTs, MTs, and brawler Tds as you are not able to survive there, other thing is, that snipers, arty lights become useless there, so they will play their own battle on this map. Fixing corridor map is part of map designer team not to be fixed with changing game mechanics. You are talking about player skill, this weather mechanic exactly remove skill at all, all what matter is rush there and trade dmg as fast as possible, so later these areas will be good only for different autoloader vehicles. In case that this feature will come on real servers, and players will have option to turn it on or off, soon there will be two different groups, HTs and MTs + few TDs and few LTs with this mechanic on and rest will be with off, so let say as arty you will play against other arty, LTs and sniper TDs and sniper Mts only, rest will be off as they will play weather option.
they should change it that in the fog the view range required to spot has reduced but once spotted everyone can see you..
Exactly. Artillery gets to see exact tank positions over a mountain, but a little fog apparently disables your radio entirely.
bring good, big maps like they used to be where you weren't stuck in the 3 lines? WG: No, never.
Invent something to keep the small and bad maps that make the battle last 3 minutes but now nobody sees anyone? WG: It couldn't be better, you'll have to accept it because the game is mine.
The weather zone idea doesn't work because people can easily use the border of the weather zone to abuse the view range mechanics. View range modifiers should be global and should apply to all players equally. Fire could probably act like a camo modifier, similar to bushes. However, it needs to be perfectly clear where fire starts and ends.
oh no, now you wont be able to do your 2k dpg oh no
This idea is amazing. Weather zones should be dynamic. Like showing randomly. Moving along the map. Etc... it should be great^^
I dont like 3min Games and that is how WG going with this mechanics. Its better when wg makes the MM to +-0 MM that was the real Balancing what WG can do with over 700 Vehicles. Im understand Skill what he means.
Weather mechanics with heavy fog, sandstorms and what not were already there on Wot Console in 2016. It was removed for a reason.
This change is aimed at bad players who can not read the minimap to give them somewhere to go and try to not die in the first 3 minutes.
I played 5 games and quit after the last one with my Kranvagn. I was sitting on Fjords in front of the fog on position to counter their approach from the hill between the houses covered be little scoop. There were 5 of my teammates pushing up the hill and through the pond and after one minute they were obliterated. In seconds after I was pushed by 260, Bobject, AMX 105, STB and Progetto. I couldn’t do f and I couldn’t see them coming until they were literally like 50 meters in front of me although the fog were visible at the start of the steep. Deffinitely not something I need in game and as usual in WG good idea, but worse execution.
There shouldn't be vision isolation between zones. Some changes to spotting range or time maybe, but not the f'ing invisibility between weathers
So the new strategy will be get your 15 tanks into or near the fog/fire/rain as soon as possible.
ez w typical wg mm
It was WGs intention to change the game mechanics, so saying "just make it a graphical effect without changes to mechanics" is not going to work.
That being said: the current implementation is BS.
They should just reduce the view range / increase the camo of tanks inside the weather effect.
Ideally gradually (the more meters of weather are between you and the observer, the more your camo goes up). That might be too performance intensive though but I am certain there is good compromise to be found, without just pretending that every rain drop / sand corn is a solid wall.
What maybe Wargaming can do, they still keep the low spotting range. But remove the "cannot see inside or outside" It just weird like playing in different dimension of the same map
I can't even bear to play enough battles to be allowed to tell them how much I hate it...
As with many things WG does. Idea is ok. Implementation is just throwing sh*t at a wall until something sticks
Yet another total waste of resources that WG could’ve put towards making more bigger maps with open corridors
They could’ve also worked on fixing MM along with +1 -1 MM
But they put this crap out instead of
Will we have a new meteorology perk to see through weather bit like Commander's Vision?
They should add some kind of weather effect that blows up BZ's
Console did this years ago - sandstorm, typhoon, snowstorm etc People hated it but some liked it. It basically halved your in-game viewrange by 50% but you couldn't sit back at 500m and wait for stuff to be spotted. It made games super, super campy. I have a clip of Monsoon on my uploads (where I one-shot a full health Waffle).
I felt like spotting is useless. Td snipers are useless. It just makes more turbo games. It would be better if you could see out but with limited viewrange and some to some degree from some range to see in as well. For what i know the professional clikers will still hit you and most players wont be expecting to be slapped. It is stupid and compleatly breaks the game dynamic and makes the snowballing even worse.
All I'd like is a new map! Or even an old one brought back. They just keep adding shit randomly.
I played all day yesterday, and i think its interesting. It adds new depth to the game. And, a lot of games ended up being so intense and there was new and interesting positions that happened for the first time for me in thousands of games, just because of the new mechanic
Playing around them can be interesting, the heavy line on Fisherman’s Bay is isolated from mid and so can be a lot more independent as a lane
The biggest problem i have had is it is basically a wall that makes tanks disappear, I can understand adding more camo and stuff but to make them vanish in front of your eyes is a bit much
For some reason, MTs with CVS can still see spot through the Fire area in that map (as in, a Borat spotted me when we're both in the smoke but i had all the bushes in front of me)
I wonder if the fire is technically considered a "bush" in the game code, so CVS still works on it. If they set the camo number really high, then CVS would work even better.
"It's a great idea but terrible execution"
That describes a lot of things WG introduces 😂
With these changes they would have to nerf the light tank and tds missions since three of the 4 maps that are planned to be changed are good maps to achieve such campaign missions, with this they are killing light tanks and snipers tanks
It's not weather. It's a gigantic cloak of invisibility draped across the map. If you aren't inside the cloak of invisibility, then you are invisible to people outside.
Agree with you 100%. Keep the cool visuals, take away the mechanic changes. It looks great and even with the visuals alone it does make it slightly difficult to zero in on the enemy with your eyes. Once you have them in your cross hair you can still see the silhouette. So that would be perfect.
The thing is, minmaxers will remove it with mods if they're only visual.
@@Eshelion --That is a good point!
I personally like this gamemode because you can play aggressively without getting shot by camping TDs or artillery. For example, on Fisherman's Bay in the middle, you don't have to worry about tanks on the redline, only about the ones you're fighting. Because of that, you have a lot of ways to destroy them.
If you're driving to the center of the map to fight other tanks in the center on the Fisherman Bay, you're doing it wrong.
@@zzaretube Then almost 50% of the players are wrong, because i saw a lot of players going to the middle before this update, but nobody wanted to do anything because of the campers. Now thanks to the zone, you can actually attack the enemy :D
@maximusz15 Yes, over 50% of players are doing it wrong. Those are the players I farm.
@@zzaretube You don't get my point, what i want to say, that with this you can play on multiple areas on the map. Take an example. Avarage match on outpost. Lights go up to the hill or go in a bush. Td's go to a bush on those little hills. Heavies goes to the city, thats it. With this weather thing, the middle part (where normally no one goes) is now open and you can play there aswell. What i want to say, is that you have a lot more choices where you want to play. I am not a 90% unicum, i know, but the games i played in this mode showed this. But everyone can have different opinions :D
@maximusz15 I do get your point, but you do not understand how this game works. An hour ago I finished a game on outpost where I went into the fog with a Foch B and literally destroyed everybody in it. After that was done, I exited the fog and proxied their camping tanks outside the fog, which my campers took care of.
I would really love it if every player I play against has your expertise.
So WG wants people in the circle of fog to fight out a battle while the rest of the map fights another battle, it's like 2 battles in 1 map-WHYYYYYYYYYYYY WG
I liked the fog and rain as visual effects, very nice atmosphere.
I also liked the mechanics overall, it changed up the gameplay, you were no longer scared of getting slapped by arta or bushwankers, but you never knew just how many of the enemy team went in there aswell.
If the sandstorms and rain were dynamic events, I think they would be a bit more balanced. For now, in many maps the more tanks you have in the area the more likely you are to take it and then emerge from whoever you want immediately flanking either the base or heavy/medium/sniper tank lines. For now, have not seen any real counter to enemy team taking the area an bamboozlling the rest of the enemy team.
All in all, good change but needs some more thinking through.
The inside/outside mechanics MUST GO AWAY. It's terrible.
In one of my games, i literally fired THROUGH the weather area, at an enemy i could see on the other side, and accidentally hit an enemy that was spotted INSIDE the rain area that i could NOT see.
With current mechanics, lights, TDs and Arty becomes mostly useless.
Make sure you fill out the fixed survey. Don't worry WG will do what they want anyways. This mode is really goofy!
It's very simple to explain: Wargaming, after seeing that we liked Onslaught so much, they are trying to implement that combat system into random battles.
I mean a small number of very cooperative tanks in a small space (platoon is better, than random players) where tanks that are too far away are disadvantaged; try to play onslaught mode and arrive late during a flanking maneuver or something else, you will be at a disadvantage of tanks. So, to make a long story short, you can use paper tanks with a high dpm in a group with other types of tanks to break the enemy lines and take control of the map even faster, without being spotted and destroyed by enemy campers.
Come on man! I mean this way when "tanks are too far away are disadvantaged" causes ppl. have to go inside. If they have to go inside a small space with many others (enemies as well), where even artas doesn't rain at you, then they want to choose obviously a heavily armored, good DPM, good Pen vehicle. At that range gun accuracy is not so important, view range, camo is not an issue anyways. You can use paper tanks? If U say so... I see some BZ176, or Grom platoons before my mind instead.
Yeah! Platoons are better than random players. And by the way platoons in the same room with 2-3 screens are the best to see in and out the weather in the same time, and invisibly blindfire the sht out of that poor random players trying to enjoy their game. Just saying...
@@shaba1982 how ever there is no tank in this game with heavily armored, good DPM and good Pen. So what you worried about simpally does not exist.
Me too.
So many players dont understand the mechanics without this shit.
Exactly !! Why change everything, crew, maps, when all we want is new maps. The crew stuff ended up being to the good and more simple but this I see no point lol
so game should never impove and implement new mechanics?
The only problem I have is it seems like they have 2 guys in basement making game balanced and healthy, with 60 people upstairs trying to figure out new shiny things nobody asks for. It's not like we need them to stop building new innovations but you would think there would be more balance patches than what we get.
@@bukakabarabaka This is not improvement, way to beg the question though.
It's always been the problem with the vision mechanic. Instead of just making it harder to see but the tank is still rendered in the obscuration (like War thunder). Hidden in a bush, it doesn't make the tank invisible, just hard to see, smoke the same (if you've ever been in military HD Smoke you know, you can't see much but you can still see). Having invisible tanks simulated view range, situational awareness, and camo to some degree in a simplistic way for it to work with the old engine, they might have to redo the whole game to get rid of the invisible tanks and still have some visual effects on "low visibility" or concealment conditions.
It would make sense if there is no shared spotting in the zones. You see the enemy tank only if YOU spot it (thus you do not see the tanks not spotted by you, guess this is how the thick fog should work). Otherwise it is just not logical.
And it might actually work - then the zones will be the spaces for brawling or "jump in - clip - run zone", or an option for quick escape/quick push with a surprise effect.
In my opinion these battles will change over time as players form a solid meta. its a little early to say for sure how these battles will play in time. If they were an option the same as encounter or attack/defend that might be a good thing. The weather will work better on larger more open maps to help break up the campiness of things. Until a meta is formed these battles will be highly random and lopsided for the most part. My first impression was that this takes away from certain tanks preformance, but after playing and adjusting my tactics i feel these battles will play well enough once people learn how to use correct tactics for these zones.
I noticed that basically, if you don't Zerg you are will really have to pull a miracle to win, I love the visuals though. I agree with Skill - dont change the game mechanics
The fog in Outpost is rising marsh fog, you can see 'over' it... you can see the snipers on the hill from the castle and vice versa.... which is interesting :)
This is complete nonsense... they should just reduce your view if you are inside and also increase your camo... It is adding some diversity and it is not breaking the game.
i guess, what they could have done is to decrease your view range and radio range when youre in the fog or fire proportionally to its density. And whenever you spot enemy your team still can see it and shoot it but its outline should be malformed in some way, like smaller or slightly offset
the functional effect should be a multiplier to the camo rating of the tank. this would draw scouts to this area
It should work like how tanks become visible outside of your view range but within your render range.
It needs a reduction in view range in the zones but you should be able to see through the barriers, if your reduced view range reaches.
They did this in WOT Console with Typhoon on the pacific map and some other stormy weather map I don't recall. It basically resulted in the heavies just getting stuck, scared, behind rocks - while TD's sat at the back blind firing at any outline. Every tank functionally had like 50m view range meaning your only hope was to proxy spot most enemies.
So it's completly opposite from what we've got
@@quickyfrost751 It's similar in terms of being bad. Like the fact that there were tanks driving within 50m of each other that couldn't see each other. The difference comes with what happened once a tank is spotted. Console made them lit for everyone in radio range (I think) which was also limited, while PC seems to be keeping them obscured at all times as if there is a fog of war.
Oddly, console now has a "True Vision" version of the game for the Cold War era where there's no longer invisibility at range etc. Now in that system, fog would actually be an interesting addition - just not with the mechanics here.
Skill I think the thumbnail is messed up, idk what the fuck the arrow is pointing at
It's John Cena
I really enjoy the visual effects and the enhanced visuals; this variety has been long overdue in the game, especially with the addition of night maps, which offer a much better experience and atmosphere without extra effects. However, the impact of the effects is problematic-they further diminish the gameplay experience by pushing players into close combat and rush tactics, making them more reliant on already weak scout players, which results in faster battles. The most of the playerbase is casual or a bad player, dont make it harder for them and for the new players with new and hard mechanics.
I hope the test results will lead to keeping the visual experience but removing the modifiers.
Visually it's still useless, but from a gameplay perspective the only good thing is having clicker-free areas. They could even make these dynamic, with tanks on the front of the assault becoming invisible to clickers in top down mode, but I guess a good idea would be too hard for this company to implement. On the other hand, having those bubble dimensions that don't allow you to shoot inside creates even more corridors and makes paper tanks be at an even greater disadvantage compared to heavily armored ones. Using a Nashorn nowadays, for example, is the most useless thing you can do. And yeah, more corridors are NOT required. PS: They could implement smoke grenades, but I guess that, too, is far too hard for WG to implement. Working is hard.
imo, i think they just have to make it randomly appear and disappear like dynamic event they made. its stupid if its permanent but if randomly appear it can be a game changer to a losing team.
the fog shouldn't effect the radio. if a tank spots others on the inside they should be able to communicate to their teammates on the other side of the fog.
I love how the unicorns are scrambling to figure things out, whelp get good I guess-meanwhile my win rate be r8 are increasing from this change I love it lmaoo I can finally carry without worry
Aside from everything else, these games are even faster than the already ridiculously fast normal games.
If the guys in the fog ping the map accurately where the enemies are the whole team, and arty, can still blind shoot everything
The Gun of the 60tp being in my face made me think that I had a 3D monitor LOL
19:12 does auto-flip not work in recon mode, or did they forget to add it when they added the weather?
I am a pretty agressive player so this mode is bread and butter for me, as specially with mediums, but the best idea imo would be to maybe keed the machanics but make them random events or something like that.
I was confused. If the light spots a tank, then the radio comes into play reporting to the snipers. But that doesnt happen. Arty NEVER sees what its shooting. Relies on a spotter
3:23 "im not mentaly challanged", >>>>> 4:17 :D I love you Skill
It's good only for silver grinding and nothing else
Friendly reminder that STATS are in fact counted for this mode. Saying this, because there are quite a few people, that just yolo in.
It would be better if instead of disappearing in fog just the outlines disappear and you will just use your vision to see the tanks just like in WT. If you are in forest or in bush, you can be really hard to see in fog.
I thought maybe it'll be a foggy map for all with all tanks having lower view range except light tanks. Maybe you can't see anything but the light tanks can still spot with lower spotting time.
Half the game is being able to out spot your enemy. This adds mechanic into the game that veteran sweats no longer have min maxed and they hate it.
I dont really understand why a lot RUclipsr hate the new weather mechanic? Clearly in the new recon mission, players are lot more will to make a balled move and back line snipers will have a lot harder time to turn the tide around, it is excelent for the game in my point of view
Fog.moving trough the entire map from A to B would BE acceptable
The amount of ppl complaining about this surprises me. Yeah, it isn't perfect (like being near the edge of it being hard cut off is stupid), but it disables dead zones and encourages more aggressive plays by disabling bushwankers. It also creates more space for more lts - they have more area to cover - one on one side of the fog, other on the other. I'm honestly tired of all tanks having full+++ view range. It's not really that hard to acknowledge how it works and adapt around it.
The only one I don't like so far is sanstorm in south part of sand river - it seems to give advantage to east team - and I dislike it in general visually - it looks good, but is too thick, making me want to disable this visual - it's the only one that does that for me.
Maybe if they were dynamic events, they'd be better - but hey, it's only recon mode, so not gonna cry about it, it's just testing and laughing about ppl getting confused or mad about simple changes in mechanics in separate mode.
Light Tanks: Why am I even here? 🤣
The sides the LTs can spot and snipers can hit are largely useless, effectively castrating half the playstyles in the game (arty is not a playstyle and can go cry in a corner for eternity as far as I'm concerned) and absolutely ruining the maps completely terminally.
This is one of the dumbest mods in WoT, most tanks like APG, light tanks, TDs with weak armor and no turret as well as medium tanks with weak armor and bad gun are useless, only heavy tanks of any kind have an advantage!
I just finished Recon Mission for the badge, was absolutely dreadful. I love the idea but they way that the weather works now needs extreme improvements.
I was looking forward to this weather stuff, but it is really badly done.
Might be coincidence, but a lot of the random battles I have played has most of the team going the same way. Almost like this recon event is teaching players to go the same way! I’ve had a few games like that, but last couple of days have been crazy how many games have been like that.
I really hope they amend the mechanics, as I still thing the ‘weather’ mechanics could be good.
It's okay, Skill, WG will create a piece of equipment that lets you see through fog just to make the game more "dynamic".
In my opinion it is not broken. These zones are no-go-zones for arty and snipers. Heavy tanks are safe inside and it is great idea.
I think this mode has a big potential and I like the protection from arta and red line snipers.
This is so broken for heavy tanks. I was struggling with Obj.260 at 50% of the mark of excellence, i played 20 games in this mode it went up to 70%. i had 4.7k average damage 😂
Totally agree with you. Instead of making new maps they invested time and money in something that is stupid and annoying. Total disaster
You're absolutely true about WG, they doesnt care anything, they just do things not knowing their own game. I play this game ~13 years or so, but after weeks ago i bought Quest 3 and will leave this game, when I will get lense protection things. I just lost all the point playing the game after crew rework, i have nothing interesting for me to do in this game. I'm not the best player in the world, but not the worst. I made missions for 279e, but i dont like it its just stupid(missions and the tank). Im solo player and cant get to clans events. Marking tanks? I dont care, because if I would want to race something I would go racing sim and I do that every some day(still i have high tier tanks with 3 marks and most of them with2 just from playing with). Last few years I just played tanks that I like: borat, standard b, rino, ambt, e5, manti(i love lights) and maybe some more, but they have full crew skills after update - so what to do? Play shit tanks just to make shit, i dont know. I even bought vickers, but still i like AX more(i know they are complete diferent), yes sure i dont know how to play. All in all what to do in this f ing game? Research maus line? For what? :D The only thing i want in this game is Lion(because i love autoreloaders in general), but i cant get it and they will release f ing rusky tank with reverse autoreloader with op turret armor as clan wars reward tank. My premium is ending in few weeks, Maybe I will get back when there will be possible to trade black market/aukcion tanks or something, so i will get Lion and play few weeks and quit this forever. :D
I just wish they would just fix the matchmaker do away with +2-2, and actually grow a pair and balance all the tanks including premiums.
I understand why to average Joe this is bad, but it turns some corridor maps into ones that you can make game winning plays without worrying some tard in FV taps you for 2k (oh the skills...) so I'd say bring more, and bring map-related statistics so I can see my DPG on each map so we can talk data and not feelings...
It would be cool to just have the weather on the hole map,
For example when it rains the terrain résistants becomes bigger and you can get bogged down in the mud and someone has to rescue you
Hell no to making tanks slower (one of things ppl hate about stun) and having to count on randoms to help you (not to mention - how would that work? why wouldn't they stuck there too?).
@@Eshelion becuase they would as a recovery vehiculke ability( you would get bogged down only if you move on your self( in real life in a tank turn onto itsef and go back and foiurth enought 8imtes in a muddy terrain he gets stuck
It just destroys the game we know. Let's please all write the reviews that we don't like it.
the game is destroyed by years.
if you don t like, stop to play how i did it and your life will be better
i like it and many other players too. hate SPG and camp sitters, when you cant do shit
@mariorossi4050 After like a year without games, it feels strange to game lol.
U can just turn it off lol
This game was destroyed with patch 1.0 . Btw it started to be ruined since like 2013-2015 so nothing new, WG doesnt have any clue what they are doing
.. this game used to be nr 1 mmo f2p ,now it doesnt even won any guiness records in past 8 yrs😂
It means heavies can play in places where they couldn't before. Lights are difficult though
It is a good idea in principle however the implementation was poor. Why would it make sense that you can still see and communicate with everyone on the team, unless they are in fog/rain/fire?
Maybe an alternative could be if you're spotted in the fog you show up as a 'ghost tank' model or just a floating tank marker above the tanks?
Not a fan of the completed lack of vision with these effects. Maybe if they reduce that parts it would be interesting.
I believe they are just trying to break the boring meta (which, tbh hasn't changed much since the big arta dmg nerf hammer) and bring back variety of players, offering something completely new and different.
Spotting mechanics is like the worst thing imo because realistically you could be within range of certain stuff even in rain and you could have a chance to spot it so being able to be invisible so close is strange. Fog could move through and you could just see the outline after they added it when you point at them but zones that make you not be able to see stuff right in front of you.
But if it was hard to see through like raining on the tank in third person but you could spot outlines through it would be best. Also the fog shouldn’t be around the edges of your screen in third person only in sniper mode.
I would like the new weather but just as visual effects without affecting the actual game mechanics.
The only good thing about this mode is that clickers cannot see me.
lmao just like every online game, we get an update and everyone shits themselves in anger
How I see it with the fog, reduce the view range and maximum draw distance from out and inside, so you can use it to approach the opponents and bush wankers have to come closer to see stuff. Even for arta, or make it see a tank with some delay.
For rain, nerf the ranges but see further in an limited area the longer you stare in that direction.
The weather 100% should just be aesthetic
It just needs to be visual effect...you see spotted tank on map but dont see it visually in fog dust and fog...radio should work all the time...just visually tanks should not be seen...only way to shoot is blind shooting...that make sence
I think just having view/radio range getting lowered would be fine.
they simply need to cut vison by a percentage when looking into , out of and with in zones
nice change, sems kind of a rebalance on some maps where one of the spots is loosing 80% on the games + this will brake those OP spots on some maps, arta will not be so relavant , but ppl are all the time scrared when they see changes
True but also these maps make some vechicle type simply usless, like LT or light armored TD
all the positions that are affected from weather are extremely unbalanced, example K line on sand river. The balance is thrown out of the window.
2 words: Game Breaking. 100% agree with you, it looks nice but changing the game´s visiblity core mechanics is no bueno.
Been wanting and asking for weather for years.. glad it’s here.
First game the trouble is not the fog. It make perfect sense it worked the way it did. The problem is the players not understanding what the fog do and not adjusting their play: light tank taking bushes that don't spot, TD camping where they can't see their target, the leopard during your game not jumping in to support the 121B against you while he should have done so.
The mechanisms are perfectly fine and logical, but people have to LEARN about them before starting to play them. There should be a mandatory tutorial before launching this game mode.
I REALLY enjoy the fog because it gave me extra protection, open new lines of movement in maps I have played for 10+ years and provide mini-arena to fight close combat against opponents.
Recon are basically new maps. They totally change the established balance and gameplay and people have to adapt. It's fun and it's rewarding for thoses able and willing to make the effort.