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  1. #841

    Join Date
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    Sitting at lvl 43 myself and I feel your pain... I can win but it wrecks over half my team so I can only clear one per 3 hours because of repair costs being too high to pay >.>
    Flower Knight Girl: 255445855


  2. #842
    Unregistered Guest
    lvl42 here and it feels like my Commander sprints while my tanks stand still.

    I've solved part of the issue by rearranging my emblems and prioritizing the front line (first row of tanks)
    Where the heavies are now super defensive and the dps is stuff that hits the enemy.

    4* Tiger I -> 4* JagdPanzer4 -> 4* Centurion mk1 -> Cmdr. Armor Buff on Tiger -> Off-tank or more Dps or Cmdr. Armor buff on tiger or my Stug IV (If I am lucky enough to "draw" her)

    The Tiger is 10.1k dur, but will still be inches from destruction or be destroyed. But mostly she'll make it.

    The two Focus fire tanks is the key for me, because they have range (keeps they out of trouble most of the time) and they hit, each time for 20 seconds far as I can tell (and Focus fire regens fast too). At a combined 600 dps on them with high penetration etc. things don't exactly melt, but they do die at a very solid pace that sees me through (short of a Maus blocking).

    Does go wrong at times in which case I am left with a smashed tank force. But I'd say about 95% of the time the initial Panzer Wedge makes it through at 0 to 2 tanks lost (today was 0)

  3. #843
    Unregistered Guest
    Should add perhaps that the window of success is shrinking even with that.
    I feel more squeezed at each new level now and am running out of options to strengthen my team fast enough.

    Since lvl40 each new level is clearly moving towards a tipping point where in 1-2 levels (halfway to 43 :-/) on the commander, the wedge no longer will make it through, condemming me to attrition warfare at large loses.

  4. #844
    Best thing to do is to not do the invasion fights anymore then the devs will notice and fix.

  5. #845
    not a lizard Guest

    a few cores moe

    Trying this game for the first time and I have to say

    - Tank deployment costs seem arbitrary and nonsensical. A light thank that evaporates in one shot deploys for 3 gears and so does a heavy?
    - What the hell is the point of Artillery? For all their limitations they barely out-range other tank classes and even with range medals get out-ranged by enemy tanks and artillery. Why do these have no game-play niche despite the obvious potential for one?
    - Difficulty scaling is just brutal. It thinks I'm level 25 now and I'm averaging 19 on my tanks. Stage three of the event is impossible. Doing any of the invasions is barely possible but ultimately pointless and unrewarding due to the oil costs and punishing repair times.
    - The enemy gate is down. Tanks will always move towards that no matter how idiotic or suicidal that is. It's like a turrets game except the turrets have tourettes. There's no positioning. Where is the game-play value here? What strategic feat am I supposedly accomplishing that four lines of code couldn't?
    - Repair costs are scaled to tank health. Why? Do you want me to avoid health boosting decals at all cost? Is it a misguided attempt to promote light tanks? Do you hate us?
    - You can capture four scrap mines fairly early but only have two oil rigs for forever.


    Better than most games on nuta, but then so is a shoe-box full of dead moths.

  6. #846

    Join Date
    Mar 2016
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    Quote Originally Posted by not a lizard View Post
    Trying this game for the first time and I have to say

    - Tank deployment costs seem arbitrary and nonsensical. A light thank that evaporates in one shot deploys for 3 gears and so does a heavy?
    - What the hell is the point of Artillery? For all their limitations they barely out-range other tank classes and even with range medals get out-ranged by enemy tanks and artillery. Why do these have no game-play niche despite the obvious potential for one?
    - Difficulty scaling is just brutal. It thinks I'm level 25 now and I'm averaging 19 on my tanks. Stage three of the event is impossible. Doing any of the invasions is barely possible but ultimately pointless and unrewarding due to the oil costs and punishing repair times.
    - The enemy gate is down. Tanks will always move towards that no matter how idiotic or suicidal that is. It's like a turrets game except the turrets have tourettes. There's no positioning. Where is the game-play value here? What strategic feat am I supposedly accomplishing that four lines of code couldn't?
    - Repair costs are scaled to tank health. Why? Do you want me to avoid health boosting decals at all cost? Is it a misguided attempt to promote light tanks? Do you hate us?
    - You can capture four scrap mines fairly early but only have two oil rigs for forever.


    Better than most games on nuta, but then so is a shoe-box full of dead moths.
    1: Average Light cost is 3, Medium 4, Heavy 5, TD 4 and Arty 4-5, the worse MTs, HTs, TDs and Arty have lower costs while some of the better ones have higher costs. Makes sense if you look into the tank stats on the wiki.

    2: some of the arty tanks come with 25+ range standard (Other tanks range from 8-15 except for some TDs who also snipe well), they also hit hard... VERY hard with the right emblems that you can 1 shot many tanks at once because they also all do SPLASH damage.

    3: Agreed to a certain extent, you should be ok for another 5-10 levels then the last grind for tanks to lvl 50 is brutal because your commander gets there much faster then 4-5* tanks.

    4: Not sure what you mean by this... your tanks do always move left but you can position them to dodge turrets and other static defense... also if you play smart with speeds you can group up a nice cluster and win easy most times.

    5: I'm guessing this is to simulate that tanks with more HP need more resources to run/repair. It makes logical sense but I'll be the first to admit that cost/time to repair scaled to HP is annoying as all hell.

    6: My only issue with this system is that OIL has a limit while all the other resources do not. I'd like to see oil with no limit so I can actually log in for a sec, collect oil then log out again and use it later that day.

    For those concerned about scaling for events and invasions there is a light at the end of the tunnel, when you hit lvl 50 your commander stops lvling. After that your tanks will catch up and be relevant again. Having said that it's a long ass grind, not sure how many will stay with the game for that. It reminds me of the Vanilla WoW lvl 40-60 grinding days... only dedicated gamers will stay with it.
    Flower Knight Girl: 255445855

  7. #847
    Unregistered Guest
    Quote Originally Posted by Zandel View Post
    Sitting at lvl 43 myself and I feel your pain... I can win but it wrecks over half my team so I can only clear one per 3 hours because of repair costs being too high to pay >.>
    I normally just wait an hour or so then repair. Tends to cut a majority of the costs down.

  8. #848
    Unregistered Guest
    Quote Originally Posted by Unregistered View Post
    I normally just wait an hour or so then repair. Tends to cut a majority of the costs down.
    I was doing this until they decided to have a maintenance downtime 1 hour before end-of-day yesterday and wasn't able to run as many tiles as I wanted to.

    Also, now I can no longer complete the last mission on Ghost Path's third tile, thanks to Lieutenant Scaling. How in the world can it be acceptable to make an event less accessible as it progresses?

  9. #849
    not a lizard Guest
    Quote Originally Posted by Zandel View Post
    1: Average Light cost is 3, Medium 4, Heavy 5, TD 4 and Arty 4-5, the worse MTs, HTs, TDs and Arty have lower costs while some of the better ones have higher costs. Makes sense if you look into the tank stats on the wiki.
    That may be true on the whole, but it's still seems like a poorly expressed cost/effect ratio. Tank weapons lean towards slow firing high damage and a light tank often evaporates before contributing any damage to the enemy side. Going by my three star tanks, the T-50 and Crusader III are the same deployment cost as the M4 Sherman, Matilda II, T-34/76, Panzer IV despite having nothing like equivalent performance. So either I'm doing those tanks incredibly wrong or the deployment costs need further granulation.

    At best, artillery has twice the range of other classes of tank, which lets them get off one shot before the enemy closes on them. Their atrocious dps and fragility means they lose the engagement against anything else after that, so they have to be deployed behind a heavy tank. Unfortunately they attack the first target in range, so they almost always end up wasting shots on some off-side bunker instead of the pile of enemies that's presently drilling through your heavy. If you could stop your tanks in place so they aren't trying to ram through an enemy bunker while stationary enemy artillery hammers them, or could turn a tank to bolster another line of defense or flank it would allow for strategies other than "punch through with focused attrition" and maps that aren't entirely linear. Something like a little circle to indicate and change a tank's facing, click on the tank to start or stop it?

    The M3Lee and B1 also do splash damage. Is it a rare effect? It seems to compliment non-artillery tanks better.

    You'd think they could just have repair costs based on deployment cost in that case? Assuming those are both representative of tank util/rarity.

    You know, what really I don't like about this event isn't the insane difficulty. It's the fact that it's timed and punishes you for even attempting a hard map with repair times. I'm more or less okay with the fact that I'm not going to be able to get the reward. I'm less okay with the being punched in the gut for trying.

    Arright, I'm done kvetching.

  10. #850
    Unregistered Guest
    Well, to me there are two schools of thought to running AB maps. Others may have different ideas which may be better than my own.

    The first is just a straight up medium rush...they're not very tanky, but enough to not fold instantly and do sufficient DPS to make what tankiness they do have last the entire map once you get a good deathball rolling...just make sure you send your slowest mediums first (bonus points if they're also the tankiest) so that the faster ones get to tank the later opponents as they outrun those that just finished tanking the previous ones, who still get to contribute their DPS without dying. I tend to favor this approach at the beginning of a battle.

    The second is a combined arms approach. If the problem with A/D tanks is their fragility, send out a heavy first to tank with A/D backup so that their fragility isn't an issue because the heavy is getting shot instead. The problem with this approach is that any good heavy is going to cost 5 gears to deploy, and by the time you've got enough gears to deploy your A/D tanks (which should be a minimum of 4 gears, more likely 5) the heavy is over halfway dead (still able to pop defense and last a bit longer, but still). You can't really stack multiple heavies because of their gear cost, so you have to go one heavy, one A/D (maybe two) and then start over with another heavy as your first 'wave' is overrun. I generally don't like doing this until near the end of a battle when multiple enemy reinforcements aren't so frequent. (Also because at this point I don't have any mediums left and this is what I'm stuck with...I'm not going to NOT use my 5* A/D tanks in favor of more 4* mediums, after all.)

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