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.