… oh, sorry …
… better this, is more telling of the game:
A beginner’s guide to War Thunder Ground Arcade Battles
(i.e. “THE MOST UNFAIR,
PAY-TO-WIN, NO-SKILL,
PATHETIC, HETERO-DIRECTED, IDIOTIC,
FILTHY,
DISHONEST AND BADLY
DESIGNED GAME EVER”)
brought to you by
Last update: June 10tth , 2018
Reference patch version: 1.77
You can easily notice that this page hasn’t been
updated since some time ago.
The reason is quite simple: I’ve suspended playing WT.
I stopped playing for a few weeks and after that I realized (with my surprise)
that I don’t miss the game.
A couple of time I checked WT Forum, just to discover that the game is likely
worsening (again!), with new bad behaviours having the usual uncertainty about
being them new features or bugs.
All in all, the likely truth is that I definitively got tired of endless Gaijin’s “inventions”, arrogance and lack of care for
players.
So I’m not motivated to put further effort and time in a game that (more or less)
seems planned to fool players.
I don’t rule out at all I could restart playing in the
future, at least to check if things got better, until then these pages will remain
the way they are now.
ALERT LEVEL
The current
alert level is:
ALERT REASON:
War Thunder
Ground Forces Arcade Battles is a FULLY Pay-to-Win (P2W) game, with a lot of
unfixed bugs and, even worse, bad mechanics since day-one
ADVISED ACTIONS:
Play WT Ground
Forces AB just if you are prepared to FULL P2W and never fixed
mechanics (such as invisible tanks, invulnerable tanks, almost invulnerable
crews etc.).
Be warned: it’s VERY unlikely you could have real fun unless you
pay, regardless the Tier you play, unless you don’t mind regularly losing
from players that win mainly because they paid.
WHAT’S NEW.
Some words
about the latest patch, 1.77,
regarding Ground Forces:
· It seems that at first Gaijin finally removed
the “hull break” made by crashing planes on light vehicles, then after some
minor sub-patches they reintroduced it (!!!). Still to be fully
confirmed, though.
Some words about new things in this Guide:
· The
initial P2W part has been expanded with the examination of an example of
“Superman’s play”.
· Some
considerations added to the “The Dark Side of P2W?” section.
Introduction.
WHY THESE PAGES?
My Guides for Gaijin’s War Thunder beginners in Arcade Battles are
composed of two web pages:
· “A beginner’s guide to War Thunder Air
Arcade Battles“ ( http://www.clocloz.altervista.org/wt/War_Thunder_Air_Battles_Beginners_Guide.html ), regarding War Thunder Air Forces (battles
with airplanes)
· “A beginner’s guide to War Thunder Ground
Arcade Battles” ( http://www.clocloz.altervista.org/wt/War_Thunder_Ground_Battles_Beginners_Guide.html ),
regarding War Thunder Ground Forces (battles with tanks).
The difference
in gaming between the two kind of battles fully requires a separate
dissertation (although several similarities do exist).
Why I decided to write these pages?
Basically, because after some years of gaming I definitively realized that on the net (WT Forum, YouTube etc.) there
are very few good advices for beginners.
Many reputed
YouTube tutorials are too much theoretical, devoted to specific (and not always
really useful) techniques and not giving the Arcade Battles beginner a wide
scope view of the battle.
Many
techniques and tactics, although frequently suggested to beginners, are
unsuitable for newbies, because they need stronger and more skilled crews
(which beginners could have just if they start paying since day one) besides
player’s own skill (which beginners have had no time to develop yet),
Boom-and-Zoom is a primary example of that.
Some tactics,
if followed by a newbie would put them directly against much more expert,
skilled and strong players (where “strong” in WT often means “paying”), so
immediately becoming “cannon fodder”. An example for that is the advice to
stupidly “always climb, climb, climb!”, which in Air Arcade Battles usually
means to meet the most experienced “professional” players which stay at high
alts to “protect” their kill/death ratio stats and surely means drifting away
from battle core, where a beginner has to stay if he want to score the needed
points.
Some other
tactics and strategy, which on the contrary would in part mitigate the obvious
beginners inferiority and limitations, are almost never mentioned, the need to
increase crews Vitality as soon as possible is one fundamental example.
Techniques and
tactics apart, you’ll almost never find
on the net, and in particular not on the WT Forum, any really useful overall
picture of what this game really is.
I had to say even more: in too many
cases WT Forum is misleading, especially (but not only) for newbies.
It’s largely a playground for very experienced players, usually paying players,
which are amongst the most active participants. This means that a newbie asking
for advice will likely be answered by this kind of “aces”, which is quite clear
to me they have a very different game experience from newbies and non-paying
players.
I could estimate that three-fourths of advices to beginners given by them are wrong
or, in the best cases, useless.
In other words, on WT Forum you’ll find a lot of users giving bad advices,
without giving good ones and talking as the game would be a “fair” game
ruled by players’ skill.
Which is NOT.
War Thunder is
a game developed by a business
company, not by amateurs, and any
feature of it is obviously designed with the primary goal to support and increase company’s income.
This in itself doesn’t deserves any criticism, although licit criticism can be
expressed regarding the way it’s
done.
But I have no doubt that War Thunder IS
a Pay-to-Win (P2W) game, devoted to advantaging
paying players well before any other, in some declared ways and very
likely in many undisclosed ways too.
Because without paying gamers the game itself, which is a business enterprise,
would not sustain itself.
This is what clearly emerges both from observation
and reasoning.
Being P2W has an expected result: the possibilities
of success for paying and non-paying players, and to a good
extent even the effectiveness of chosen tactics, are markedly different.
And this is the first thing a
beginner should understand, after that he can make his well-informed choices
and decide how he wants to experience the game.
If he didn’t
realizes these basic facts, it will never understand the reasons for a lot of
things in game that seem (and often are) really absurd if not idiotic.
If he didn’t realizes these basic facts, it will risk to believe to a lot of
bullshit, daily spread on the net by dumb or naïve people and, in part, by
Gaijin itself too.
Unfortunately, in WT Forum that simple and obvious concept (“WT is P2W”) is
opposed by a lot of players (several of them being, frankly speaking, quite
stupid), likely in good faith for the most of them (but not anyone), which
usually are very experienced and paying gamers.
Being very experienced, even more when being a paying player, is often an obstacle
for them in giving good advices to newbies, because in WT experienced/paying
players live in a world apart from beginners (and even from more experienced
non-paying players).
They live in a (greatly artificially built) “world of aces” whereas beginners
and non-paying players are more or less put in the “cannon fodder world”,
largely regardless their personal skill.
This is likely a partial explanation why so few good advices are given in Forum
from experienced players to beginner’s benefit.
As time went by, I began being tired to debate these things on WT Forum, where
it’s quite clear to me too many players
has been brainwashed by the smart Gaijin’s mechanism
that advantages addicted/paying players well beyond their skill, but cleverly
hiding it.
So a lot of them turned “aces”, in my opinion, largely for external reasons
(advantages from the game) but convinced themselves it was just for their skill
improvement. I’ve found that some of
them, even players with more than 10000 battles fought, are smart and honest
enough to acknowledge that, the most part usually not.
In truth, not all of them are arrogant and stupid, some of them try to find a
“rational” explanation to the many strange things in WT, candidly thinking the
game “has” to be fair. Sometimes they are right, some “strange things” are just
apparent and happens because the player has made mistakes or don’t know the
rules.
But writing, as I read on Forum, that there are “just perceived problems” and that “the biggest problem is people not knowing the rules or some of the
mechanics” is, first of all, a proof of stupidity.
Really, a lot amongst the most assiduous participants in Forum are people
making a fool of themselves.
Apart regular Forum participants, there are players that just occasionally read
and write on Forum. Some of them told to me that they, after some time spent
playing the game, “took the hint” i.e. understood how this game works, realized
it’s basically P2W and no more believe in the usefulness of the Forum (even
less in game fairness, of course).
I wonder how many player are around that made the same i.e. understood that the
game is just like the most of other MMORPG, i.e. P2W, and use the Forum just
from time to time.
I think there are many of them, but on Forum you’ll usually find a lot of
hard-core gamers, the player writing on it almost every day, and some newbies
hopefully asking for advices.
A whole world of WT players is likely invisible if looked at from WT Forum.
Since in WT Forum is daily at work a watchful Gaijin’s
censorship that stops, hides and deletes any hint to any issue or
question that could raise doubts about WT being or not “Pay-to-Win”, the Forum
itself, apart being a place into which seeking for news and asking for
technical details, is more a playground for dull or brown-lickers players than
a really useful place, at least to the goal to understand game’s nature.
These pages of
mine have been written with the main
objectives to give beginners the instruments to understand the nature of the game and, having realized that,
applying the best choices and tactics
to survive, progress (as much as they can, especially when not paying) and,
above all, having fun.
Of course, being addressed to
beginners they are mainly devoted to non-paying players and likely less
useful for paying gamers, although I’m sure that the most of things here
written are useful for anyone and not just for newbies, certainly can be useful
even for average-skilled non-paying players (like me).
They could be less useful for paying players since they largely live in “a WT
gaming world apart” from non-paying beginners.
Since a lot of concepts here expressed are rarely seen on WT Forum, and usually
quickly censored, these pages could be also seen as a “NON-politically-correct view on War Thunder”.
And I’m proud
of that.
CloCloZ
War Thunder by Gaijin Entertainment (the acronym is WT)
is a massively multiplayer online game (MMOG) about WW2 air and tank battles,
developed starting from 2009, which is achieving good success these years.
Having played for some years
with IL-2 Sturmovik simulator by 1C:Maddox Games,
mainly off-line and with a joystick, I looked for some newer online-oriented
WW2 air combat game, to be played with a mouse, and found essentially two: World
of Warplanes (WoW) by Wargaming
Public Co. Ltd. and War Thunder (WT) by Gaijin Entertainment.
I explained in my “Beginner’s Guide to War Thunder Air Arcade Battles”,
located at: http://clocloz.altervista.org/wt/War_Thunder_Air_Battles_Beginners_Guide.html,
why I choose War Thunder, notwithstanding a lot of faults and shortcomings.
So I started playing War
Thunder, in Arcade Mode (the other modes are boring for me!) and mainly with
airplanes.
Having started with planes has been a lucky circumstance since if I’d had
started with tanks there is a great chance I’d have stopped playing after a few
months!
In fact not only tank battles are more boring for me but, worse, they are much
more coarse, almost invariably idiotic, with really rough
tactics, much less skill-rewarding and absolutely non-meritocratic
since they depend too much by mere length of playing experience, and/or by the
real money spent by the player to quickly improve crews and tanks, than
by true personal ability.
In other words, I really despise 70% of anything in WT Ground Forces, saving
just graphics, the immersive feeling and very few of the rest.
Nevertheless, I still play tanks too, mainly because I need some change after
years spent on planes only, and this is what I’ve learnt so far about War
Thunder Ground Forces, i.e. Tank Battles.
I have to warn you that you’ll find here a lot of rants by me about WT
Ground Forces.
But all
the rants are explained and justified in detail.
I want to speak clearly since the beginning: I think that WT Ground
Forces is not only a fully no-skill Pay-to-Win game, programmed to
artificially and greatly advantage paying players at any Tier but, worse,
is an incredible pile of idiocies (to a barely credible extent until you
play it, know it and examine its sad reality).
On the contrary, WT Air
Forces, notwithstanding a lot of serious faults, is all in all a good and fair
enough game (AF being really P2W just after Tier III).
Just after a few weeks I
started playing GF, after some years of AF only, I asked for advices on the
Forum, since I had already found so many absurdities that I needed to know if
it was my fault or if the game was really so badly designed.
So I discovered, listening to more experienced players, that in GF the spading
(i.e. maximizing all the modifications) of the vehicle and BR difference
between opponents are much more important than in AF. But they didn’t tell
me all the truth, for example nobody pointed out the decisive roles of crews’
experience.
Anyway, I learnt that it wasn’t my fault.
Unluckily, more I played and more I went on discovering even more insanities in
GF.
To my knowledge WT
Ground Forces is the most impressive example of PURE STUPIDITY applied
to design and development of a software program, in particular computer game
mechanics and rules.
It’s a game that’s has almost
NO link with skill and it’s purposely designed to greatly
advantage paying players.
But maybe that’s not the worst thing: the worst thing is that it accomplishes
that goal by being silly designed.
So, this is
not a game: it’s an insult.
And when you are in a bad, incompetent or coward team (very likely to ending up
into in WT GF!) and add this to game intrinsic unfairness and to an
endless, really endless series of rubbish things, you’ll find this game
can be a nightmare (unless you pay, of course).
I never, never, NEVER saw such a huge pile of shit
in computer games or in any other piece of software.
And IT and software is my job since 35 years, so I’ve designed, developed and
seen a lot of software.
That’s really a shame,
because the game could (and should) be a great game. It has some really good
features, such a graphics, plenty of vehicles and (on paper) a good balance
between fun (arcade) and realism (simulation).
Even the MM mechanism, based on real results in battles (with often revised
BRs) rather than on-paper characteristics is a smart idea ... if followed!
Unfortunately, bad things in GF are much more copious.
It’s not just a matter of a few bugs or shortcomings, any piece of software has
some of them, it’s the fact that in ANY area of the game there are
incredibly illogical and unfair rules, features and behaviours.
And ALL the game rules pushes towards unfairness and absurdity.
To worsen things … things
are worsening: Gaijin seems wanting to add more and more bad features
and/or bugs at any new release, without making anything to fix the older ones.
I know that “idiocy” is a
word here copiously used but, please, don’t blame me: BLAME THE IDIOTS.
Someone
told me to lower my tone and I periodically prepare myself to do that
and revise this page but any time I play GF I’m more and more convinced that
any word here is RIGHT and DESERVED.
Both about Gaijin’s idiocy/dishonesty and about the
foolishness of some uncritical, stupid, liar or brown-nose players.
War Thunder Ground
Forces IS “the Idiocy Game”. A grotesque
idiocy. Without any doubt.
Someone has to say that.
Anyhow, if you think I’m too
much polemic and rude, you should read this (and look at some pictures too!):
https://encyclopediadramatica.rs/War_Thunder
My harsh criticism toward GF
doesn’t involve AF (at least, not to such an extent).
The difference is so great, even considering the inherent different mechanics
of the two kind of battles, that I could bet there is not much communication or
exchange between AF and GF design and development teams.
If I were told I’m wrong,
I’ll immediately start to be covered by cold sweat fearing that AF could become
similar to GF.
A guess of mine is that Gaijin choose to put all their good eggs in one basket,
Air Force (which is the oldest and main game area), relegating worse designers
and developers to GF!
Really bad designers should be restricted into their enclosure, to avoid they
can do damage somewhere else.
On WT Forum a moderator said that there is just one development team in
Gaijin.
Apart that anything said by Gaijin, especially on Forum, has to be taken with a
grain of salt, this doesn’t necessarily mean so much: the team could be
formally an unique single team but developers could be permanently assigned to
AF or GF.
Anyway, my concerns remain.
·
REALLY IN A NUTSHELL …
I perfectly know that, in a Twitter-era, reading more than 50 lines of text is
so unusual to be often hard.
So I’ll put at first the advices I judge the most important for a beginner, the suggestions he should begin to
follow immediately IMHO, such as I were quickly answering to a tips’ request in
a forum:
o First of all, forget the naïve idea that WT is a skill-based
game: skill is NOT the more important
thing to have success in this game. Not at all.
This is true in WT Ground Forces, a
terribly unfair game, even more than in WT Air Forces.
Only morons could think that WT is basically skill-based (you’ll find a lot of
them on WT Forum). More below here.
o Since skill in WT is just limitedly rewarded, the best choice is trying to have fun anyway. And forgetting any “win obsession”
if one doesn’t want to pay. More below here.
o try different
nations and different vehicles, this will give you a wider perspective and will let you understand
which planes best fit your style.
o fully "spade"
your vehicles (i.e. add
modifications to your vehicles using RP points earned in battles until they are
fully developed, at least tanks you like to use). A fully spaded tank is much
more performing than a stock one. Your performance will ever be heavily
hampered by using stock vehicles.
o increase crews
experience using XP points: it's not just
you that's fighting in the battle, you fight thru your crews. Experienced crews
are much more effective. Your performance will ever be heavily hampered by
using unexperienced crews, even in things you couldn’t believe in, such
as driving the tank at its best or aiming and shooting.
o always remember that
in GF the most important thing, at least at low-medium BR, it’s NOT “hitting
first” but “SURVIVING FIRST”,
GF “cemeteries” are full of tank crews who hit first (and well) just to see the
almost undamaged enemy returning fire and killing them. That’s what happens
daily to beginner and medium-level players when facing experienced/paying
players. So please DON’T believe to the moronic advice which says you are safe
just if you hit first: of course, hitting first is a very good thing to do but
you can be much safer if you endure enemy shots longer than him.
That’s the reason why it’s very important to increase crew’s Vitality
experience parameter.
o at any cost, don't
rush to upper tiers! If you aren’t a
paying player, stay at lower tiers, not beyond III. This is an advice good for
AF too, but is even more important in GF. At upper tiers you would find many
players much more expert than you, many of them being paying players, with
fully spaded tanks and maximized crews. In practice, at those tiers you’ll
encounter a lot of “artificially-skilled
Supermen”, practically invulnerable for you.
Beware, having to face those “wallet-driven
Supermen” is true even at lower tiers but since players tend to go up
in tiers as they become more expert, their percentage is usually higher at
upper tiers.
Moreover, higher tiers means much higher repair costs too. So high, in
fact, that at those tiers you’ll find much more paying players, because
playing free is practically impossible even for skilled-enough players. And
this is another reason why at high tiers you find a lot of very experienced,
paying players, used to pay even to improve their already developed crews and
tanks. So, yes, they are become almost invulnerable for a newbie, irrespective
of their “human” skill.
BTW, Tiers from I to III are considered the most amusing ones by a lot of
players, myself included, and being quite cheap in purchases and repairs are
enjoyable enough for unskilled players (which die a lot).
Really, the important factor to take into account is BR, much more than Tier,
because matchmaking in GF depends on the higher BR between your tanks. But
talking about Tiers is an acceptable approximation. More on BR in the following
point.
o be aware of BR
(Battle Rating) of your tanks. Your
BR is the highest BR of your tank preset (even if you
don’t use that particular tank in battle!), So don't use one high BR tank mixed
with low BRs otherwise you could be heavily disadvantaged in MM (Matchmaking).
My advice to beginners is to stay under BR 5.0, being 4.7 the maximum advisable
and from 1.0 to 4.0 the most convenient and amusing range. Going beyond 4.7
means having to face a lot of Tier IV tanks and even more, the realm of those
invulnerable “wallet aces”.
o learn driving the
tank, it’s very important especially in close-distance
duels. I advise you to try “driver assist mode”, which greatly eases driving
(even if has some disadvantages).
o since skill is very limitedly rewarded in GF and a non-paying beginners
usually have weak crews and often weak tanks, try to take advantage of any situation or possibility which doesn’t
requires much skill neither experienced crews nor fully spaded tanks and
nevertheless gives points. If the game prevents you getting many points
even when fighting well, because the enemy are incredibly “invulnerable” to
your precise shots and, on the contrary, you are easily one-shot killed by
them, you have to use tactics that give earnings even with weak crews and
vehicles.
Capturing a safe zone (i.e. a zone far from enemy lines) at the beginning of a
battle and hitting enemy tanks with your plane to possibly getting assists when
those tanks are destroyed by your comrades, are both examples of that.
o use zoom view when
shooting, it helps aiming. However, don’t
be surprised to have nevertheless difficulties in aiming (trembling crosshair
etc.): if your gunners haven’t maximized aiming parameters (Targeting and Rangefinding), your aim will always been hampered. Did you
asked yourself how those “wallet aces” can be able to have that fantastic aim
skill? That way, i.e. by maximizing those parameters, usually by paying.
o remap controls on mouse and keyboard, if needed, to fit your preference and the most
comfortable arrangement.
o use battle replays to examine behaviour and tactics of the top players in real battles.
That way you’ll likely learn much more than reading advices on the WT Forum.
Unfortunately, in GF battle replays are much less significant than in AF, since
tactics and skill are much less important in GF.
o If you really want to “win” in WT GF, with the same ease of those
“tank aces” you admire in battle and even at Tiers beyond III, you should really consider start paying
(if you like to “have success” that way). WT is a Pay-to-Win game, almost exclusively P2W in GF!, and paying
players will ever have a HUGE advantage, since the lowest Tiers.
In practice, Gaijin set up a “virtual money wall” to prevent players
going up easily in Tiers without paying. You can do it, without paying, but
you’ll lose a lot so you’ll lose more SL than you earn an you won’t be able to
make progress (buying vehicles with SL etc.).
Moreover, there are many signs suggesting that Gaijin is consciously
advantaging paying players even well beyond the “money wall”, e.g. drawing them
more frequently in the stronger team or using hidden parameters to enhance
their chance to hit and survive.
In short, don’t even think to be able
to reach the top without paying: “no
payment” in WT means “be content to
be an average successful player and have some fun, no more”.
Obviously, you should also consider if it’s really convenient to put real money
in this game, since Gaijin uses to change things very frequently and often in a
detrimental way.
Unfortunately, in GF paying is almost mandatory to have real fun, because
non-paying tank players are “cannon fodder” since the lowest tiers.
o last but not least: set your
own goals, not caring of any “objective” you can’t reach (unless you
pay, if you have just a minimum skill). I stopped worrying even about victory
(!) when I had an incredibly losing streak of 55 defeats on 70 Ground Forces
battles, absolutely inexplicable with “chance”, “bad luck” or “skill”. When you
realize that your performances in
game are largely (likely for the most part) ruled by unfairness of the game
itself and NOT by your skill (this is particularly true for Ground
Forces), all suddenly becomes clear.
At that time, you have three choices: start paying, stop gaming
or defining your own goals (e.g. spading all vehicles, trying to stay at
least on the middle of the score ranks etc.). For my taste, the first one is
not interesting (I’m not interested in becoming a “wallet warrior” or a “paying
ace”, even less in giving money to a substantially unfair game), the second one
is reasonable but deprives you from the good things the game has if lived just
as a pastime, the third one allows you to have some fun even when treated by
the game as “cannon fodder”. For now, the third one is my choice.
Now, I hope the reader won’t stop here and will go on
reading even the rest, where all these arguments (and more) are better
explained …
Why playing WT Ground Forces?
Now I think you could have a question …
Since I consider WT GF a paramount example of PURE IDIOCY, why I still
play it?
For six reasons:
1) after some years in WT AF I need something different than playing with
planes, although WT AF is still amusing for me (and I esteem WT AF much, much
more than WT GF).
2) I’ve ever been a fan of tanks too.
3) at present, I know nothing better as a tank game. Unfortunately.
4) there are enough good things (graphics, immersion, great number of tanks,
historical background etc.) to make it interesting to play notwithstanding the huge
amount of shortcomings, unfairness and plain bullshits.
5) I’ve given up the naïve
idea to be able to reach the top just improving my “skill” and accepted the
idea to stay at the medium-low level which is only allowed by game without
opening the wallet: when a player has realized that, the perspective from which
he look at the game changes drastically, although all reasons for criticism
remains.
6) I still naively hope someday it could really improve.
The seventh reason could be:
I’m an idiot too, going on playing it …
A warning to WT AB aviators willing to
become WT AB tankers.
When, after some years of
playing WT AB Air Forces, I decided to try WT Ground Forces, I really didn’t knew
what to expect.
After all, I thought that AF AB and GF AB were much more similar then they
really are.
If fact, there are several relevant differences that makes GF a full
world apart, even without taking into account the many shortcomings and
stupid things in Ground Forces.
First of all: in AF AB you can’t cloak yourself, however being seen is
not, in itself, a danger.
In AF AB, to see and being
seen is the norm. If you can’t see a plane, not even in the on-screen Tactical
Map, that plane is not a danger for you because he is too far away.
And if you are seen by an enemy, this doesn’t mean you are in danger, because
to kill you he has to move closer to you, manoeuver and open fire.
In any battle you are constantly seen by a lot of enemies but just a few of
them are in a position that could allow them to fire at you immediately.
Air Forces AB is a game based on movement and manoeuvers, in 3D, not on
hiding or covering or sniping.
In fact in air you can’t
hide, can’t take cover and can’t really snipe. The more similar thing to
sniping is BnZ but even this is much different,
requiring difficult, precise and risky manoeuvers to approach the victim and
shoot. BnZ is not just like firing from a good
position and good aim and any other AF tactic is even more dissimilar.
The goal in AF AB, at least for fighters, is to put your plane in a
position that allows you to fire shots on the enemy, possibly shooting him
down.
You can do that in two way: 1) catching the enemy by surprise 2) manoeuvring
better that the enemy.
In the first case it means that he had not enough spatial awareness or that he
was aware of your presence but took the risk because he had worthwhile goals to
pursue, such as killing a comrade of yours. This is quite common in a real furball, such as the giant furball
usually found in Air Domination battles, where “spatial awareness” is simply
disregarded by almost all players.
Since in AF is
usually more convenient (talking about battle scores) to kill a lot even at the
cost of losing some planes and that in AF you can use several crews
(four, five or more) in one battle, that daring tactic is not so absurd.
Just when repair costs start to be high, after Tier IV, losing a plane has to
be carefully considered, needing a consistently good performance in battle
(this is the reason why WT is almost impossible to play free at high Tiers
without losing more SL than those earned in battle).
In the second case, both
adversaries are aware of enemy’s presence since the beginning and battle
outcome is determined primarily by their air skill, secondary by their planes
and crews’ skill.
In both cases, the first
player that’s able to hit enemy plane can reasonably be sure to survive the
fight. He couldn’t even be able to shot him down but rarely a damaged fighter plane
can turn the tables in his favour, so the player who hit first is rarely shot
down, even if his plane is weaker than opponent’s one.
In a few words, AB Air
Forces depends on movement and being able to hit first.
Planes have no armour so the player can’t really count on their physical
strength, the enemy can be everywhere and not just in front (except at battle
start), there is no single-shot sniping but shooting is made using streams of
bullets against a moving target (except in the deplorable head-ons), so flying and shooting are linked in one skill.
And I suggest you to focus on that word: SKILL.
Because luckily it is, all in all, linked to Air Forces.
Even if AF are a P2W game too, player’s skill has still some not negligible
importance.
On the contrary, AB Ground
Forces is primarily based on being able to take more damage than the
enemy could do. Tanks have armours and a strong tank with a strong crew can
still endure a hit, turn the turret and kill the attacker. A thing extremely
common in GF but extremely rare in AF.
Moreover, driving and shooting are rarely linked skills, because shots are
fired from an usually stationary tank to a stationary target.
With tanks aim is a one-shot affair, this means that it largely depends by
crew’s aim parameters (Targeting and Rangefinding),
much more than AF where personal skill (flying, deflection shooting) can at
least partially compensate low Stamina and G Tolerance (which impair crew’s
aiming skill). Just SPAA can be used against tanks in a way partially similar
to planes’ guns, but SPAA are usually dead against tanks due to their weakness,
so they can be effective just in some cases.
All this mainly regards game mechanics, very different in tanks to planes, but
a lot of bad choices made by Gaijin make the game even worse.
For example, keeping for tanks the same +1/-1 BR spread we had with planes is a
very bad choice, which takes to extremes
the dependency from tank strength (a 0.7 difference would be the minimum
reasonable, 0.5 would be the right one).
First time I encountered a Tiger in battle was when I started spading a Pz.IV H, a 4.7 BR tank, quite good at its level. It was the
higher BR tank for me, since I had no other vehicle at that level, the
remaining were 4.3. Before the battle I checked both teams: 70% of all players
were at BR 5.7!
A few minutes after, using my Pz.IV H, I managed to
hit a tank on its side: it was a Tiger, BR 5.7. It didn’t get perturbed at all,
turned the turret and one-shot killed me.
Of course, after that I was very cautious with my remaining 4.3 tanks and at
the end I finished just 13th in team.
What else could I have done? Practically nothing. A 4.3 BR tank can’t do almost
nothing against tanks at 5.7 BR.
With an hypothetical -0.7/+0.7 spread I would have faced tanks no more than
5.3, for sure more approachable.
In a few words, AB Ground
Forces depends mainly on tank and crew strength (vitality, aim skill),
much less on player’s personal skill.
Aiming and shooting is much more “artificial” than in AF (and, therefore, likely
more easily exploited by cheats such as aimbots),
driving skill counts much less than flying skill in AF, enemies are usually
just in front, tactics are usually rough, battle is much more static, sniping,
hiding and covering are the norm, armour strength and crew’s strength are of
the greatest importance and often allow a mediocre player to survive and kill a
better attacker who has a weaker tank and crew.
So, if you are a WT AB
aviator, especially a fighter pilot, you have to expect a totally different
experience from GF AB.
Much, much worse, in my opinion, about everything: fairness, respect for skill,
P2W dependency, tactics etc.
Of course, YMMV.
And now, let’s examine the Big Idiocy …
As I wrote in my Air Battles Guide, War Thunder is designed to GREATLY
advantage PAYING players, especially promptly giving them fully spaded
vehicles and (even more important) fully experienced crews just by paying
them.
That’s why you can see “aces” being able to instantly kill tanks running fast
with just one shot or being insanely quick in (perfectly) aiming and shooting
or being almost invulnerable to enemy tank shots or winning any head-on with
planes etc.
As I wrote in my WT Air Battles guide, you should think at WT as a game where
some players, namely paying players, have “doped” performance
thanks to known and probably also unknown mechanisms that Gaijin set up to
highly advantage players giving them money.
So, yes: WT IS A PAY-TO-WIN GAME, no doubt about that.
And this is evident especially in GF (whereas AF are much more fair towards
non-paying players, at least at lower Tiers).
If you have doubt about that, even before having examined the huge amount of
clues about that, ask yourself: how great is the chance that Gaijin gave
the same opportunity to win both to paying players, that pay their
salary, and non-paying players, that just use their resources?
How likely is they didn’t
choose to use non-paying players to play a very needed and convenient (for
Gaijin) role i.e. “cannon fodder” to please paying gamers?
You should be able to easily answer to those questions, even more when you’ll
be acquainted with WT.
The bottom line is: if you REALLY want to “have success” (i.e.: to win) in
WT, and especially in WT GF, you have to PAY.
Otherwise you could (more or
less) have fun but you’ll be forever (more or less) “cannon fodder”.
This is an example of a typical
tank of a “very successful player” in WT GF:
·
Strong and proven
tank (like Tigers, T-34s, KV-1s
etc.), chosen with the only goal to win. I read an advice from an expert player
saying that to have success in GF one should stay at BR between 3 and 4 and
settle on a (three) T-34-only preset, point. And,
although I dislike that victory-obsession and prefer to play with almost every
tank, even weak ones, I have to say he is right: the difference in performance
between very good tanks and average ones is HUGE, regardless player’s skill.
·
Camouflages (skins,
bushes …), not-free marks and insignia, sometimes Premium tanks, proving he
is almost certainly a paying player, having usually paid also for fully
maximized tanks and fully or at least highly maximized crews.
Both of these things (maxed out crews and tanks) give them a huge advantage
against non-paying player, well explaining why so many of them are so “capable”
(one-shot kills after just half-a-second they glimpsed the enemy etc.).
Of course, there is no significant advantage in camouflages and insignia
in themselves, they are just a hint that his player pays to game,
so having become a privileged gamer.
Can you believe that I met some stupid people in WT Forum making sarcasm in
saying “hey, are you fool? How a bush on
a tank can give such a great advantage”?
Certainly, the issue it’s not the bush, the camouflage or the “exotic”
insignia, the issue is that in WT paying players belong to a different and
privileged class.
BTW, amongst the huge number of bullshits spread on WT Forum I’ve read that “to unlock camouflages you just need to go on
playing”. Anyone could check what’s the truth, opening the camouflage
section in Customization: a customized camouflage costs at present 200 GE and,
yes, you could unlock very few of them going on playing for an
considerable amount of time, with the same tank. After one year of
playing with tanks I think I have just a couple of “unlocked” camouflages in a
couple of tanks! So you can imagine what’s the chance all those camouflages
found in battle were unlocked without paying!
Although there is a chance to get some things with Golden Eagles won in wagers,
so without paying, that’s is a rare case, so you can reasonably think that almost
all players with not-free features paid for that (the exception
proves the rule).
Another quite silly statement says that paying is unnecessary to quickly grind
vehicles (tanks, or planes in AF) and maxing out crews, because this could be
achieved just by playing. This is in part true, but is much longer for a
non-paying player, so completing and fully spading a tree and/or maxing out the
crews in a few months it’s impractical for anyone not wanting to
spent his life in WT. So, the average player usually chose between paying
(and being immediately at top effectiveness) or just playing (being at
inferiority in the meantime, for a long time).
A caveat: being a “paying player” and being a “Premium player” is NOT the
same thing.
A Premium player is for sure a paying player, but Premium itself has
essentially just the advantage to allow a much greater reward in terms of
SL/RP/XP at any battle.
If the Premium player badly uses those earned points, his “artificial
performance” won’t be as much significantly greater as performance of other
players that, even being NOT Premium, paid to cleverly maximize crews and spade
the better tanks.
In other words, a smart Premium player can get a real advantage from the
money he paid for being Premium whereas a dumb player could waste it.
Gaijin set up its game to favour paying players but can’t do much with
dull-witted paying players!
In fact, you could find in WT Forum a lot of morons saying “hey, being a Premium doesn’t increase your
chance of winning!”.
This speaks a lot about their lack of smartness, more than about Premium.
Obviously, a Premium player (even when stupid) has many objective advantages
over a non-Premium, such as getting double or almost double XP/RP/SL, that
means much faster grinding and faster crew improving. So, even if the Premium
player doesn’t pay for single accelerated researches he is at advantage respect
to a non-paying player, thanks to the earned points. Unfortunately, some of
these players seems forgetting that.
One of the issues in WT Forum, which lead to bad advices, is that many
expert/paying players depict WT just from their own “privileged” (usually by
paying) point of view. This is one example.
Last thing about Premium: in the last years I’ve seen more and more players
complaining that Premium account has become a ripoff,
that there are no real advantages, that is much more convenient to spend money
to ace crews etc.
It confirms that Premium account in itself it’s not the panacea and couldn’t be
the best choice to exploit the P2W nature of WT.
Same goes for Premium vehicles, apart some of them clearly OP, such as IS-6
tank.
A paying player will always have significant advantages, unless he waste his
money buying thing of low usefulness!
·
Sometimes that player belongs to a tank squadron (easily
recognizable by a prefix in front of his name) and he is even more dangerous
when fighting alongside his squadron comrades (although not at the fearsome
level of air squadrons, usually much more effective in AF than in GF).
·
And the most important thing (even if not recognizable from the
external): he has very high level or even maxed out (Aced) crews (a
state almost always achieved by paying).
In WT AF is arguable if crews strength is more or less important than spaded
planes or planes’ BR, whereas in WT GF crew strength is usually even more
decisive than tank strength (to some degree, of course), although many
players don’t realize that.
One of the most important thing a newbie should learn, as soon as possible is: WT
Ground Forces is a game mainly ruled by crews level and Vitality is the single
most important crew parameter. Please don’t believe to stupid players
saying that crew level is not really important: they likely soon paid to get
high-level crews and forgot (or never realized) how bad are weak crews.
Such a player (I said “player”
but that includes his crews and his tanks!) is usually almost
invulnerable for a newbie and hardly vulnerable even for intermediate
free players.
He almost always will be able to shoot first and well (greatly helped by
his high-level Targeting / Rangefinding crew
parameters and maxed out guns and ammos), resist (sometimes in an
incredibly way) to enemy shots (thanks to higher-Vitality crews, the ridiculous
“crew knocked out” at the first suffered shot is a rare happening for him), reloads
guns much quicker, drives better, has a better visual range etc.
Add to that his fully spaded tanks and you should be able to understand why is
almost out of average players’ league.
You can find on the Internet some Youtube
videos that show the “endeavours” of some of them, although you have to
remember that those videos depict just the best battles of their authors, not
the average ones.
But you can check replays of battle you fought to have daily examples of
“superhuman” behaviours, even if less impressive that those videos.
I saw many examples of gamers having stellar performance even
being at low level as player.
This means that playing level hasn’t necessary a relationship with performance,
i.e. a Level 100 player is usually good because his great experience bur even a
low level player can do wonders.
How? Almost certainly by paying.
Or, second hypothesis, he is a CHEATER using some aimbot.
Since those aimbot, that anyone can find on the net,
has to be bought, it would be the same reason: paying.
For example, a tank player still being at a meagre Level 17 (just a
little bit over the newbie stage) being able to get 10 (ten!) kills, 5 assists
and 1 plane kill with just one death, being well ahead in score and position of
the second in his team, a Level 100 player!
He repeatedly one-shot killed enemies, one after the other, with his KV-1,
which didn’t seem very bothered by close range shots suffered by adversaries.
No stop in driving or turning the turret, no apparent trouble with the crew.
I’ve used KV-1, it’s a tough tank but I can assure you that its crew can be killed
at close distance quite easily, at least if the player is a non-paying beginner
so its crew shouldn’t be very strong. His tank was finally destroyed just by a
two well placed bombs dropped by a plane, only after having done the massacre.
It’s a performance practically precluded to non-paying beginners and very
difficult to achieve even for intermediate players.
And, duh!, he was a paying player, as shown by the “regulatory” bush
camouflages on his tanks …
After another battle I reviewed on server replay another Level 17 gamer,
who was (by far) the better player in my team and in the whole battle, killing
11 enemies.
I wanted to know how he did
that. It was instructive and depressing at the same time.
At the beginning he quickly killed a couple of enemy tanks, after that his gun
was damaged by a close distance shot (which, BTW, did no harm to his
crew) and, being now defenceless, was finally destroyed. With the second tank
he got the remaining nine kills. How he did that? Simply: by having his crew
remaining fully unharmed from the many shots he suffered. Having no
damage, he was able to return fire and kill his opponents.
Now, I suppose you are wondering if he used a very strong tank such as a KV-1
or a Churchill: no, it used a Pz III L. Which, I
know, has a good frontal armour but, good grief!, I used it a lot and I don’t
remember having being able to fight for seven minutes, being hit by five or six
shots, without having no damage on the crew, not a single time!
I stress: NO DAMAGE. Usually, just a single similar hit is enough
to immediately halt my tank, wounding my crew and leaving me exposed to further
shots. And this even in very strong tanks, having crews of medium-low strength!
On the contrary, the only damage he suffered was on a track, that was repaired
at an astonishing (and quite dubious) speed, just a few seconds!
So, you should easily understand what huge advantage is being able to
survived unharmed to enemy shots, so being able to immediately return fire
against the unlucky tank who uselessly struck him!
In other words, it’s a perfect example of one of the biggest truth in WT GF: the
most important thing is not (as some moron says …) “hitting first” but
“surviving first”!
BTW, that Level 17 player was a squadron player, so he could be a
paying player too (likely with maximized crews). In fact, a Level 17 being
able to incredibly survive multiple shots, to repair its tank in five seconds
(!), to shoot like a sniper and being already part of a squadron, has to be
a paying player. Or a cheater.
I’ve even seen a Level 9 (nine!) player, with less than 250
battles fought, being able to stop his tank, turn the turret, aim and one-shoot
destroy an half-covered tank at 450mt in less than one second. He went on with
an incredible series of one-shot destructions, at the pace of one perfect kill
every thirty seconds while he advanced on the fields. He ended the battle
second in his team (which won the battle), with 8 kills.
Even the first in team, a Level 100 player having 57% of battles won and 75% of
average position in team (both very high achievements), had more captures and
assists but managed to kill just 4 tanks.
And the third in team was another Level 100, with just a little bit worse
stats, that killed 6 tanks.
That Level 9 player should be an absolute beginner (moreover with
unskilled crews if he didn’t pay for them) and get two or three kills at most,
on the contrary he had performances better than Level 100 players, shooting
perfectly like a robotized weapon.
Now, if you want to directly know how these “superman” fight you can look at
this (you can find also others on internet): https://www.youtube.com/watch?v=RjRLdz4-tY8
The upset player who posted that
replay, regarding a Level 100 who wreak havoc in a SB battle, 16 kills just in
one battle!, called him “a cheater”.
I don’t know if he is a real cheater, he could simply being exploiting some
advantages Gaijin gave him for his payments, thru declared or undeclared ways.
However, the question asked by the video poster remains: how could he see what’s not visible and
get not just one, but multiple and quick one-shot kills?
The answer of “naïve” people is “because
his skill”.
In fact, if you like to believe in fairy tales you could think it’s just
his skill, i.e. he is a reborn Zinoviy Kolobanov.
Since I don’t believe in fairy tales, I think there is
something undeclared that rules GF battles, beyond (and possibly more
important) than declared ones.
Or there is in WT GF much more room for hacking (aimbots,
server side exploits etc.) than Gaijin admits.
Those above reported are not rare, exceptional, unusual happenings: those are very
frequent events.
There is an endless, really endless series of disconcerting examples
that can be seen practically at every battle: perfect shots fired in
half a second after the enemy has barely shown himself, even killer shots fired by an enemy whose
faint red marker is barely shown!, sometimes seemingly to leap over hills and
obstacles, barely repeated one-shot so easy that the projectile seems a guided
missile (and it could be somewhat …), etc.
And almost always the “ace” it’s a “camouflaged player”, often a squadron
player, almost all of them being likely (or surely) paying players.
Supermen don’t exist in real world, but do exist in War Thunder.
A real-life … oops! … a real-game
example of “Superman’s play”:
Sometimes ago, on WT Forum a
very experienced and paying player (Level 100, squadron player, more
than 13000 battles fought) published the link to a server replay of a battle of
him, where he killed 26 (!!!) tanks, stating that "look, Gaijin didn't help me in achieving that!".
On the contrary, that replay
shown very significant things.
So I went to examine it in
more detail. This is what I found.
Let's name that player
"B1", the best player of blue team (and the best in battle, by far).
B1 (Level 100, squadron player, paying player
using Premium tanks), 26 tank kills (yes, I mean: 26 just in that
battle …), was first in blue team and in battle (which lasted 18min 40 sec).
An exceptional achievement,
no doubt.
He fought with great skill,
in Stalingrad map, always moving between buildings and ruins and surprising
enemies. He also had the luck the opposite team was not great and just in a
couple of cases enemies targeted him.
It's since a long time I
discovered that the most outstanding performances in WT are usually coupled
with the fact that by chance enemies largely leave the player alone or
the player has the tactic skill to stay away from troubles.
This is evident in AF but it
seems to me to be true even in GF.
He fired 36
non-one-shot-kill rounds, i.e. 36 shots that DIDN'T give him a one-shot kill
(a few of them missed the target but the most of them hit the enemy, damaging
him more or less heavily).
Of them, 8 were two-shot
kills (i.e. kills made just at the second hit).
Two-shots are significant
because they mean being able to suddenly disable combat capability of the enemy
with the first shot, then terminate him with a second shot after a few seconds
(the reloading time).
One-shot and two-shots are
kills that don't leave the enemy the possibility to reply (from three-shots on
it's usually a reciprocal shoot-out).
Amongst those 36 shots there
were some that caused an additional couple of kills that I didn't classify as
one-shot or two-shot because the death happened sometime after the hit (for
example, having set fire to the enemy tank).
In addition, he had 16
one-shot kills.
In total: 16 one-shot kills + 8
two-shot kills + 2 other kills = 26 enemy tank destroyed.
So he fired 36
(non-one-shot-kill) + 16 (one-shot-kill) = 52 shots
31% of them (16) were one-shot kills
15% of them (8, amongst the 36) were two-shot kills
With 46% of the shots
he fired (even considering the few missed shots) he managed to have a kill at
the first or the second shot.
61% of his victories were
one-shot kills.
He had an average of just two
shots needed to get a kill.
He arrived at battle end,
having suffered two deaths.
He was lucky to be rarely
hit but when that happened its tank/crew, even if damaged/wounded, was still
able to perfectly drive and shoot, giving him several quick kills.
On Forum he said it's not true, he said he "wasn't able to move and shoot normally", but after having
examined the replay I can say that statement has no sense at all:
with his "heavily damaged" M4 tank and an “heavily hit” crew
(permanent damages to the tank and three crew members seriously wounded!) he
was able, in the following one minute and fifty second (before being killed),
to destroy three tanks, two of them with one-shots!, firing just six rounds.
Yes: three kills firing just six shots, i.e. the exact average ratio of two
shots for any kill he had with intact tank. So, no difference in
performance at all.
Now we can easily see he WAS
able to drive and shoot "normally" ...
It's quite obvious that those
kind of "paying Supermen" have their own personal and fully biased
idea of what's the meaning of "move and shoot normally"!
He was able to move and
shoot without any significant hindrance and MUCH better than any average
player having suffered the same hits. Really, an average player (and many
experienced players too) would have been immediately stopped and then destroyed
after a few seconds by another shot.
He made a smart move by
firing at first a smoke grenade to get about thirty seconds of smoke covering,
waiting for a VERY FAST crew replenishment and tank repairing, but the
fact is that the most of times an average non-paying player can't even shoot
nor move and is usually quickly killed while stationary waiting for a long crew
replacement and/or repairing!
By looking at a similar
"Superman" fighting you can easily understand how much this game
is "artificial": they had even no need to accurately aim,
just approximately pointing and shooting in the blink of an eye, crew
aim-related parameters make the rest!
Add to that the extremely
important fact their crews are MUCH more resilient, so they can go on
fighting without any relevant hindrance after having been hit (same hits that
would kill or fatally wounded an average player's crew) ad it's quite clear how
they can collect 15 or 20 kills in a battle.
BTW, a few days after that same player wrote on the same Forum,
answering to a gamer complaining he was unable to kill an enemy crew with 6
shots fired to enemy’s tank side from 10m, that “6 shots on the side of a tank to kills its crew is probably very
realistic.. […] the simple truth is, you didnt
go around killing everyone inside of a tank with every shot. Most penetrating shots actually only killed
1 crew member if that”.
All that said by a player that on average was able to instantly or very quickly
kill the enemy with no more than two shots!
Now, let’s see what B1
player himself wrote, answering to a gamer that stressed he was lucky to be
able to kill 26 enemy in just one battle: “I
did get lucky and i do quite often, i was also just ''feeling it''. These matches
occur when im facing sub par
teams, that are generally low levels, poor lineups
and im towards the top of the br
range and of course im not spading”.
Really? You were “lucky” and it happens “quite often” (what a
surprise!)?
It’s not a matter of “luck”, buddy!
And, BTW, a few times it happens even to me to “feel” I’m fighting much better
that usual (one-shot kills without even accurate aiming, “lucky” high
resilience of my tank etc.): it’s not “luck”, it’s as if “something” gave me,
just for one battle, a little bit of “superhuman” powers.
Likely, “supermen” players don’t realize they have that advantage at ANY
battle!
Really, those wallet-driven players live in a world apart, under any aspect.
And they are unable to understand that.
This is the only reason why I stopped arguing with them: it would be useless.
Now,
let's check the performance of the best opponents in red team.
R1 (Level 14), 8 tank kills, first in red team.
A good (very good for an
almost-beginner) but, all-in-all, a "normal" performance.
He fired 25 shots, 16% of
them were one-shot kills and 12% of them were two-shot kills.
With 28% of the shots
he fired he managed to have a kill at the first or the second shot.
Any
time he was hit, he was heavily damaged and had to wait for a quite long time
to be combat-ready again, if not already one-shot killed.
He left before battle end,
having suffered three deaths.
Then it was R2 (Level
64), 3 tank kills, second in red team.
Not a great performance.
He fired 15 shots, 20% of
them were two-shot kills. He had NO one-shot kill.
So, with 20% of the
shots he fired he managed to have a kill at the second shot, no one-shot kill.
Any
time he was hit, he was heavily damaged and had to wait for a quite long time
to be combat-ready again, if not already one-shot killed.
He left before battle end,
having suffered three deaths.
I didn't participate to that
battle so, just for comparison, I examined one of the best in my
recent battles.
At present I'm a Level 63
and I consider myself an average AF player and a well-below-average GF player.
In a battle (that lasted
12min 53 sec) I had 4 tank kills (+ 1 destroyed using a bomber plane).
I fired 15 shots, 20% of
them were one-shot kills, 6% of them was a three-shot kill.
So, with 20% of the
shot I fired I manage to have a kill at the first shot.
Any
time I was hit, I was heavily damaged and had to wait for a quite long time to
be combat-ready again, if not already one-shot killed.
I left before battle end,
having suffered three deaths.
Summing it up, according to this
examination:
- "normal" players
had about 20% chance to have a one-shot kill, the "Superman"
had 30%.
- widening the stat to two-shot
kills too, "normal" players could have a 25-30% chance to kill
with at most two round, the "Superman" had almost 50%.
- being able to go on moving and fighting, practically not hindered,
after having suffered relevant hits it's a fantastic exception granted just to
"Supermen", the others are usually stopped and killed. The
difference is absolutely evident and very relevant for player's
performance, as much as aiming and killing facilitations.
I’ve understood that if you want to have many kills in GF you should take risks
in game, just like in AF you have to fight “where
the battle is”.
But, for goodness sake, how one could think to take risks when just a single
glancing shot could immediately kill him? How one could easily think to
expose his tank to enemy fire, knowing that being hit very likely means to die?
This is NOT a problem for “Supermen”: they know they are able to
suffer some shots without being destroyed. Maybe they don’t know why, i.e.
they don’t realize that for “normal” players things go differently, but they
are used to be very often hit being nevertheless perfectly able to go fighting
and killing. So they can take risks. And they are right, because for any death
suffered they usually get several kills.
Could that be due just to their maxed out crews?
It could be, but since is practically impossible for an average/good non-paying
player to max out their crew in an acceptable time, it would be just
another kind of Pay-To-Win.
No surprise here.
- the speed of
aiming, firing, reloading and crew replacing was perceptibly
better for the "Superman" than for "normal"
players. Crew experience and fully spaded tanks at work here.
- the ease in getting
one-shot kills, for the “Supermen”, is impressive, even more if you
consider that those kind of players aim and shoot at first sight.
Have they a fantastic "robotic" aim, that allows them to hit EXACTLY
in the weakest points in no more than half a second? It could be, but in my
opinion it's not (or not just that).
In the beginning, I started
to understand how much "artificial" this game is when I
checked the surprising effectiveness of the Stamina crew parameter in AF,
giving the player a much better "aim" just in the first one or two
minutes after having entered the battle. And this even without being a paying
player or a long-time player with maxed out crews.
I could easily bet that a
similar reason, i.e. maxed out crews allow player to have a
"superhuman" aim i.e. a TRUE “robotic” aim!
But even this couldn't the
full explanation.
In fact, it seem that
those "superhuman" players get one-shot kill by hitting enemies in almost
ANY part of the tank.
I've often hit enemies as
much well as they do, sometimes better, just to see them just damaged at most
(and a lot of time they quickly return fire and kill me). In the same
situation, the "supermen" seem to have at least the 50% of
additional chance to one-shot destroy.
So, it could be that a
carefully "tuned" and “focused” RNG parameter it's at work too.
Really, if Gaijin would
advantage some player it could be easy for them to instantly compute a "privilege
difference parameter" between the firer player and the target: if the
firer is a "superman" and the target is "cannon fodder",
the latter is one-shot killed. On the contrary, if the firer is "cannon
fodder" and the target is a "superman", it's likely that the
latter will be just damaged, even if his tank should have been destroyed just
according to Gaijin's own armour/penetration data.
Any honest player, especially
non-privileged players, can check that such markedly different behaviours are
what happens any day in WT GF.
Of course,
"superman" will usually think that all is right, that they
killed just because of their own skill and haven't been killed because
the "cannon fodder" enemy did something wrong (bad aim, bad
ammo etc.).
It seems Gaijin did a great job in convincing very experienced and usually
paying players they are good just for their personal skill.
The best way to build a P2W game is make players being unaware
they are winning mainly because they paid, because nobody wants to be told
that.
Gaijin did just that, in my opinion.
Of course they have the right to do that.
Just as I have the right to say that is FILTHY DISHONESTY and that
players believing in “skill” as the main factor in WT are IDIOTS.
So, I've been able to see
"from the other side" what I daily see in WT GF: some players are
allowed to have "superhuman" performance and "super lucky"
RNG, being almost invulnerable while, at the same time, they kill any enemy
almost always at the first sight and the first shot.
It has been a really instructive examination.
The only logical hypothesis is related to Pay-to-Win.
I’ve noticed that when I see such “aces” in action, the most of times my team
lose.
And it seems to me that in those rare cases I had such good shots (e.g. lethal
deflection shots, fired in a blink of an eye, almost without thinking at
that) my team usually win.
So the hypothesis could be: game mechanism assists players of the
team which is intended (by Gaijin) to win.
This could explain the very frequent unbalanced battles in addition to
“superhuman” performances.
This hypothesis doesn’t mean that is sure that a team will win, just it
will be advantaged and it could happens in several ways, for example gathering
the best players just in one team and aiding its players individually.
Another hypothesis is simply that paying players are individually helped,
independently by the team.
BTW, talking about player level, not only a low player’s level doesn’t mean
really much about performances, since even very low level often show great
performances (very likely “artificial” ones), but there are Level 100
player that didn’t pay anything and so couldn’t be really advantaged.
I met one of them on the Forum and he swore that he didn’t paid any money since
day 1. He had fought almost 15.000 battles and when I checked his stats I
noticed that he had an AB victories/battles ratio just a little bit better than
mine at Level 58, about 50%. And at the moment I consider myself just an
average player in AF and a below-average player in GF.
So, it seems that non-paying in WT … doesn’t pay! Even if you arrive at
Level 100.
On the contrary, it
clearly seems to me that paying allows a player to have great performances even
at quite low experience levels.
90% of times a newbie can do absolutely NOTHING against such a
player, except assisting other players to kill him, but also an average
experienced player will lose at least two thirds of all fight against these
opponents, usually dying by sudden “crew knocked out” since he still
have weak Vitality crews.
Such a player is usually able to drive a tank destroyer, such as a Stug, with the same agility of a light tank, turning,
aiming and shooting just like he had a turret.
No surprise they kill a lot and are able to win the most one-to-one duels
against medium-low level enemies, showing many “Superman’s” capabilities (such
as aiming and shooting perfectly in half-a-second and enduring several good
shots which would have instantly killed an average-experienced player in the
same tanks).
If you look at their AB replays, you can find they are often able to one-shot
destroy even enemies having barely visible red markers.
Those players are able to destroy eight or ten enemy tanks at any battle, even
more in their luckiest fights.
Those players are able to kill even more skilled opponents if those enemies
have better tanks (even +1 in BR) but noticeably weaker crews.
What is worse, it seems to me there are many undeclared advantages for
paying players, because there is no logical reason that a paying
player can endure for twenty seconds a lot of well-placed hits (even “critical
hits”!) well beyond the armour strength of his tank (on paper), then being able
to counterattack and immediately destroy the enemy with a similar tank.
In other words, paying players seems to really have a “protection” by Gaijin in
defensive actions as well as “performance boost” in offensive actions, even
beyond the goodness of their crews and vehicles.
“Conspiracy theories”?, No, good observation skills about things that
daily happen in battle and use of grey matter.
About that, you could read what I wrote in my Air Battle Guide (section “GETTING
BETTER BY SPADING PLANES, TRAINING CREWS …”), in GF the likeliness of the
existence those undeclared advantages in even more clear.
They could be poor players
being nevertheless able to easily kill more skilled players with apparently the
same tanks, without even being able to realize it’s not for their ability.
In fact, I’m sad in saying
that some of them are real assholes in WT Forum, that really
think anything they do is given just by their own skill and defend WT GF as
being “fair” (!).
They add ridiculous to an already ridiculous game, I call them “camouflaged paying idiots”.
Only a moron could think WT GF is a fair game, giving anyone the
same chances to win even without paying.
Sadly such morons are not rare.
I even met one some of them on battle chat.
Some time ago, being frustrated by one of the many absurdities in game,
I’ve had just written on chat something like “WT GF is an incredibly P2W and unfair game designed by morons!” and
one guy belonging to that ridiculous breed promptly answered “Bullshit, it’s your L2P [Learn-to-Play]
issue! You are a mediocre player and shouldn’t bash a great game and its
creators! I’ll report that to Gaijin!”.
I just hope he was no more
than sixteen years old …
There is just one thing more pathetic than WT GF: some
of its players.
And, unluckily, many of them
spread bad advices or absurdities on WT Forum.
On the contrary, others
are, luckily, frank enough to recognize the great advantage they get by
paying, especially by maxing out crews.
An extremely experienced player (with more than
21.000 battles!) described on WT Forum, with great honesty, the effectiveness
of his maxed out (Aced) tank crew in this way:
“It means that I kill 3 guys in quick
succession before all their missed shots can reload. Being able to flip my tank
around and put my front armour angled against a guy who shot at me from the
rear vs turning to the side and giving their next shot a side shot means that
crew matters. Getting a one shot kill at 3500 metres*, means that crew matters”.
(* someone dismissed this statement, saying that no kill can be
accomplished at 3500 m but he was forgetting that modern guns (such as Leopard
I’s L7 105 mm gun) have a range around 4000 m, so they can hit and destroy an
enemy tank, if not too much armoured, at
that distance. And such tanks and guns are modelled in latest Tiers of WT GF,
so an expert player can achieve that, with some luck and .. if supported by a
maxed out crew!)
So, when you see really “superhuman” behaviours, especially from guys proudly showing
bushes and/or non-standard camouflages and/or uncommon insignia, you can
understand why.
Are they really “good” players? It depends.
Some of them have their own good skill, usually a lot of experience too (which
is important anyway), but many have just one kind of superiority over the
average player: they PAID TO WIN. And they usually win, even against more
skilled non-paying players and really easily against newbies.
You have to remember that in GF having maxed out crews is even more important
than having spaded tanks and even more important than game experience
(time spent in game). Many of these players are not Level 100 players but, for
example, just Level 30 or 50: they are not particularly experienced but paid to
have the best possible crews and tanks so they managed to have great
effectiveness since the beginning.
Of course, sometimes they lose too … likely against other paying players!
So, at the end of the battle their team could lose but they had their share of
“seal clubbing” and a lot of SL/RP/XP earned points.
Those are the players that make
up the core business of Gaijin, so you should easily understand why the company has set up a game
highly advantaging them.
Although I have no proof, I could bet that advantages go beyond the
obvious and publicly declared ones, such as tanks and crews quickly maxed out
by paying.
It could suffice to draw them in strong teams more often than in weak teams to
give these players a clear edge in performances and point earning. So, maybe
the often “inexplicable” losing streaks that affects beginners and non-paying
players, the quite evident unbalancing in so many battles, could be
counteracted by opposite winning streaks for paying players!
After all, to increase a paying player’s fidelity what’s better than giving
him a lot of cannon fodder, relatively easy kills to enjoy him and
push him to invest more money in the game?
Non-paying players, on the
contrary, will need many months or years in gaming to reach
(maybe) comparable levels, in the meantime they will be like flyweights or welterweights
against heavyweights.
Non-paying players are the designed cannon-fodder for
paying players, in Gaijin’s project.
Point.
But … how can they do that?
Are you still wondering how
Gaijin could have designed and programmed the game to advantage paying
players?
After all, you could ask yourself how it’s possible to program the game to change
even a poor player into a good player just by paying.
For example, how a programmed mechanism could improve a bad aim?
Openly declared
parameters.
Well, there are crew
parameters that evidently advantage greatly players which have them maxed out,
crew Vitality above all (but not just it). They don’t even need an explanation.
But even skills you could think it’s not easy to get benefits, such as
aiming skill, can be effectively favoured by high level crews, so are
indirectly favoured by paying.
I learnt that in Air Forces,
when I noticed that many of my best one-shot kills happened just after
my plane’s spawn.
In fact, in AF there is a crew parameter, Stamina, which Gaijin states “it has an effect on aiming accuracy in mouse
aiming mode”: immediately after the spawn your crew is refreshed and aims
much better than just a couple of minutes after, when it has grown weary.
The effect is that with a refreshed crew, with high enough Stamina, you can
easily shot down an enemy aircraft with just a few hits, “miraculously” and
almost “instinctively” well placed: you point, shoot and the enemy is dead.
On the contrary, with a tired crew (or a crew with low Stamina) you point,
shoot, no hit, adjust, point, shoot, no hit, damn!, point, shoot, no hit, I’m
almost running out of ammo, point, shoot etc. etc.
The difference is marked, although I could bet that many players with no
observing skill (it seems there is a lot of them, judging by WT Forum!) never
became aware of that and just think that their no-hits could be just a matter
of network lag!
Now, Stamina is a general
parameter on plane pilots’ vigour, nevertheless has a significant effect on
aiming skill too (just as Gaijin itself declares).
In GF there is no Stamina parameter however there is not just one but two
parameters explicitly related to aiming skill: Targeting and Rangefinding. So you should easily believe that they counts
a lot about player’s ability in aiming!
And it clearly seems to me that their effect is the same of Stamina in AF: when
having high levels they allow the player to aim and shoot perfectly in
the blink of an eye, one-shot destroying even enemies at 200-300 mt of distance.
This explains how very experienced and/or paying players can shoot and hit
perfectly in the first second after the enemy shown up, whereas players with
low level crews struggle just to put the cross on the target!
So, no reasonable mechanism
could adjust a really badly aimed (off-target) shot to a good shot, but it can
easily adjust a quite poor on-target shot to a perfect shot, making
all the difference in the world.
Since Gaijin doesn’t give
significant details about how the game is programmed, one has just to do
guesses.
Programmed
“adjustments”?
One of my conjectures is that the game doesn’t calculate projectiles
trajectories in an exact way, with an approximation of a few
centimetres, but in a rough way and deciding the outcome of the
shot largely by some form of statistical calculation which takens into account several factors: distance, very
approximate location of the hit, very approximate armour strength of the victim
tank, victim’s crew strength (of the maximum importance!), shooter’s crew
values for Targeting and Rangefinding, kind of ammo
and maybe some other factors.
Amongst those factors there could easily be other undeclared mechanisms made to
improve performance for paying players, making their shots more precise and
maybe even their armour more strong.
It would be easy for Gaijin to record parameters regarding how much a player
paid, how much often, how much time ago etc. and use them in “aiding” (or, on
the contrary, hampering) player’s performance.
Since Gaijin could have the complete recording of player’s stats, they could
easily decide, for example, to facilitate poor-skilled paying players that are
losing “too much” during last weeks or aiding and pleasing players that stopped
gaming for some months and are returning to WT.
But the easiest unfair mechanism that could be used would be based on the
infamous “crew knocked out” kind of death: since there is no way
for players to check if the shot could have really killed all the crew members
(the on-screen depiction of shot’s effects is just a post-shot approximation,
as admitted by the game maker), Gaijin can do (even) here whatever they want.
If they want to make win the paying player A against the not-paying player B,
it suffices that they make the shots suffered by A cause just limited damage to
his crew whereas shots suffered by B cause instant death of B crew and this
could go well beyond the famous Vitality parameter’s level.
All of that ruled by the “classes” where the players have been put, roughly
speaking “aces” and “cannon fodders”, not by shot’s kinematics in tank’s
interior.
And nobody could contest that.
This could well explain the plethora of “inexplicable” happenings in game,
such as precise shots at close distance making almost no damage even on weakly
armoured “ace” tanks and glancing shots killing instantly an entire “cannon
fodder” crews.
I mean that Gaijin’s statements about a “sophisticated”
and “precise” simulations of the shots should largely be a smokescreen
and the outcome would be calculated by many more parameters than player’s
“human” aiming skill, in fact in a much more “artificial” way where relative
crews strength would be by far the dominant factor (even more than tanks’
armours).
This way, Gaijin would be able to steer the results of one-to-one duels,
greatly advantaging paying players and very-long-time players (which sooner or
later put some money in the game).
In addition, they wouldn’t need to make a precise simulation of the shot and
this could reduce the load on their servers.
This, by the way, would explain some other incredible and fully
un-realistic happenings such as precise hits on the crew of an open tank (such
as a Gepard), shot from just 40 mt,
doing no damage at all.
And it would explain Gaijin’s own admission that the
animated replays showing the effects of shots are just an “approximate
depiction”.
Black code.
Does it exists an hidden “ace-or-cannon fodder” parameter?
But what Gaijin could check to decide if a player has to be advantaged or
disadvantaged, what to check to determine if he has to be a “winner” or
a “cannon fodder”?
I don’t know if Gaijin do that and how, but if they would do that they would
have a lot of information, really all the information they need.
To decide if a player is worthwhile (or not) to be advantaged some simple
things have to be considered, and Gaijin has all the info:
- if he has paid Gaijin in his career. If he paid once, he could pay
again. Has really sense to have care of his loyalty and the best way is to
make him win, becoming satisfied and proud.
- if he has paid recently and frequently, i.e. is an active
payer. A single episode of buying in the past could be significant, but a
player who is paying just now is even more important.
- how much he paid? The amount of money spent would be of
the greater importance.
- how much he plays? An addicted player has more chance to
become a payer or to paid again.
- does he belong to a squadron? If he belongs to a squadron, it’s almost
certainly an addicted player, so likely paying in future.
- what’s his player level? A very high level player, e.g. a Level 100,
is for sure addicted enough to make sense having care of his loyalty.
- is he winning too little? An occasional help to a player that
is winning too few battles would have sense, to not discourage him.
- is he a returning player, i.e. a gamer that stopped playing for a long
time? A time-limited help to a player that has returned to the game
would have sense, to encourage him to stay in game.
So even non-paying players could have some advantages from time to time,
but paying players could likely have much more and permanently.
All these info could be easily transformed into a hidden parameter ruling
the chance a shot has to make a damage, beyond the declared armour /
penetration data and in part beyond crews experience levels and vehicle spading
levels.
It would be a “secret” parameter, easy to calculate and to use in battle
for Gaijin, for example with the above guessed “programmed adjustments”.
Many players in MMO games often talk about a mysterious RNG (Random Number Generator)
factor deciding the outcome of duels.
Some says that this RNG decides just if a ricochet (shot bouncing on the enemy
tank’s armour) happens and not if a penetration happens or the effects of a
shot exploding inside a tank.
Really, nobody (apart Gaijin) knows how RNG works (and nobody can even
sure that it do exist, since AFAIK there is no official statement by Gaijin).
But looking at events in battle you can be sure that some “random
factor”, deciding the effects of shots, is daily at work in WT GF.
The hypothesis here is that factor is not entirely “random”!
If such a “programmed damage chance parameter” would be used, it
could be decisive in duels, both in GF and AF.
A winning firing player would think it’s just his skill (just like it happens
now), whereas a losing not-advantaged player wouldn’t be able to understand why
his strong enough tank has been so easily one-shot destroyed (just like it happens
now).
And a winning advantaged player enduring the hit would think his armour was
strong enough or the enemy shot wasn’t so good (just like it happens now),
whereas the player who fired the shot would be unable to understand how it
could have failed against that enemy notwithstanding declared armour /
penetration data (just like it happens now).
Such a parameter could easily separate “programmed aces” from “programmed
cannon fodders”.
Although there is no direct proof of it, the indirect proofs are so many
and so clear that you would be the most naïve man in the world to think
that when you perfectly hit and kill an enemy at long distance it’s due just to
your great skill (and, inversely, the same applies when an enemy one-shots you
at 500m and destroys your not-so-weak tank).
Another example: a
Level 16 (!!!) player killing 18 tanks just in one battle!
This is one of the many examples of “unbelievable things” that happen in WT GF.
It’s a battle that my team foolishly lose because a lot of comrades stay
camping far from the (only) capture point.
We lose the capture we had conquered (and kept for a long time, thanks just to
a few brave comrades) and at the end lose the battle.
But when I examined the final battle score rank, I was astonished: the best
enemy and best player in battle, by far, was a Level 16 player with 18 (eighteen)
kills!
Checking his stats, I discovered that he had absolutely “normal” values about
Win Rate and Average Position In Team (both around 50%).
So I replayed the battle and discovered that in that battle his tanks were incredibly
resilient to enemy fire and he was able to one-shot kill with ease.
His first tank, a T-34, was hit several times with just minimal damage, both
on tank and crew. In the meantime, my T-34 was hit several times
with much more serious damage, both on tank and crew!
After the battle I sent him a personal message saying “Congratulation for the wallet. A Level 16 can do that just by paying or
by cheating.” (well, they have to know what’s happening and that not any
player allows to be fooled that way by Gaijin …).
He politely answered saying “That was so lucky,
dude! I can’t believe it!”.
And maybe he was honest, although it’s not about “luck”.
In fact, there were other strange things:
- he had two years’
experience but relatively few battles fought (around 850) and short play time
(4 days), so he could have been a “returning player”.
- although being just Level 16, he was already battling at BR around 3.7 (T-34s
etc.), making me guess he could have paid some money to unlock these
vehicles.
- he was (quite unusual for an almost-beginner) a squadron player (so,
for sure paying at least for this fact)!
All this make me thinking he was likely advantaged by some Gaijin’s “black code” that helps: 1) returning
players, 2) paying players, 3) squadron players.
He seemed really surprised by that performance, likely unusual for him.
Maybe, going on in gaming he will convince himself that it’s not “luck” but …
his skill is really improving!
Effective Gaijin’s commercial tactics: passing
off artificial advantages for just natural players’ skill.
BTW, why using just an
“approximation” for the post-kill replay?
The depiction of the shot
that killed you is declaredly (by Gaijin) an “approximation”,
not an exact replica of what happened to your tank and crew.
The question is: WHY?
I mean: why they should give us just an approximation, if the shot
effect would have been given according to a precise dynamic (the famous
“sophisticated Damage Model”)?
They could replay with the same dynamic parameters, to show exactly what
happened. But they don’t.
There could be no reason regarding the need to keep low the CPU load on
servers, because the replay is done when the player has been killed and the
tank is out of the battle, so the replay could have a low CPU priority.
I’ve asked this question to a player who is amongst those who deny that Gaijin
could “direct” victories and defeats by advantaging some gamers and even him
admitted he can’t understand why.
My guess is that Gaijin has
(just like in many other cases) no interest in giving players detailed
info about what happened, so they can go on deciding duels using “hidden
parameters”.
And what about team
unbalancing?
Any WT GF player, if minimally smart and honest, can easily recognize that in a
lot of cases (almost half of them, IMHO) the MM system set up fully
unbalanced battles: one team made of expert “aces”, the other of
“cannon-fodder” victims.
Since winning or losing a battle has a huge impact to SL, RP, XP earnings, being
put into a winning team is a boon for the player.
This could be, and likely is, the easiest albeit effective way for Gaijin to
favour paying players.
Since there is no clear explanation about how MM takes into consideration other
parameters in addition to BR, they could easily put paying players in the
better team, so hugely increasing their probability to win and earn points.
Inversely, team unbalancing is linked to “losing streaks”, because to suffer a
long series of defeats as a team, unlikely explicable with statistical
fluctuations, means that the player is too often drawn in the poorer team of
the two facing in battle.
A sure case of
“programmed advantage”: the “protection period” for newbies.
I’m always amazed at hearing “naïve” players denying that Gaijin could
implement a mechanism to advantage or disadvantage players.
Fact is there is a 99% chance that a similar mechanism do exists and
this is widely known even to those who deny the possibility: the beginners have
a “grace period”, which lasts just for the first few battles, possibly just
until the player unlock the first non-Reserve tank, when they are drawn to face
just other inexperienced players.
Really, nobody knows into detail how this works (as usual there is no statement
by Gaijin about it), some says that beginners are protected for the first 10
battles, others that are protected until they unlock the first 1.0 tank.
Nobody knows the details but practically any player knows that the newbie
protection do exists.
So there is even less a reason to have doubts about the possibility that Gaijin
could and would intervene on some players behalf: they are already doing that.
This is a very reasonable feature, no doubt on that, to avoid to scare newbies
and making them stop gaming just at the beginning.
But its logic is the same I’m explaining here: if you want to increase
player loyalty you have to make them win or, at least, not to lose
too much often.
Of course, this works not only for beginners but for any player of any
experience.
All the above listed
hypothesis could effectively explain why and how paying players could be
helped and non-paying players used as “victims” for the formers.
There is the strong motivation, there is the easy technical
feasibility, there is an example that something similar really do
exists in game: the unlikely thing would be they don’t do that!
“Hey! Gaijin has something against me! I’m a target for them!”
That’s NOT what I mean,
at all.
I DON’T think Gaijin is individually focused on some players to
make them losing.
There would be simply too many players to monitor if Gaijin would want to do
such a thing and I don’t think they want.
They have no need to do that, too.
If they want to have a mechanism to separate “pariah” gamers from “patricians”,
“cannon fodder” from “aces”, they could and should use general parameters
applicable to the whole WT players’ population, first of all the pay-or-not-pay
parameter.
I don’t think they “persecute” some players in particular.
For example I could be a good “target”, since my harsh criticisms towards them,
but I never had the impression to be in their gunsight, to be in a “black
book”, not even when I had the worst losing strike of my career (80% of team
defeats on about 70 GF battles): after having stopped playing French I
immediately re-started to win about 50% of my battles, so the question was not
“why Gaijin had something against me”
but “why playing low-tiers French seems
to facilitate so much to be drawn in cannon-fodder teams”.
This is just an example, in general I think that any “strange and bad
happening” can be explained by (hidden or clear) game mechanism based on
players’ subdivision in categories, to be advantaged or disadvantaged, in an
impersonal and automatic way.
So if you lose a lot, so much that it seems very unlikely it’s just your poor
skill’s fault, don’t think that Gaijin had personally put you in a black list
but ask yourself why you could have been put in the “cannon fodder” crowd.
It could be that you’ll arrive at the same conclusions of mine, i.e. there is a
general mechanism that try to make some player categories losing so that some
other categories can more easily and more frequently win.
And now …
As a further note, I had to
say that I’ve seen on WT Forum a player expressing ideas similar to mine,
reporting detailed cases involving things such as “invulnerable” tanks and “superhuman”
behaviours by “camouflaged” gamers, and wondering if Gaijin is on purpose
advantaging paying players, even exploiting the obscurity of game inner
mechanisms.
All his remarks were fully reasonable.
Practically all the other
players (except one, who tried to discuss in a proper and rational way) mocked
him, saying it was just a matter of his poor skill and stating he was a
believer in “conspiracy theories”.
As you could expect, those players were generally very experienced (and likely
paying) players!
He answered on any point but, after just a few pages and while interesting
issues were surfacing under the pressure of his questions, the Gaijin moderator
locked the thread with the justification it was a “Post without logic, quarrel, made by a troll. Closed”!
And this is not a single case, is the normality.
Just another example, the following is a thread immediately locked by a
top-Moderator and moved to the Thread Archives section (a secluded Forum
section made to contain posts and threads considered “inappropriate” by
Gaijin):
https://forum.warthunder.com/index.php?/topic/390385-hacker-community/
Please note the justification: “you
need to learn to play and read
forum rules before you type any more posts”.
Now, please also note: the “smart” moderator is suggesting the need of learn-to-play
to a Level 100 player having fought more than 25000
(twenty-five thousands) battles!
And is charging him of “insulting other
players by accusing them of being hackers” whereas the player wrote “This is the best game I know, but it is
ruined by bad management OR by a whole community of hackers”.
That is the true reason of the lock, that player was speaking plainly,
criticizing Gaijin and asking “unorthodox” questions such
as:
“Tanks:
Why don't my ammunition have any effect on the opponents while I keep being
destroyed with a shot?
Why am I continually destroyed by artillery and enemy planes while I am using
these weapons I get no effect?
Why do I keep being destroyed by enemies you don't see?
Because at the first enemy hit I can no longer react and destroy me quietly
while after my shots even critical the opponents continue to maneuver without problems?”
Those are the same questions I raised in this Guide.
You can see that even extremely experienced players have the same huge doubts
of mine.
And the answer by Gaijin is always the same: CENSORSHIP.
I’ve even seen a thread not only being locked with the excuse it was “rant” and
“useless”: next day the thread (yes, the entire thread!) literally disappeared!
What was the “useless rant”? An extremely experienced players (Level 100, with
more than 22.000, yes: more than twenty-two thousand battles fought!) protested
against unbalancing in teams, giving a replay of him proving that in a battle
there was a huge unbalance between teams and many players were at a marked
disadvantage having to face 12 or 13 enemies with at least +1 BR difference,
contrary to Gaijin’s statements.
That player made a big mistake too, writing on the international forum the
original post in his native language and not in English (then he made a
clarification in English explaining he did so to make his post more evident),
so giving moderators a good pretext to lock that thread being “out of place”.
But, of course, the moderator could have moved the thread to its national
sub-forum instead of locking at first, then deleting it.
Likely, a vehement protest along with a proving replay were too much to sustain
for Gaijin: within a few hours their “Police” wiped the whole thread, without
even moving it in the “Thread Archive” (which usually contains locked treads
too)!
This is perhaps an extreme example (full thread deletion) but it’s not
unexpected.
The usual course of happenings is:
- a player complains or
criticizes a game feature or a Gaijin’s policy on
Forum.
- several brown-nose gamers (usually long-time players daily wandering around
the Forum and giving often poor advices) start accusing him of being a
“conspiracy theorist”, a “tinfoil hatter”, just a few players (often
disconcerted players that noticed exactly the same shortcomings in game) defend
him or make reasonable objections.
- after some time (from a
few hours to a few days) a moderator realizes that some “dangerous” thoughts
could spread from the discussion and promptly locks the thread and/or delete
posts considered annoying by Gaijin.
You could find a significant number of locked threads in the “Threads Archive”
section of the Forum but I’m pretty sure that not any locked thread ends up
there, there are many threads and a lot of single messages that are simply deleted.
Disappeared, vanished, missing.
Gaijin simply erases them.
In one case, an absolute newbie (just 31 battles fought) started a thread named
“This game is a MASTERPIECE” ,
expressing his wonder and satisfaction about WT.
A post in just two rows, the most “significant” of them being: “This game is truly masterpiece. I am
enjoying the game. I must thank for people who created and developed this
game”.
Maybe a fake self-lauding post by a fake newbie, maybe just a proof of true
naivety by a real newbie.
That quickly attracted several of the usual brown-nose players to clap for the
poster (instead of explaining him that the game has a lot of shortcomings too).
Just a few others stressed some of the many issues of the game.
So I wrote a post, with just an appropriate emoticon:
Then a “Community Helper” (i.e. an “independent” guy recruited by Gaijin to
flank staff, they say at no cost and no salary) added a post saying “War Thunder is an amazing game!”, along
with lovely little hearts to express his love.
After that, just after twenty minutes having written it, my message silently
disappeared!
Since my message was just a (deserved) facepalm
emoticon (not towards the original poster but towards the concept) and they
sometimes use the excuse that a no-text message is not allowed, I replied with
this:
A participant (a very experienced player) quoted this second post, adding (in a
fully respectful way) that he knew well that kind of censorship in WT Forum.
In another post he stated that WT is “A good
game indeed, with a terrible matchmaking system”. So we are not talking
about “rants” or “trolling”, just criticisms.
After that, more players
started giving opportune advices to the original poster.
Then one of the most inveterate sycophant in Forum replied that game has no
problem really, that there are just “perceived
problems” and that “the biggest
problem is people not knowing the rules or some of the mechanics”!
Another one of the same
league wrote “Ignore the naysayers...like
most of the contributors on this thread...focus on the positives and just enjoy
and learn the game as you go”.
The original posters thanked him.
So, mission accomplished for ass-lickers in WT Forum: another newbie
has been misleaded.
Case closed?
Not at all.
After a couple of hours a moderator gave me a “verbal warning”, this one:
With the “explanation”:
So, I learnt that my post
wasn’t deleted … just HIDDEN!
And it was a COURTESY!
BTW, my “silly emoji” wasn’t silly at
all and was fully significant and useful in that thread, surely more useful for
the original poster than one-row thought-out considerations such as “War
Thunder is an amazing game” or “Over
15000 missions later, I still agree with the OP”.
It was done to make OP understanding that the game CAN’T be called “a
MASTERPIECE”. And at least other participants in thread immediately understood
that.
“Spamming” and “trolling”? Get a life …
Nor I did participate in a flame war, in fact I purposely avoided any
harsh rant and answering to ass-lickers in thread!
Was this the real end?
NOT AT ALL!
Another one hour more and EVEN MY SECOND POST (the one above displayed) was
DELETED … sorry, HIDDEN!
The same happened to the
post of the very experienced player who quoted me.
Oh, if you are wondering if they were relegated to “Threads Archive”, the
answer is NO.
So, if really Gaijin “hid” them, well … they concealed those post in some
effectively unattainable place! So much “hidden” to be, in practice, …
deleted!
Evidently they pondered for a while, then decided that those posts were “too
much dangerous” to be left visible to all players and deleted them.
After a while, the same disapproving player posted in that thread another
message where he simply criticized the game (in a fully polite way)
making an example of a thing that, in his view, is NOT an example of
“masterpiece”, i.e. the fact that in GF you can have, in the same battle, tanks
of mixed eras such as WWII and post-WWII.
Gaijin’s CENSORS deleted even this post!
Do you think that, at last, this was the final act of the comedy?
Wrong again!
The player who complained about Gaijin’s censorship
changed his signature into a denounce of that, then published on his profile a
message saying “Ideas never die. The more
you are silenced, the more you should speak up” and calling them “cowards hiding behind their authority”.
Answering to the message I expressed my support to him, adding that widespread
and systematic censorship in addition to brown-nose players changed the Forum
into an useless misleading place that leads astray novices.
Both his and mine messages didn’t resist for more than a few hours: no less
than FOUR moderators (including one aptly self-defining “inquisitor”!) visited
his profile, one after the other, and then deleted his message, my linked
answer and his challenging signature.
It seems that not only forum’s threads but even the secluded personal profile
is view as “critical” for Gaijin’s Torquemadas.
My God, how much are they scared?
Well, maybe they are right:
someone is saying that THE KING IS NAKED.
Next day, they deleted on Forum even a mildly-criticizing but very polite post of another gamer (a
post that, unfortunately for Gaijin, remained indirectly visible because it was
fully quoted by another player, this last belonging to the “Gaijin’s
Supporters Squad” who stated that, yes, WT is really a MASTERPIECE!).
In that post there were just sensible things such as “Well it's not masterpiece, I'm sure of that. It's good game, but it has
many flaws you'll figure out this sooner or later. In my opinion it's way
better then WoT for many reasons. …Masterpiece looks
differently in my opinion (I'm heavily oriented on visuals - especially
realism), but today it's the best tank game of this kind there is for sure. ...
this is feedback. Professionals should handle criticism”.
Evidently, even that was “too much” for Gaijin.
In the end, almost only posts “allowed” in that thread were of people praising
“the MASTERPIECE”, in practice almost all criticizing messages, even
slightly, were deleted!
So that thread became a real and frankly ridiculous “ass-lickers party”.
Well, it’s clear that Gaijin’s “professionals”
can’t handle ANY criticism, even less if well-pondered and
thought-provoking.
Likely they aren’t bothered by “rants” but are really scared of any post
that could make players, especially newcomers, start thinking.
This is easy to understand: for game creators the most dangerous posts aren’t
generic “rants” but those posts explaining that not anything in game is what
it seems to be, for example that P2W is a structural characteristic of WT.
Any post that could discourage players … telling them the truth,
is very dangerous for Gaijin.
After all, one of the written Gaijin’s “Rules of War
Thunder” is: “Do not encourage other
users to stop playing the game, or encourage users to avoid purchasing any
content from the store, in order to prove a point”.
It’s likely the most important “Do Not” rule for Gaijin, much more than “do not
insult, do not start flame wars etc.”.
And other dangerous messages are those denouncing that posts such as the above
mentioned and any post raising doubt on game fairness is systematically deleted
or blocked by “moderation”.
That is, posts denouncing Gaijin’s censorship
are intolerable for Gaijin too.
And likely they are “right”: it’s quite obvious that if players were well aware
of censorship they would start to ask themselves questions about the
reasons of doing that and could arrive at the right but unspeakable conclusions.
If players would understand that WT is a basically unfair game ruled by wallets
and that their “improved skill” is mainly what they bought from Gaijin,
so they can’t be proud of their performances, well … likely just a few of them
would think that is a MASTERPIECE that deserves to put money into it!
The most of people want to win, not to know they bought the victory.
These true stories are quite
incredible, isn’t it? (Well, incredible just if you don’t know Gaijin …)
I went into such a detailed description (of which I keep some other “proofs”
too, just to be clear with sceptics) because I was really amazed to
realize how much censorship is at work on WT Forum and I’m
convinced this is a thing that should be widely known.
Now I wonder how many other cases, hidden to 99.99% of players, happen any day.
How much different would be that Forum without such an oppressive daily action
continually committed to delete “disturbing” messages?
Do you think it would be an even worse forum? Why? Today rants abound in it
anyway and the action of ass-lickers can rightly called “pro-Gaijin trolling”
with the added damage to mislead newbies.
A censorship-free forum could have some more angry diatribe but, much more
important, more smart ideas being shared too.
Unluckily, this last thing is likely just what Gaijin doesn’t want.
In Gaijin are so afraid of criticisms to stealthily delete
“bothersome” posts (likely hoping that the poster don’t become aware of that
and don’t protest on the Forum!).
After that, they could haven’t even the guts to admit that they did it in a
furtive way!
And, of course, if you protest you are charged of “having challenged the
moderation”, with the additional frequent pretext of having done things you
never did.
“Hey, we didn’t deleted your post,
we just made it invisible!”.
Do you think there is still some hope for those people? I don’t.
About brown-nose players happily helping them, well … it’s “business as usual”!
No surprise for me, that kind of people unluckily are quite widespread in WT
but, above all, are amongst the more assiduous participant in Forum, so they
spread their intellectual damage any day.
It’s just another bad thing of the game.
So, to my amazement, the sad truth I discovered is that Gaijin’s
moderators systematically lock threads (or, in some cases, delete single
messages or even full thread) that could instil doubt about P2W, goodness or
fairness of the game, as soon as they have a pretext to justify that (“trolling”, “insults”, “off-topic”, “rants”, “personal quarrel”, “useless
discussion” etc.).
They really seems scared to death for any thread that, on the
international section as much as on national sub-forums, could make gamers start
thinking.
Their behaviour is so much systematic and attentive than is quite evident there
are orders from upstairs to all moderators both on main Forum and sub-forums.
That also means that WT Forum is more and more becoming a “Brown-Nose Party”,
where just people on board with Gaijin’s line are
fully allowed to express themselves.
Well, if Gaijin could have done something to further raise “conspiracy
theories” … they did!
“Cleverness” of the game …
So, WT nature ultimately derives from a comprehensible balance between Gaijin’s
needs and players’ wishes.
Unluckily, in many cases the balance is heavily compromised by Gaijin’s choices.
The real issue is that there
are even some TRUE IDIOCIES, sometimes beyond imagination, in
game mechanics, FM and DM.
This in Tank Battles (i.e. War Thunder Ground Forces, GF
in short) is even more true than in Air Battles (War Thunder Air Forces, AF in
short), especially with undeveloped tanks with inexperienced crews that are
fully cannon fodder irrespective of the opponents battle rating and theoretical
characteristics of the vehicles (declared by Gaijin).
So I’ll describe here the
fully ridiculous state of Ground Forces, especially from a newbie’s
point of view.
In fact, there are much more differences than one could think between Air
and Ground battles and knowing them is important for a plane pilot wanting
to try tanks too (and vice versa).
Some of those peculiarities, such as the weakness of newbies’ planes and crews,
are present in Air Battles too and in large part are fully justifiable
depending on the planned game mechanism. No rants about that regarding Air
Battles, even if features as crew Vitality are fully artificial and made just
to encourage gamers to play.
But in Tank Battles true shortcomings are heightened and without any
rational explanation (apart “Gaijin
decided to program it that way”).
When I started gaming in Tank Battles I thought that they were similar enough
to Air Battles, which all in all are fair enough in recognizing player’s skill.
For sure even in AF crew experience and development of planes are very
important but if you play well you have chances to kill even more experienced
gamers with better crews and planes or, at least, not to be instantly killed by
them.
Things are very different for Tank Battles and just in part for the different
game mechanics. In GF player’s skill is much less important and
it seems that Gaijin did nothing to mitigate that. On the contrary, they
are doing more and more to advantage low-skill paying players.
Since skill and smartness
are not so important, on the contrary tank and crew strength are much more
decisive, you can find that even bots in Custom Battles can often kill you
in a direct player-vs-bot duel!
This is much different from AF battles, where the only really dangerous bots are,
as usual, bomber’s sniper gunners and an average player rarely is killed by an
enemy fighter if being just a bit cautious.
But in the much dumber GF, even a bot’s “intelligence” can easily win a
direct fight, if the human gives it a chance.
This make GF off-line battles (such as Custom Battles) more interesting than
their equivalent AF off-line fights but it’s also a resounding
demonstration that it’s not smartness nor skill that rules GF.
WT GF is what led me to give
even less importance to results and stats, because I quickly
realized that it’s a COMPLETELY UNFAIR GAME, both on its pathetic
mechanics and on its absurd score system.
In very short, in Tank
Battles crew experience (especially Vitality) and BR difference are much more
important and decisive than in Air Battles and skill doesn’t count even for the
mere score calculation.
An EPIC FAIL about fairness.
Let’s examine Ground Forces issues in some detail.
Some … well
… many words about WT Ground Forces, i.e. “THE BIG PATHETIC IDIOCY”.
A game designed and programmed by idiots and/or by
people enjoying fooling players.
This is my concise but well-pondered opinion on WT Ground Forces.
A WT GF player on WT Forum
wrote that is “a great game but unfair”.
I agree with him, even if my definition would better be “a game with a great potential but unfair”.
Whereas Air Forces are, all in all, a reasonable fair and well-thought game,
notwithstanding a lot of defects, Ground Forces are a game that very
often makes me feeling humiliated, not for losing but for the simple fact I
still insist in gaming it, pathetically hoping someday it will change from
ugly-duckling to a wonderful swan.
I suppose that many gamers
which never played WT Air Forces could be more approving than me when judging
WT Ground Forces.
However for me, that started gaming GF after two full years in AF, the
differences in logic, fairness and maturity are evident
and huge and go well beyond the unavoidable difference in game
mechanics.
And all the differences are
strong minuses for GF. They seem as having been designed and implemented by a
completely different team respect to AF (I don’t know if this is true, but it’s
a strong suspicion).
In short: WT Ground Forces is an idiotically designed game,
disrespectful of gamer’s skill, made to strongly advantage paying players and
with a lot of other shortcomings too, much more blameworthy than the
faults in Air Forces.
First of all: in AB Tank
Battles, at the beginning but not only, some player are “cannon
fodder” and some others are “cannons” depending just by how
long they are in game and how many “experience points” their crews
have, neither by their vehicles’ technical specs nor by clear tanks’
improvements and not even by good aiming and skill in general.
Especially under level 20 in crew experience level, and with a low Vitality
parameter (a crew parameter determining how much “strong” crew members are), the
entire newbie’s crew can easily be destroyed by a peashooter’s shot. More,
an entire crew at low Vitality, closed into its tank, can be instantly
killed by the splinters of an artillery shot exploding not on the
tank but at several meters of distance on the ground.
Of course, there are tanks really made of cardboard and giving almost no
shelter to their crews (e.g. M22 or the dreadfully weak 75mm M3 GMC) but I’m
not speaking about these extreme cases (which are historically justified).
The vast majority of “deaths” at the beginning are suffered for “Crew knocked out”, just like in Air
Battles but in a much more striking way: you shot first, hit the turret of the
enemy tank even at short distance and nothing happens. It turns his gun and
kill your entire crew with just one shot. Even at great distance.
How nice.
And, obviously, Gaijin prevents
players to increment Vitality for a long time: after just ONE
increment at the beginning, that crucial parameter can’t be increased again
for months (whereas ALL other parameter can be raised, apart the important
Tank Commander Leadership, which acts on all the other parameters) and for
months stays at a meagre 0.5!
How nice.
In practice, WT Ground Forces is ruled by crews’ experience parameters,
especially Vitality, more than by any other thing. This is just one of the
many expedients (some declared, others likely existing not declared) used by
game maker to favour paying players.
This is particularly evident at low Tiers but is true even at upper levels.
And Gaijin strongly wants that, because that way it can control the
growth of the (largely artificial) “skill” of players and advantage paying
players, separating “winners” from “cannon fodders”.
How can they control that growth? Easy, it’s Gaijin that control which crew
parameters can be incremented and Vitality is (“strangely enough”) the least
frequently “unlocked” one (to increment it).
Moreover, if Gaijin would be able to decide who have to win and who have to
lose according to the “favour level” they want to give, the easiest thing would
be to calculate if the player has to live or to die independently from
the precision of the suffered shot, show a shot exploding in the interior of
the tank (like they really do) and, if the gamer has to die, say “crew knocked
out”.
Who could contest that? Who could say, for example, that just two crew members
should have been killed and not all five?
Players can read declared armour/penetration data (which often seem just
unreliable, BTW) but can’t easily judge and challenge crews’ health results in
relation to suffered shots, since according to Gaijin even a glancing shot can
kill ALL crew members and the replayed depiction in battle of the fatal shot is
just an approximation, like Gaijin itself admits.
Gaijin could control anything in this game, if they would, players
performance included to a large extent, without making gamers becoming aware of
that.
And this is likely what’s happening just now.
Think about it: this game is made to allow you easily gain SL, even without
paying and without the need of great performance, just at the lower Tiers
(I-II, max III).
If you want go higher and going on earning SL notwithstanding repair costs, you
have to win a lot at those higher Tiers.
To win a lot at higher Tiers you have to further improve your Vitality and the
other relevant crew parameters, otherwise you are as much cannon fodder as at
your beginnings.
To improve those parameters, given the endless grinding times at higher Tiers,
you have just two choices: playing for a century, losing a lot of SL in
the meantime, or paying.
Of course, many players choose to PAY, to became “immediate aces” thanks to
their wallets.
That’s just what Gaijin wants.
It’s a simple business strategy and the smart thing is it’s
made to avoid players being fully aware of that.
In fact, a lot of “naïve” players still think it’s a game mainly ruled by their
skill!
Is this a “conspiracy theory”? NO, it’s a theory. Based both on logic
and observation of the game.
And after a good amount of time of observation it’s clear to me that the
likelihood it’s wrong is clearly less than it’s right.
Many “naïve” players contest that such a theory can be proposed, because “it
has no proof”.
The fact is that even the “naïve” opposite theory that all in WT is essentially
ruled by players’ skill and there is no intervention of Gaijin to favour paying
players has “no proof”.
And that naïve theory, based just on things Gaijin has said or hasn’t said!,
contrasts with too many observations to believe in it.
Just to be clear: it’s a fully licit business strategy, no doubt about
that. They have to make money if they want going on developing the game.
Only real complaint from me is that it’s very badly designed, at the
point it clashes with logic, history, reasonable expectations and even declared
characteristics.
Perhaps the examples I did
before are not the most significant ones not the worst things of all.
Worst is, for example, that an AAA truck with light guns, driven
by an expert and/or paying player, could be almost invulnerable
and lethal towards a newbie’s tank.
Some more examples (all checked by myself) of this absolute unfair
madness.
Can you really believe that even a T-34’s 76 mm gun (71 mm armour
penetration a 100 mt with BR-350A ammo, or at least
29 mm in the very bad case of 30° angle of attack) shooting to a Gepard (max 20 mm armour) can’t penetrate it at 10 mt distance detected by game (really ONE meter,
vehicles in contact!)? Well, that happens in WT Tank Battles, at least if T-34
is driven by a newbie (even worse if just half-spaded, i.e. only half-developed
and not really effective).
Can you believe that a similar Gepard can’t be
not just destroyed but not even being damaged by a M3 shooting multiple
time his side at 90° and at 60 mt, four time
on the hull (in different places) with armour-piercing shells and two times
right on the “unprotected” crew (on their back, from behind!) with shrapnels?
Can you believe that a Ho-Ro,
Japanese tank destroyer about which Wiki Warthunder
says “it is capable of destroying or
severely disabling any opponent it meets, even against vehicles in Rank V”,
having a powerful 150 mm howitzer being able (according to Gaijin itself) to
pierce a 61 mm armour at 100 mt, can’t destroy a
light tank M2A4 1st Arm Div (having just a
25 mm armour even at the front side!) with a full precise frontal shot
at just 90 mt and a favourable 90° angle of attack? No
immediate destruction but not even any immediate killing of the entire crew,
just how the unlucky Ho-Ro, with his weak crew,
suffered a few seconds after. But you can believe to this: the player riding
the “winning” M2A4 1st Arm Div was a paying
player. How can I say that? Simple: M2A4 1st Arm Div is a Premium vehicle, available just by paying it.
Can you believe that a Na-To, another Japanese tank destroyer at BR 3.3,
with a 75 mm gun capable to pierce a 145 mm armour at 10 mt can’t kill all the crew member of a T-28E, BR
2.7, 30 mm max armour, after four full APHE explosive hits at zero
distance (tanks in contact)? So unable to kill the T-28E crew that the Russian
tank is since the beginning perfectly able to move and, after 15 seconds, fight
back, shoot and kill the Japanese tank!
Can you believe that a ZIS-30, a Russian tank destroyer with practically
NO armour, can survive an explosive full shot on the hull at
180m, a shot unable to kill no crew member into the hull (according to Gaijin’s Wiki it has a “Crew
extremely prone to being injured”!), immediately returns fire and one-shot
kill the entire crew of the poor Chi-He (a full closed, much more
armoured tank) who has naively thought to be able to win? Or to do exactly the
same thing with an equally unlucky Pz IV J which,
again, hit first but after just one second was one-shot killed by an absolutely
unperturbed ZIS-30 (notwithstanding the death of one of its two crew members in
charge of the gun)?
Can you believe that a Pz. IV F2 (camouflaged,
did you have some doubt about that?) can endure first a full shot on the
side and then a full frontal shot on the turret (50mm armour, which Gaijin
itself describes as “weak” in the Wiki) at just 50m by an M4A2 with its
M61 shots (88mm declared penetration at 100m), so that at least two crew
members are shown as dead but the tank can immediately return
fire (one-shot destroying the M4A2, did you have some doubt about that?) and immediately
restart moving and battling?
Can you believe that a T-34 1942 (camouflaged, did you have some doubt
about that?) can endure a full 105mm Gr.39 rot HI/C shot (115mm declarated penetration at 100m) on its turret (53mm
armour) from 60 (sixty) meters by a StuH 42 G,
having just 1 (one!) turret crew not killed but only slightly wounded?
And that he can stops for just 3 (three!) seconds to aim, fire and
one-shot immediately destroy the poor StuH (“crew
knocked out”, as usual)?
Can you believe that a T-34E STZ can endure a full BR-350B shot
of another T-34, hit from 170m fully frontally on a track (while it was
overpassing a bump) without the slightest damage on that track (nor on
any other part or any crew member)? And that he can perfectly move and
immediately aim, fire and one-shot destroy the other poor T-34 (“crew knocked
out”, as usual)?
Can you believe that such a game is a serious and
honest game and not a farce?
These are not rare cases at all, it’s what could happens (and usually
happens) any day, with any kind of vehicle, at any Tier.
I could talk about many other dozens of disconcerting examples, I could fill
my Guide with them.
For sure, there could be bugs explaining “inexplicable” things (this
could be one of them: https://forum.warthunder.com/index.php?/topic/376236-how-does-m24-kill-kv1-zis-5-throught-the-gun-mantlet/
) but it’s not possible ALL those cases are due to bugs.
And surely there are cases that seems oddities and could be (maybe)
“rationally” explainable, for example from peculiar features of the enemy tank.
Just to make an example, once I was killed, in my Pz.III
J (BR 2.7), by one of the weakest tank in game, the Russian Su-5-1 (BR 1.3), a
tank destroyer made by flimsy paper (10 mm armour in hull).
At first I was disconcerted that, shooting both frontally at the same time at
100m, he one-shot killed my 5 member crew with a shot on low-hull area whereas
my shot (perfectly aimed on the hull) just killed one and wounded the pilot
(which anyway was still able to drive the tank!), and this for a shot exploded
at 10cm by his pilot’s head!
Then I checked that Su-5-1 76mm gun is more powerful than Pz’s
50mm gun and its ammo has much more explosive, moreover Gaijin’s
Wiki says about Su-5-1 that “Transmission
in the front can absorb shots”.
So, even if what happened is barely credible, it could
have some sense (maybe …).
At least in the sense of demented game designers according which a
tank pilot can survive a shot exploded 10cm near his head because “in that tank
there is transmission in the front”.
But it’s not possible that ALL those cases are explainable that way.
Some “explanations” usually given by many brown-nose players in Forum are
ridiculous and unacceptable, others are border-line but still not credible.
For example, talking about my last example you could easily find some “expert”
explaining you that a Gr.39 rot HI/C ammo is not the best choice for StuH 42 G notwithstanding its best penetration, just as
Gaijin warns in its Wiki, so that T-34 could have been destroyed if a PzGR would have been used.
But do you think It’s reasonable to think that a 238g explosive mass shot as PzGr should kill more turret crew members than a 2550g
explosive mass, which penetrated the turret!, such as the Gr.39 rot HI/C? How
much inefficient would be such an ammo to be unable even to kill just one crew
member after having penetrated at 60m?
Fact is that a lot of these “technical explanations” don’t hold water in
front of logic and even a minimum of realism.
Unfortunately, these “explanations” are the favourite way to “explain the
unexplainable” by brown-nosers in Forum.
They will tell you that the reason a shot didn’t penetrate an armour that would
have been penetrated is due to “lag,
packet loss, steeper angles than expected, the player hit a different bit
of armour, longer distance than expected or a combination of the above or also
the servers occasionally have problems”.
Yes, for sure, things such as non-penetrating shots at 10m, i.e. things
happening daily and more times a day, are due to “lag, packet loss or players unable to see what they are firing at”,
just at 10m distance …
Looking at how many similar episodes happen, it’s not only non-credible,
it’s ridiculous.
They could also tell you things that they for sure don’t know, such as “a non-penetration is not RNG dependant, a
ricochet is”. Really, nobody (a part Gaijn’s
developers) know how RNG (Random Number Generator) works in WT, so making such
a statement is just a further proof that brown-nosers
say a lot of BULLSHIT.
BTW, in the former case my StuH, just a few seconds
before, hit another T-34 1942 (driven by a quite low level player) using
the same ammo at the same distance, exactly on the hull left side where there
is a fuel tank. Gaijin says about this ammo: “if they hit Fuel Tank or Ammorack, they
usually detonate them reliably”. Well, in this case my hit damaged its left
track, seriously wounded two crew members into the turret (even if this time I
hit the hull!), set (temporarily) afire the tank but not even remotely
destroyed it, as it would have been expected!
Talking just about crew’s strength, in this case the Vitality parameter
likely made a lot of the difference: the “camouflaged ace”’s
T-34 (a player with 62% Victory/Loss ratio and an astounding 78% average
position in team) likely had an higher Vitality than the second (a much lower
level player).
In Forum an honest Level 100 player (paying or at least having paid in the
past) once posted a replay on a battle where his Aufklärungspanzer
38(t) / Sd.Kfz. 140/1 (a BR 1.3 German gift tank)
survived to five consecutive shots fired from 20m by an AMC.34 YR (a BR 1.0
French tank, quite good).
He stated that “the game is rigged,
Gaijin makes those who want die, as they want, without distinction of skill or
rank or vehicle and anything else you want to list ... I don't know how you
see, but I'm indestructible, and the
player I had against is simply dead instead of bursting me”.
He was right.
I checked the replay and I saw that the first frontal shot damaged the Sd.Kfz. 140/1 and wounded the crew, after that the AMC was in
perfect position for a kill firing to enemy’s weak side. And he fired
FOUR more times on the side of the German tank, setting it on fire and further
heavily wounding the crew, but without destroying the tank nor killing the
whole crew! After that, the German was able to turn the turret again, returned
fire and quickly killed the French.
Well, the usual brown-noses in Forum promptly shown off the usual equipment
of bad explanations: French tanks are weak, the French tanker made a
mistake going on hitting the hull and not the turret and … even them weren’t
able to find more excuses! So one of
them shifted the focus to the easy kill that German had returning fire, which
wasn’t a debate argument, since Sd.Kfz. 140/1 has a
good gun and AMC.34 YR has a weak armour.
The real issue was: how is it possible that a quite weakly armoured tank in its
side (the German one) can survive to four APHE shots fired by the best low-tier
French tank (the only one good enough, with a not-so-bad gun and ammo) just in
the side?
I’m absolutely sure (I know, it happened to me hundreds of times
…) that if I were the German tank player I would have been killed no further
than the second shot, i.e. the first shot suffered on the side. I repeat: I
feel sure about it.
On the contrary, what happened to that Level 100 was exactly what I see, any
day, happening to Level 100 players: surviving not only beyond the average
behaviour but also beyond the declared armour/penetration data.
The explanation about the “hitting the wrong point” is bad too: a “superman”
player usually one-shot kill a whole crew hitting the enemy tank anywhere.
One time my crew was instantly destroyed by a shot exploded (according to Gaijin “reconstruction”) on a rear
fender of my tank: the whole crew, from turret men to the crew
members in the front of the tank!
How could it be possible these thing happen?
The answer is: it shouldn’t.
A more in-depth answer could be: the beneficial, albeit artificial and
distorting, effect of a very strong crew demonstrated here.
The concise and complete answer should likely be: the German tanker was a Level
100 and the French tanker a Level 54 …
Or there are some other explanation giving reason why some players are
“designated supermen” and others are “cannon fodder”. Only Gaijin knows.
The only unacceptable explanations are based on “bad skill/good skill”, “luck”
etc.
The game is rigged or extremely badly designed or both.
Explanations of brown-noses are BAD. And they should feel BAD.
Add this unrealistic crew strength/weakness to the unrealistic DM and the
very likely advantage for paying players and you’ll understand why these weird
things happen.
There is a method in this madness.
The sad truth is that a tank newbie has to expect to usually lose even when
he manage to hit first and precisely (even a few meters away, green cross, full
shot) an expert and/or paying enemy that has (on paper) an inferior vehicle.
This greatly deters brave actions in hand-to-hand combat, since the attacker
knows that his weak crew could be easily killed even after having hit first at
close distance a tank with more experienced and “stronger” crew (and likely
some other forms of “preferential treatment” being a paying player).
These in my opinion are things of full unfairness and unbearable
(and anti-historical) stupidity, unacceptable even in an arcade game,
just think in an half-simulator game.
BTW, I saw an expert player
saying that Vitality is not so much important and it’s better to give priority
to Artillery or targeting, because “the
most important thing in GF is to hit first”.
I’ll try to be polite and just say that this is plainly wrong: WT
GF “cemeteries” are full of players that hit first and were killed by an
opponent that, having a strong and Vital crew, was still able to move,
turn the turret, aim and shoot, destroying the imprudent and weak adversary
with one shot.
Being that the second shot in the duel, not the first …
Of course, a well-placed
shot will ever be able to kill any crew but with low Vitality a crew can be
entirely destroyed by a single shot even ill-placed!
That’s why increasing
Vitality is really important, even more at low Tiers where the “Crew
knocked out” death reason is the most common.
At lower Tiers guns aren’t as much strong as in upper tiers, but a low Vitality
crew in a typical low tier thin-armoured tank can be entirely and immediately
destroyed by a glancing shot hitting a fender or even by the splinters
of an artillery explosion happening five meters outside the tank.
To a great extent, Gaijin is fooling players on GF and many of
them seem unable to realize that, talking about “really there is no problem, it’s just because of a sophisticated
Damage Model” or “you just didn’t
aimed at the right places”(!).
To be honest, Gaijin usually don’t says which inner mechanisms rule the game
and, AFAIK, never explained in detail how a kill or a damage is
calculated. They showed just a “theoretical” document, stating it has the
support of historical and technical papers, that says nothing about the actual
implementation in game. And looking at implementation in game (e.g. exposed
gunners in tank destroyer not killed even when directly hit in their back!) you
can be sure there are a lot of bugs even if it were true they followed
logical and realistic rules for DM.
Similarly, they never explained in depth what’s the actual effect of Vitality
etc., just as they didn’t explain in detail the most of game characteristics.
This doesn’t happen by chance, IMHO, because Gaijin has no interest to
unveil the inner workings, otherwise they should “justify” any change they
will done in future, including changes made just for their own interests.
Moreover, there likely were riots amongst players if they had confirmation that
Gaijin is highly favouring the more experienced (and more likely paying)
players, changing a supposedly “fair” game in a game half-decided (at the least)
by artificial mechanisms having NO relation with gamers’ skill.
But this also means that Gaijin can’t be accused of dishonesty, they are
simply tight-lipped. It’s players’ advantage to understand that.
If you add the pitiful weakness of unexperienced crews, especially when
opposed to high level crews, and the weaker unspaded
tanks to the crazy DM, the whole situation of Tank Battles for
newbies is a disaster (much more than in Air Battles).
There is an evident beginners’ inferiority that goes well beyond the
newbies’ still inferior skill.
And since the Matchmaking
max different in BR is huge (1.0), if a beginner meets an expert player having
in addition a tank with BR 1.0 higher, he is simply dead, no matter what he
do.
Of course, it’s not just to the detriment of newbies, there are things damaging
any player, e.g. kamikaze planes. And many other faults are shown below.
The famous “sophisticated and
realistic WT Damage Model”: truth or myth?
And now some food for thought:
- Gaijin’s primary competitor, Wargaming Group Limited hasn’t a sophisticated and “realistic” DM for its “World of Tanks” game (this raises
frequent criticisms against WoT); Wargaming
Group Limited has about 4000 (four thousands) employees.
- Gaijin says its War Thunder
game has a sophisticated and
“realistic” DM; Gaijin has about 200 (two hundred) employees.
- both companies develop more than one game, but WoT and
WT are their main products, so it’s reasonable to think they give them all the
resource they need, provided that they can allocate.
The question is: do you really believe that while Wargaming
hasn’t developed a realistic DM, a
company twenty times smaller, i.e. Gaijin, has the resources to develop and maintain such a DM?
And if they haven’t, which is quite likely, don’t you think that probably the vaunted “accuracy” of WT Damage Model is largely a pretence?
And if it’s a pretence, don’t you think there has to be at least another mechanism, fixing DM holes and shortcomings, to largely determine “who win and who lose”?
If you have followed me up to this point, you can now ask yourself onto which such a mechanism could be
based.
I suggest you to think about the fact that Gaijin
is a business company …
Gaijin: can they pull it off?
Of course, it’s impossible to avoid another more
general question: what could we
reasonably expect from a small company such as Gaijin?
Sometime (well, rarely …) I wonder if I’m too much faultfinder about Gaijin.
Sometime I ask to myself if
I could really expect much more from a company that likely has limited
resources, apart their quality that doesn’t seem brilliant (especially about
design, more than coding).
Sometime I think that the many delays in fixing bugs (worst, in deciding if
they are bugs or features!), implementing an inconsistent DM, designing a weird
scoring system, allowing money to rule the game, turning a deaf ear to
community’s complains etc. could (maybe …) due to lack of resources more than
negligence and arrogance and incompetence …
Sometimes.
The most of time, when I look at the pitiful state of this game, especially
Ground Forces, and the answers given by Gaijin, I think that it’s not
acceptable at all.
Whereas WT Air Battles have
several faults but are playable without the feeling of being fooled, WT
Tank Battles are one of the badly conceived set of wicked ideas I’ve seen in a
game (and not only).
Until you fight with spaded tanks and somewhat experienced crews, at least, your
(right) impression of Tank Battles could easily be (and should be!) of a
pathetic game programmed by hopeless pathetic idiots (maybe to be played by idiots too?).
Well, I don’t know how many low-smartness
people play WT GF but for sure there is a certain number, you
can be sure of that reading both WT Forum and battles chat.
For example whose that still haven’t realized how WT GF works, think it’s a
fair game (!) and believe that winning or losing mainly depends by skill.
I’ve seen some of them saying “This
game is fine, it’s NOT a pay-to-win game like WoT!”.
Another “genius” made
sarcasm about the possibility that Gaijin could steer battles to favour some
players instead of others by assembling teams, saying that it would require
“rocket science” to force some players to win and others to lose. Fact is that
if Gaijin would decide to put a player in the losers’ league, they could do
that easily by putting him the most of times in the weakest team. It’s not a
matter of “forcing” a player to lose or to win, it’s a matter of probability:
in the medium-long term, a players put in the losing side … will lose! Did
really Gaijin arranged things in such a way? I don’t know (even it’s extremely
likely they really did that) but for sure it could be done quite easily.
It seems he was unable to understand that.
I’ve even seen another one of them saying, on battle chat, “It’s not P2W, I never paid a dime to play this game!”. Then I
checked his player card, expecting (after having heard his proud statement!) he
was a non-paying successful player. A typical successful player (the usual
invulnerable “camouflaged ace”, one-shot killing enemies in series) has about
55-60% in win/loss battle ratio and about 70% in average position in team and I
expected to find similar stats.
On the contrary he was an absolutely average player, not better than me, with
about 45% both in wins and average position in team!
He was losing, he was cannon fodder in this game and he didn’t realize
that!
Really some people don’t
know what they are talking about.
Ridiculous
people, as much stupid as WT GF
designers …
At least until the gamer has played for many, many months, this silly
game it’s based at 80-90% just on crews strength and crews capabilities (even
more than tanks strength!), and especially on the fully “artificial” (and
carefully “administered” by Gaijin!) Vitality parameter, not
at all on player’s skill.
And even a later time, crews’ strength and tanks effectiveness accounts for the
largest part of what is needed to win, much, much more than skill.
Of course, if the player make big mistakes he’ll likely be killed. But when
being a newbie, the most of times you are not killed because you made real
mistakes but just because you are playing the game since a short time,
differently to the most part of your opponents. So you still got extremely
weak crews and tanks.
This is partly true in AF too, but in GF this disadvantage is taken to the
extreme.
In GF, crew vitality is crucial.
With a low vitality crew (or even a medium vitality if the enemy has an
high-vitality crew) the player is like a glass hit by a hammer: he will be
destroyed with great ease by the opponents.
Progressing in the game, things change a little bit in better, but not really
much until you have got really experienced crews and better tanks (at that
time, you’ll start seal clubbing newbies, for the same bad reasons you have
been seal clubbed before …).
Add bad DM, bad max allowed BR difference (so bad MM) and the impressive series
of faults and absurdities here listed, to the “natural” (and justifiable)
difference from stock tanks and spaded tanks, and you’ll understand why WT GF
is an idiotic game (surely it is so for beginners but not just for them,
unfortunately), much more than with planes.
It’s all this just
because the Damage Model? It’s just because the player badly aimed at not
critical parts of the enemy tank whereas his opponent aimed well?
That’s what some silly people claim. They are stupid, indeed.
Even the animated image replaying the shot that killed you usually shows
that there is no reason why he managed to kill your crew with one shot whereas
you couldn’t. Unless you take into account your low crew strength and his high
crew strength.
Contrary to some beliefs, paying attention to where you have been hit
and destroyed usually doesn’t teach you anything significant if your
crew is weak, because your crew can be easily killed by a shot suffered in any
part of your tank.
A common happening to beginners is a crew fully and instantly destroyed
because of a shot (even a low-caliber one) in the
frontal part of the tank (which usually is the stronger part!) that propagate
on the whole interior killing anyone.
In many cases we have five crew members, seating both in the hull and in the
turret, all killed at once by an hit on a fender: it’s really
smart, isn’t it?
Just with much stronger crews there is some chance that someone survive.
And what about the entire
crew of a AAA truck suck as 94-KM ZIS-12 that can be killed by a single
perforating shot hitting just the side of driver’s cockpit, without touching
gunner … who die anyway!
The only “usefulness” of this instant-replay is perhaps to definitively
persuade the observer (if he still needed further evidence) that WT GF, and in
particular its simulated Damage Model, has been designed in an absurdly bad and
unfair way.
Notwithstanding Gaijin’s efforts, Damage Model in
WT Tanks is rough and inaccurate, sometimes crazy and fully inconsistent
with declared armour strength and penetration capabilities.
Gaijin proudly declares that “War Thunder
has a complex and realistic damage model” and that could even true enough
for the most of planes, not credibly true for tanks.
For sure it usually make difference to hit on a tank part or another but
don’t think that the reason your crew instantly died is due to a particularly
well placed shot (as well as, inversely, when you’ll have more experience
you’ll make a carnage of newbies only in part for your improved skill).
I’m not asking for perfection here.
I’m just asking not to have a so-called “Damage Model” that allows a Marder’s crew being invulnerable even to spot-on hits on
their undefended backs, if that crew is “strong”, and, on the contrary, a fully
closed medium tank’s crew being immediately and fully wiped out by a glancing
shot, if that crew is “weak”.
I’m asking for a DM that is not ruled by crew’s Vitality or, if Gaijin has
decided that’s the right way, at least doesn’t pretend to be “sophisticated”,
“realistic” and ruled by player’s skill.
In short, I’m asking not to be fooled by a moronic, unfair and dishonest game
like WT GF is at present. It should be, at least, “mildly dishonest and unfair” like WT AF is, where skill is a little
bit more respected..
Some players (a minority, actually) even say that World of Tanks is much more
realistic and sophisticated, about DM, than WT GF.
If this would be true, big shame on Gaijin.
But likely neither of them are realistic, it’s just Gaijin that boasts about
having one.
I often ask to myself why I go on playing these pathetic and embarrassing Tank
Battles and my answer is: likely just because after some years with planes I
needed a different distraction and at the moment there is no better alternative
with tanks (an that’s really saying something!).
At the beginning you can do almost nothing, just a few sporadic kill
(possibly against other newbies!), some assists and maybe a few point capture
(if you are brave enough to try that), with the hope not to be instantly killed
by expert players that shoot like snipers (heavily assisted by their much
better tanks and crews, so being able to kill you at first shot just one second
after having spotted you: you aren’t so naïve to think it’s just
their skill, are you?).
The end position in battle ranks for a true newbie is usually beyond 12th
position, in the rare cases when he ends in the first positions it just means
the rest of his team was even weaker than him and they all have been
slaughtered.
It’s quite a pathetic situation: you find a place, aim, shoot to an
expert enemy and your hit make no decisive damage, because your ammo are weak,
your crew’s targeting skill is low and, above all, his crew is strong.
The enemy reply (if he hasn’t already shot first!) and immediately kills your
crew or part of it.
Even when your crew is not entirely destroyed, your tank and your gun are
immobilized for a long time. Since enemy repair speed, reload speed and crew
recovery speed are faster than yours, he can move and shoot again and again
(and very effectively since his crew has a good targeting skill) even if he has
suffered some damage before, when you are defenceless.
You are dead 8 times on 10, even having hit first at a very short distance.
What’s the difference with Air Battles, which are difficult for a
beginner too?
When comparing AF to GF you can think about Air Forces as a judo match
and Ground Forces as a boxing match: a physically weaker judoka can beat
a physically stronger one if the former has greater skill but a flyweight boxer
has no hope against an heavyweight, even if he has superior boxing skill.
The difference is that in Air Battles if you hit first at short
distance, even being still a newbie, usually you kill or at least heavily
damage the enemy.
Air battles are faster and in Air there is no “automatic repair” or “crew
healing” or “crew substitution”, so it’s unlikely that the surprised enemy is
able to turn and immediately kill you (you could be much more easily killed by
a comrade of him coming to the rescue).
All this is not only fair but quite realistic too.
On the contrary, in Tank Battles the mixture of game mechanics, bad DM and
crucial importance of weak crew, especially for Vitality, means that even a
newbie who is improving and manage to hit first (and well) will likely die
anyway.
The enemy had its crew hit but not wounded (or quickly healed) whereas for the
newbie is “Crew knocked out”
even at the first faint suffered shot and game over.
No rewarding for increased personal skill, all advantages go just to
experienced players with experienced (and “physically” stronger) crews,
independently from their ability.
Add to that the quite frequent and unpleasant feeling that too many times
you are drawn, when you are a newbie, in bad teams (losing 75% of your battles
on a long streak of 20-30 is not quite credible as randomness!) and the
situation is often unbearable and annoying at a critical level.
A good resolution, at that
time, is to use these battles just for spading tanks and training crews,
without worrying about victories, scores and ranks, even less trying to find
some “logic” in a game designed in a fully moronic way.
Trying to fight in a “smart” way in a game that’s not smart at all,
at least at that stage, would be quite useless. And would be detrimental if
it would induce you to an inactive battle, just hiding and trying “not to die”:
your score would be almost zero, your tanks and crews wouldn’t improve.
You “have to die” to improve your pitiful (at present) situation, even if that
means playing an often absurd game.
This game is SO moronic that quite often I decide to use a battle
just to spade tanks (and training crews), especially those really bad at stock
level, and when my spading tank is destroyed I exit the fight even if I
have more tanks available.
I’m sorry for my comrades in team and for my stats (doing that I usually end in
15th or 16th position in rank, so trashing my average
position stats!) but, as I wrote, WT GF is too much stupid to accept to
play for a long time even with really poor tanks and poor crews, so my
only goal become improving both as soon as possible, without being
really much interested in the battle outcome.
Please take note: I never used such a strategy in Air Forces
battles! With planes I always stay in battle until its end and did that even
when I was a newbie plane pilot.
Fact is: WT AF battles deserves to be fully played even with stock planes and
weak crews, because your skill can always do the difference. Not so in
WT GF.
Then, “miraculously”, after
having spaded tanks and above all after having increased your crew levels at
least above 20 you’ll start to kill enemies more often (likely, part of
them are unexperienced newbie just like you were a few months before!), not
anytime you are instantly killed and sometimes you arrive around the 5th
position in battle (wow!).
It’s because your skill has so much improved, in just one month? Just in a
small part, dude. Three quarters of that improvement are due to improved
tanks and crews.
The proof? Change nation, re-start (at the same BR level) with unspaded tanks and inexperienced crews and you’ll be cannon
fodder again.
Just after having gained experience for one year or two you’ll be able to partly
compensate for poor crews and vehicles with your really increased skill.
Until then, you’ll have to cut your teeth.
It could be needed one month continuous gaming to reach level 20 for three
crews and be aware that level 20 is the very minimum level to avoid
being killed by a flea but even at level 35 your crew will still “weak”.
Oh, BTW: even after having improved a little bit (you and your equipment), going
up too much quickly in BR will put you against more expert opponents with
better crews and better tanks, so your slaughtering will start again,
like it does in AF too but more evident because of the same peculiar GF
faults about excessive BR difference, excessive crew importance etc.
While until BR 2.7-3.0 a level 20 crew starts to be (barely) enough, at level
3.7-4.0 even a level 35 crew is still weak. In other words, at level 4.0-4.3
your level 35 crew can be quite easily killed even when driving a KV-1.
In WT GF is even more important than in AF to stay at lower levels until crew
skill is low and vehicles are stock, since personal skill is largely made worthless
with WT tanks.
Guys, do you really
are still wondering about “why my
seemingly well placed shots almost never kill the enemy whereas my crew is so
easily knocked out at the first shot”?
Are you still shouting, any time you play, “Hey,
I hit him three times and he is still alive … and can even move! … and shoot
… and … no! … I’m dead … again!” and can’t understand why?
Don’t have you realized that in
WT GF your skill counts for no more than 30%?
Do you really think
that with level 30 crews you can compete on fair bases with players owning
level 120 crews, maybe those paying people proudly displaying squadron mark
before this name?
If so, think again.
After a certain level and Tier
the game is unbalanced even in AF, but in GF is a true joke since the lower levels.
The icing on the cake:
airplanes in Tank Battles!
Tank Battles have a plethora of other silly/strange/unintelligible things such
as haystacks being able to swerve tanks when ran over (!) and the ridiculous
FM of planes you can use in Tank Battles, totally different from
FM in Air Battles for the same planes (and besides, not easier to control and
with a disgustingly poor aim control).
Can you believe that a Ju 87 (28 sec turn time
declared in Air Battles data chart) and even a Ju 88
(31 sec declared) actually can have a turn time equal or less
than a Yak-1 (17 sec declared in Air Battles)? Well, that’s what happens to
planes in Tank Battles.
And it’s not only annoying but also quite ridiculous that Gaijin decides
that these airplanes sometimes (!) has to start the battle with flaps
extended (quite unpleasant when you start the battle with just a fighter at
6 o’clock and you try to gain speed by diving …).
BTW, bomber gunners in GF
planes are very dangerous and unrealistic snipers just like in AF.
Oh … maybe even more unrealistic: I’ve seen the gunner of a Ju
87 G-2 destroying my Spitfire Mk IIb using
just his two 7.92mm MG. I want to stress: he destroyed the airframe
of the Spitfire, to the point it lost both wings!, not that he killed the pilot
(which in fact remained unharmed by the shots)!
Unbelievable …
On the other hand, often you
get an air kills just with a few bullets put on the enemy plane, before
he crashes usually for having lose the control and not for the damage.
But if your enemy has a twin-engine plane and he is skilled and smart enough
not to crash, you won’t likely be able to kill him in just one minute, even if
you damaged him. In fact, air battles in tank missions are very short
(at least this is understandable because while flying you have to leave your
tank abandoned and vulnerable).
So short that, in part for
time shortage and in part for the poor skill of many “tanker” temporarily
transformed into pilots, many of these battles consist just in head-ons, often with collisions.
Anyhow, these micro-battles are so short that in practice you have just one
load of ammo to use, since timeout happens before the completion of the first
reload!
In these battles airplanes
used are drawn by the system and the player can’t even know which plane
he will have, apart knowing that it will be a fighter, an attacker or a bomber,
randomly chosen from a predefined set.
But in some cases your aircraft is chosen by the system being inferior
to the enemies, in fact if you play well and kill the enemy you could be
gratified by a “Rank Does Not Matter” achievement!
A quite questionable choice
here is the use of medium bombers such as Wellingtons and He-111 against
tanks, I doubt it has historical bases but, in any case, their bombs are too
much deadly for tanks (which have almost no chance to move away enough from
their powerful dropped bomb, before the timed fuse make them exploding).
Finally, although there is no statement by Gaijin about that (as usual), it
seems to me that plane effectiveness depends a lot by player’s “experience”,
likely by his tank crew level or by player’s level.
In my opinion there is a quite evident better performance of planes started by
tanks at BR 4 respect to planes started at BR 2, so it’s likely that it’s
linked to the greater experience of crews/vehicles at BR 4.
This could explain the incredible agility of some planes and not others
(equally nimble on paper), the large differences in effectiveness of bombs and
rockets between players, the usually “lucky shots” of squadron players in head-ons etc.
It seems that the same mechanisms that in tanks favour experienced/paying
players are at work in GF planes too.
Again, GF is just like AF but in a more marked and markedly worse way.
Nobody really knows anything about how planes in GF work, so there is a large
room for Gaijin for advantaging some kind of players and damaging others,
without having to declare that.
As usual.
“Hissatsu!” Kamikazes
in GF!
And all this not to mention the never resolved issue of kamikaze planes
destroying tanks, notwithstanding the many and loud complaints from
players!
Gaijin says that tanks aren’t destroyed by kamikaze planes but by the bombs
dropped by the kamikaze just a moment before the crash, and this could be true,
AFAIK. And says that since there is a fuse delay of a few seconds, the issue
doesn’t exist.
Well … what’s the difference? Kamikaze pilots use their planes to easily
carry the bombs just on the target instead of more skilfully dropping them
from a some height, also because they know to have just the time for one
bombing run, so they are in a hurry, and losing a plane hasn’t any cost
(!).
Weren’t the same easy using bombing crosshairs, dropping bombs from, let’ say,
150 mt height? Not at all, using crosshairs require
some skill both on pointing and on timing, whereas crashing very close to the enemy
assures that all the bombs, dropped just one or two seconds before, will
be close the same. And when using rockets, a very inaccurate weapon which lacks
a precise enough aiming systems, firing them just a moment before the crash is
even more significant regarding to precision.
Moreover, crashing near an enemy tank disturbs its player, which could be
easily distracted for a few seconds allowing kamikaze’s comrades to attack him.
The objection that the crash can be counterproductive because it can warn tank
player that bombs have been dropped nearby don’t take into account that players
are always warned of coming bombs, with the whistling sound, so no
contraindication.
The only bad side effect in kamikazeing at present is
indirect, i.e. if the plane has been previously hit, even slightly, his crash
will give a victory to an enemy.
Another one contraindication, but again of little significance, is that by
crashing the players loses the very few SL given by the “safe and sound”
achievement: a so little reward that players by far prefer the much higher
score gained by crashing on the enemy.
In WWII, Japanese kamikazes were instructed to shout “Hissatsu!”
just a moment before the crash. “Hissatsu” means
“certain kill”.
In WT GF is the same: kamikazes do that to have a sure kill or, at least, they
hope to succeed in killing using a tactic maximizing their chances.
Only an idiot could be unable to understand that’s the reason why there
are so many kamikazes in GF.
Until Gaijin won’t understand (or admit) the issue and won’t take measures
(e.g. making tanks invulnerable to bombs dropped within a few meters from the
crash place of the kamikaze), kamikazes will go on.
Apparently not yet satisfied by having just kamikazes, in 2017 the geniuses in
Gaijin merrily invented the “hull break”, i.e. the possibility a
tank, especially a light tank or a SPAA, is more easily destroyed just by a
single HE (i.e. explosive) shot … but also by a plane crashing on the
tank!
So, finally Gaijin managed to make true the behaviour they denied for such a
long time: yes, now light vehicles can be really destroyed by a kamikaze crash,
even without bombs or rockets involved!
And kamikazes immediately started to exploit the umpteenth Gaijin’s
idiocy …
After many months and many complaints from player, it
seemed that Gaijin removed that “bug”, so hull break by planes
disappeared. I wrote “it seemed” because, as usual, there was no
official statement by Gaijin and just players observing the game deduced that.
If they really removed hull break by planes they did that in secret.
But, wait, the story isn’t finished yet!
After a few more months, after patch 1.71, the hull break by planes reappeared!
So it’s very likely that previously Gaijin hasn’t removed it voluntarily but
just by chance, as a side effect of some change! And it reappeared after
some other unrelated changes.
It’s even from things like this that you can realize how bad are Gaijin’s developers.
At present, hull break by planes is still present.
However, hull break is just a part of the kamikaze issue and maybe not the most
relevant one.
Kamikazes in GF is a not yet solved problem and since the issue
started causing uproars more than one years ago without any intervention
by Gaijin, it seems that the game maker could have no intention to fix it.
Misery of
GF planes “battles”.
But, wait, talking about
planes: very often you can’t join a GF air battle even if you timely
press the required key when the instructions appear on the screen! Maybe it’s a
server-related delay but it’s another pitiful shortcoming.
Well, if there is one thing that really resembles the pathetic Word of
Warplanes air battles, this is planes used in WT tank battles.
Why one couldn’t use planes he has in Air hangar (at least if he has ones of
the right BR), with their correct FM used in Air Battles and all the
modifications bring about in spading them, is beyond my understanding. Linking
“real” planes used in Air Battles by the player to his tanks would be a very
effective way to increase gamers loyalty and induce them to play both Air and
Ground.
On the contrary, a gamer playing just planes in Tank Battles will never know
how much different (and much more amusing) are Air Battles.
One often is led to think how much brain Gaijin’s
programmers and analysts could have.
And also to suspect that two not-communicating teams do exists in Gaijin, one
for Air Battles and the other for Tank Battles.
Of course, there is a
possible alternative explanation: Gaijin purposely did at least some of
those absurdities, for example to prevent newbies to be able to easily kill
more expert players.
This could be but the fact is that there is no good reason for many
things, apart being convenient for Gaijin.
Whereas often Tank Battles
seem have been developed by idiot monkeys, regarding Air Battles things
are quite better, even at the lower tiers, and differences in planes
performance are rationally explainable with applied modifications (e.g.
regarding structural strength, better gun versions etc.).
It’s true that even in Air Battles there are situations, such as head-ons, that a newbie usually loses regardless his good aim
because of enemy crew’s aim (since the greater experience gained) and the enemy
plane’s better structural strength (because of its spading). But on the whole
those “brainless” and “brutal” circumstances, which are the rule in Ground
Battles, are a minority in Air Battles and with planes there is more room for
real skill.
Anyhow, I have to finish this brief examination of Air Battles in GF saying
that, in some way, they are … the “best” part of Tank Battles (!), at least for
one thing: they recognize personal skill more than tank battles
(especially if the player avoid accepting head-ons).
Yes, air battles in GF are extremely short, fight are often just stupid head-ons, planes FM is disgusting but … if you manoeuvre, aim
and shoot well you can get a deserved victory more easily and rightly than in
the most battle with tanks.
Considering how bad plane battles in GF are, think about at the overall sad
state of Tank Battles …
An endless
series of shortcomings and mediocrity in Tank Battles …
You have to see it, to
believe in it.
The number of faults,
shortcomings, mediocre features and poor behaviours found in WT GF is overwhelming,
almost incredible.
I still barely can believe
that Gaijin has been able to stockpile such a number of bad design choices, it
could be one of the worst case in using development resources for a game.
Let’s go on looking at other
fine examples of failures and miseries.
Bleakness of team fight.
For example, I’ve been very surprised by the fact that in Tank Battle chat
seems to me much less used than in Air Battles, notwithstanding that ground
battles are much more static, action is slower and there should be more time to
coordinate actions between team members! In many battles I didn’t saw any
message during all the fight time, neither the usual “Attack B point”!
Another related surprise: players fighting in a squadron with
tanks seems much less effective than players fighting in a squadron with
planes. A squadron in air is lethal and usually can be well opposed just by
another squadron. When in air battles I see one squadron in just one team, I
can predict the winner team with 90% of chance. This is not so in tank battles,
I don’t know if because of the lack of coordination (notwithstanding in tank
battles it should be easier than in air, since battles are slower) or because
an average player skill no better than the average solo-player. Anyhow, I too
often saw tank squadrons doing very bad.
I even heard a squadron player complaining in chat with the whole team, calling
all us “noobs”, whereas its squadron, three players!, was barely able to get a
handful of kills and ended at the middle of our rank!
What surprised me was also to notice how often there is a generalized lack
of aggressiveness in teams, even when there is just one capture point,
it has already been conquered by the enemies and it’s clear that if nobody in
our team take some risks to take it away they’ll win.
It seems that in tank teams there is a lot of people scared to death by the
risk to “die”, even more than amongst plane pilots!
Well, I have to admit that I consider Tank Battles so stupid, tactic-less (and
frequently boring) that I often take even too many risks for myself because it
doesn’t seem worthwhile to me trying to fight in a “clever” way, since I find
no “intelligence” in them!
In general, finding very bad teams it’s more likely in Tank
Battles than in Air Battles. We have to consider that in GF is easier to judge
team effectiveness, because actions are slower and players becoming estranged
are easier to detect, nevertheless it really seems to me that on average
tankers are less skilled and with less initiative than average plane pilots.
There are innumerable examples of tank teams camping for 70-80% of their
members instead of attacking capture points and so hopelessly losing.
“Scientifically” arranged
blindness.
Crew eyesight is much more important, and so badly
implemented to be critical, than in Air Battles: you could think to be
vulnerable just to enemy tanks you can quite distinctly see, with their marks
in vivid red, or just by artillery fire requested by an hidden enemy.
On the contrary, you can be destroyed with a direct hit even by a player
whose mark is barely visible (heavily “greyed” red mark) or fully
invisible (NO red mark at all!) and that in no way you could hit him. In
some cases he has “bush” camouflages to help him hiding (even at the point it
could be fully invisible) but just sometimes, in many cases not and
notwithstanding that you can’t see him. But he can see you, likely having a
much better crew … or for a stupid bug.
This was an incredibly unfair and annoying but occasional fault until
1.65 patch … when it became a rule!
Fully invisible tanks (!!!) is in fact another silly thing
that’s happening more and more frequently after patch 1.65, practically at
every battle.
You look around, no enemy tanks … Then you start to look at shots towards you
coming from nowhere! Really, no tank visible, even from a few dozen
meters distance!
Curiously, only after having been hit you start seeing the enemy …
BTW, the fact that just after having been hit you can see the enemy tank even
when it is in front of you, in your field of view, immediately disproves
the hypothesis that you didn’t saw it because “you were looking in other directions” (this is a quite common
“explanation” given by brown noses in WT Forum).
Like for a zillion of other game features and behaviours, Gaijin never
explained the spotting mechanism in GF, so the context is unclear. Even if it’s
possible than in several cases there is no true “invisibility” but just
“invisibility on the map”, more or less explicable with crew’s
visibility (see my following example), there is no doubt that in many cases you
can’t see what you should see.
Too many examples have been presented to think that it’s just a whining obsession
or a fallacy by inattentive players.
This example of absolutely cretin design/implementation raised threads on WT
Forums, when players started to realize it wasn’t an occasional and rare bug
but the (ab)normal behaviour of GF after patch 1.65.
I have the “proof” this stupid behaviour couldn’t be recorded in replays and
in this case local replays can be more significant than server replays.
First case: in one battle I noticed an invisible player, straight on at
about 500 m, just because he started to shot at me and I saw his red
marker only after his first shot. After a while, I tried to capture a
point enclosed by buildings and ran towards it, seeing no enemy around in the
map nor any red marker in the area. But there was the same player, around the
corner. When I saw him I was upset and disconcerted: his tank seemed intact
but has no red markers! For an instant I hoped it was just a wreck
but he was alive, shot at me and I saw the red marker just after
his fatal shot.
When I examined the local replay, I noticed that in the recording the
red marker was very faintly visible, in both cases, and became fully visible
after his shot. But this was NOT the behaviour in battle, where there
was NO red marker before the shot, not even faint!
So, not only there is a bug (?) in battle, but even in replay!
But is local replay
trustable?
Well, I sadly discovered that (at least) about this issue local replay is
more trustable than server replay!
Let’s examine the …
Second case: this could be another variant of tank
invisibility, i.e. “invisibility on the map”, not clear if linked with the
direct view invisibility. In practice, the effect is the same: the player can’t
see a nearby enemy he should be able to clearly see, whereas the enemy can, so
having a huge advantage.
Near the end of a battle, I go to capture a point previously captured by
enemies but that didn’t seem still occupied by them. Together with a comrade
(one of the few remaining) I approached the point, we discovered it was free so
occupied and captured it without having to fire any shot. Immediately after the
capture I moved forward to cover the side facing the enemy bases, to prevent an
attack from that side. At the same time, I carefully checked the Tactical Map:
there was NO enemy in the neighbourhood, only tanks in sight were
me and my comrade (who at first has remained to protect the capture point, then
moved to another point).
Then … WHAM! I’ve been hit! I re-checked the map: NO enemy
in sight!
It was stupid by me, but for a moment I even wondered if I could have been hit
… by the comrade! Of course, it wouldn’t have been possible because in GF tanks
can’t do friendly kills.
While I was thinking about was happening … WHAM! Another hit! Where is
him? On the map? No, NO enemy shown in the zone! Maybe he is one km
away?
I turned my damaged Stug tank destroyer and … he was
there, a KV-1 at just 5 m away from me! Of course, he fired again and
killed me.
After the battle, I first checked the server replay: with my surprise,
all seemed normal. He started from his base, directed toward another point then
changed direction and went toward me. He fired the first shot on my side at 100
mt, the second on the back of the tank at 60 m and
the third at 5 m. And on server replay all this was clearly visible,
even in Tactical Map!
So, how could I have missed him?
Then I checked the local replay and discovered that … he was really
invisible to me in map! In this replay, all went just as I remembered: an
enemy tank being able to approach me without being visible AT ALL. On
the contrary, checking the local replay from his point of view, it was clear
that he perfectly saw me. Likewise, his remaining comrade was able to see me
and my last remaining comrade oh his Tactical Map, even if he has no direct
view but just faint red markers of us (I checked this too).
Moreover, I checked from the point of view of my last remaining comrade: he
didn’t have the enemy KV-1 on map too, even if he has a faint marker visible!
So it seems that both of us were blind on map, whereas both the enemies
had on their map a clear picture of our position!
If you consider that Tactical Map allows you to track friends and enemies
through your direct view and thru the view of your comrades, I should have been
able to detect my enemy in map, considering that a faint red marker was
visible. On the contrary, I had NO visible enemy on map!
And the KV-1 very easily killed me.
Even if possibly not
reproducible in replays and with incoherence between local and server replays, the
“bug” (or the “feature” …) is absolutely real, as testified by a
lot of angry users in WT Forum.
In spite of this, you could find in Forum some cretin (or/and ass
licker) denying its existence, such as a very expert player (more than
12000 battles fought) that said to me “Never
seen it happen - nor have I ever seen an example of it presented here over the
last few months where it appears to be anything other than you just didn't see
the enemy. As far as I can tell this is just you being miffed that you don't
see someone, and not any kind of actual mystical unreproducible bug at
all".
Well, since that player was
the usual experienced/paying/Premium/decorated etc. player, so likely being a
very addicted and frequently fighting player, I could see three possibilities:
1) the fact he never (!)
noticed the issue is because he is a paying player and has also the
capability to be immune by that (a very intriguing possibility …)
2) he is a brown-nose
that is lying
3) he is a stupid (sorry,
I really have to make this hypothesis too …)
Hypothesis 4, “he is right”,
it’s not possible.
Judging by some other
statements by him I read on Forum, hypothesis 2 or 3 are plausible.
Hypothesis 1 is suggestive and knowing Gaijin and their P2W mechanisms it could
be possible too!
So, Gaijin GF designers and developers managed to make even worse an already
stupid game!
Idiocy without end …
Apart the bad implementation, having a low “Keen Vision” parameter is much
more critical than in Air Battles, because you could be surprised by a tank
popping out from a hill or a building, especially if he has a better crew
eyesight and can plan its ambush. With planes it’s not so important, because in
air there are no obstacles (apart in some mountainous maps) and planes
positions and distances change very quickly so their instantaneous values are
less significant both for the attacker and the defender.
Crazy, absolutely crazy
score.
Score in Tank Battles is CRAZY, much more than some perplexing score you can
find in Air Battles.
For example, in one Tank battle I got 2244 points having 6 kills, 1 assist and
1 zone capture, 89% battle activity (so very high and not easy to significantly
best). Another player in my team bested me with 2444 points, with just 1 kill,
4 assist and 1 zone capture! He received some awards too, but less than mine (I
got multiple “Shadow strike streak”, “Tank Rescuer”, “One Shot” etc.).
So three more assist are more important than five more kills? Can you find
some logic in that? I replayed that battle, trying to understand, and
didn’t find anything.
Another example of the countless ones: I earned 1257 points in a good battle
(won by my team) where I had 5 kills and 1 assist (with 1 death), another
player earned 2071 points with just 1 kill and 4 assists (and 3 deaths, BTW).
I give you just a last “visual” example: a good fight by me, I ran from one cap
point to another (battle activity: 90%), I destroyed 7 enemy tanks (more than
any other player in the battle, so earning Heavy Metal Fury award, often with
one-shots), captured one point and all that losing just one vehicle.
Final score: fifth place in team, much lower than some comrades that in battle
did quite less, it seems!
Well, I was happy for my
performance and for the victory of the team but not so much for my final score
and rank position!
Of course, sometimes things turn to your advantage: in another battle I
finished first in my team, with 3483 points, 4 kills, 3 assists, 1 capture and
1 plane shot down; the second in rank, with 3451 points, had 2 captures, 1 plane,
3 assists and 8 tank kills! Why I deserved to finish ahead of him, it’s a
mystery to me.
A possible explanation (showing however a complete lack of logic): a player
carefully examined several battles and on WT Forum confirmed that not only
assists are incredibly well rewarded respect to kills (just a little bit less
score points) but also being hit rewards a good amount of points!
He made some examples and in one of them a gamer, playing heavy tanks, made
nothing else than placing himself at the centre of the map and sitting there
absorbing hits. At the end, he got the first place in his team ranks by
having zero tank kills, zero plane kills, only 4 Assists, 1 zone cap: 3378
points. The player in second place had seven tank kills, one plane kills, 1
Assists, 1 zone cap: 2803 points.
First place and almost 600 more points just for three more assists and for
having being hit, with a fully passive attitude!
Really, I had proof of that when I put a couple of KV-1 on my Russian preset in place of more weakly armoured tanks: my score
immediately shot upwards, even without having more kills. Having a very strong
tank allows you to score a lot while being hit and in the meantime
hitting a lot enemy tanks, that means many assists.
And since assists are incredibly well rewarded compared to kills, the summed up
effect is being advantaged thanks to a passive attitude!
But … do you want to hear a funny thing? There are players (behaving that way)
that say this is right, because “Taking hits and surviving is an accomplishment
... you need to do smart things to do it"!
Smart things in staying passively while being hit? Which smart things? Playing
with heavy tanks? Having crews with high Vitality? Maybe having even the luck
that the most of enemies have guns too much weak to quickly terminate the
“smart player’s” tank?
Well, considering this kind of “justification”, there is an explanation why so
often Gaijin gives us pieces of junk ...
In practice, score in tank battles seems to have quite little to do with
players’ performance, let alone skill!
Obviously, such a rough and stupid score system can’t be so clever
to take in account some frequent good behaviours, very useful for the
team although not giving immediate outcome for the single player.
Just to make a personal
example, I had a battle where my main goal was to spade a German
tank-destroyer. Being stock, it was really horrible and after 5 minutes I was
killed. After that, I took a Gepard and tried to do
my best, when we were already clearly losing. No way, I was destroyed by the
usual perfect instantly one-shot kill of an expert (I don’t know if paying)
player, a kind of shot you quickly learn to recognize. Well, I took my last and
better tank, a Pz.IV, and moved towards one of the
two points in the hands of the enemy.
At that point, after 8 minutes, we were on the verge of losing, being left with
10% of our tickets whereas the enemy had still 80%. One more minute and my
comrades captured another point, so we had two on three. But we were left with
just 5% of tickets, the enemy had still 70%! We were headed to the defeat and
very, very quickly. So I decided to do a very risky move and entered the last
point held by the enemies, while my comrades were waiting statically around it.
I attacked frontally the enemy point keeper and, even if I was heavily damaged,
I managed to destroy him. That freed the point.
Me and my comrades captured this last point, after that I was destroyed. But my
action had turned the situation around and the enemy team, left without
captured points, started to lose tickets very quickly. At last, we won by a
hair’s breadth, an absolutely unlikely victory just two minutes before!
And I’m absolutely sure that if I wouldn’t have attacked that point we’d have
lost. With the understanding that my fight in itself was nothing exceptional,
much less skilled than many other players’ actions, it’s quite objective that I
reversed the battle with that attack. So we won, but my position in battle rank
was … 14th! Absolutely no reward for my action, although it was
decisive.
In another battle, using a half-stock 94-KM ZIS-12, a completely unarmoured
SPAA, with a good enough gun but killable even by the weakest MG, I took some
essential shelter behind a house, at a certain distance from the only capture
point, which was already in the hand of enemies. From there I continually shot
to enemies, exposing myself and then hiding again, until my comrades, protected
by my guns, managed to conquer the point at last (when we were badly losing).
At the end we won the battle by a whisker. My action wasn’t decisive but for
sure was very important … but having had with my SPAA just some assists and a
lot of hits I ended 16th!
Another example: in one map I found a good sniping point on the border of a
group of buildings and positioned my Marder, waiting
for enemy exposing themselves. I killed two tanks, defending my comrades,
without losing mine. Since things were going well, I remained there. But at the
end of the battle my position was 16th! Having been stationary for
all the battle (which was largely won by my team) my battle activity was just
53% and I understand that rightly lowers my performance. But the five players
ahead of me had just one kill or no kill at all, just assists! And just one of
them had one capture and one kill, without losing any tank (just like me).
My battle was good, I took advantage of any chance of killing an enemy and did
it, without losing my tank. Nevertheless, I was last in my team.
I‘m sure that any player had
a lot of similar experiences or even more disappointing ones.
Am I complaining about that?
No, because I never had any trust in Gaijin’s
capability to create a scoring system so clever to detect the importance of
such actions (and I’m sure that a lot of players better than me do a larger
number of decisive actions, without getting any reward). And, after all, I
perfectly know that recognizing such actions is not an easy task from a
developer’s point of view.
So I’m not complaining but just warning you: you could be much more useful
for your team than the game credits to you. Even a player finishing in the
low third of the final battle rank can be useful, if not decisive, for his
team’s victory if he did the right thing at the right time.
A relevant thing worthwhile to be noted is that the final position in your
team’s battle rank depends not only by your performance and by the crazy
calculation mechanism but also by the strength of your comrades.
This is obvious but can be easily forgotten, since the overall quality of the
teams varies in a very wide range. One battle you are in a poor team and at the
end you can be second or third in rank with just a couple of kills, next battle
you could be in a strong team and finish tenth even with four or five kills and
some captures!
Of course this has no impact on score in itself, but it has on the “average
position in team” parameter. Which is, in my opinion, a good indicator about
the crews+tanks+player performance, assuming that on
the long range you are fairly drawn in teams where the sets of players have an
average performance. An assumption which is a hope too: I have no real data
about that, even if my impression suggests it’s true; a completely different
thing, of course, is balancing between teams (onto which I have, on the
contrary a lot of doubts!).
Although I don’t mind so
much stats, I have to say that until recently this cretin game,
WT GF, trashed general player stats.
In fact, Gaijin GF stats
were (stupidly) unified with AF stats, so a good Air player could have
at least his “average relative position” stat made completely meaningless
by the contamination given by GF stats, which are barely significant.
In fact, I definitely stopped worrying about my stats after having started
playing GF and realized it’s an unfair game designed by very big idiots.
After that, in a miraculous and ephemeral burst of smartness Gaijin started to
give stats that, on game GUI, can be viewed separately, for AF and GF.
So they (incredibly) fixed
that absurdity, just one of the many.
Absurd matchmaking.
One more rant, and a relevant
one: Matchmaking in tanks is calculated (in AB) in a way that
sometimes can force you to fight with enemies whose best tank has a BR higher
than your best tank by 1.0.
This is less than the difference in AB air battles, where the max difference is
1.3. But where in plane battles this gap is acceptable, in tank battles just
1.0 it’s too much wide since the weakest tank can’t do almost nothing against
the stronger that has a BR 1.0 more. A Pz.III F (BR
2.3) can do practically nothing against a T-34 1940 (BR 3.3), even if it’s the
first one to hit, but it’s almost the same against a Cromwell V (BR 3.0).
Whereas in air an inferior plane, if well flown, can shot down a superior plane
(because personal skill is more important with planes than with tanks), in
tanks the strength of the vehicle is much more important and in many case it’s
an insurmountable obstacle. It’s like a flyweight boxer that have no hope
against Mike Tyson, notwithstanding his good and even superior boxing skill.
The widest acceptable BR gap would be no more than 0.7, IMHO, better if
just 0.5.
This way a BR 3.0 tank should face at worst 2.7 or 3.4 enemies, not 2.0 or 4.0,
and battles would be much more fair and balanced.
This would be a smart choice. But Gaijin chose 1.0 and this is a typical
… “Gaijin’s choice”!
Of course, reducing the gap would mean a somewhat longer queue waiting for the
battle, so there could be some reasons for this. However it’s another issue
leading to many unbalanced duels.
A beginner with a not fully spaded tank and an inexperienced crew will
invariably lose against an enemy with a spaded tank, expert crew and a BR 1.0
higher. In these cases his only hope is to be able to get at least an assist,
to share with better equipped comrades.
Nonsensical tank BR
assignments.
Oh, BTW: of course, some of the assigned BR have very little sense or no
sense at all, considering the actual performance in battle of
the vehicles.
For example, an M24 light tank has no sense at BR 3.7, just like the very
effective medium tank T-34 1942, much stronger under any aspect (except
speed) and one of the most powerful in game under BR 4.0.
Just a moron could think to assign to it the same BR as much stronger
tanks, such as 8.8 cm Flak or KV-1 L-11. Only a stupid could assign BR
3.7 to a tank that can be quite easily killed, especially if its crew has
medium-low vitality, even from a LVT(A)(1) i.e. a Reserve tank!
And just an idiot could assign the same BR (4.3) to a Pz IV J, one of the less armoured tanks at its Tier and
with one of the slowest (if not the slowest) turret in game, and to the very
strong and effective KV-1S / KV-1 ZIS-5. You can safely estimate that a player
using KV-1s has at least a double chance to win, survive and get high score,
respect to a Pz IV J player.
But some demented people in Gaijin decided to put them at the same BR
level.
Bad BR choices are plenty, even if not always as striking as the former
examples. What’s the sense of giving BR 3.0 both at Cromwell V and Valentine Mk
IX? They are quite similar tanks (same gun, practically the same armour,
similar shape) but the former is much faster (the double faster!) and has a
much stronger crew (5 members against just 3).
And these are just a few examples.
I said “of course” because could you think that a game designed in such a
stupid way could be good in BR assignment? Of course not.
Team balancing? Which team
balancing?
What about team balancing in GF?
Well, there is NO team balancing, nor about BR neither about players’
experience.
A player that did some GF stats says he found just that when two organized
squadron are on the same battle, the Match Making mechanism puts them in
different teams. Nothing more than that. You could have (and often have) a
battle where there is just one squadron in one team and weaker “solo” players
on the other. Or a lot of newbie on a side and a lot of Level 100 on the other.
This stupidly designed game is so much unfair that very often I can predict
my team will lose already in the first fourth of the battle, simply considering
how much easy is for our opponents to fire to me “superhuman” shots or resist
to my very good shots without any hassle.
It’s often very clear since the beginning that one team “has to win” and the
other “has to lose”, one make one-shot kills in series and the other die in
series, one is made by a lot of “supermen” and the others mainly by sacrificial
lambs.
In this sense it’s possible, maybe likely, that this bad MM is directly
linked to the P2W nature of the game, advantaging some players also putting
them in the stronger team.
Fact is there are often battles with absolutely unbalanced teams, just like in
AF, and the battle’s outcome is predictable since the beginning (to be honest:
in AF this is even worse, at least when there is one squadron in just one team,
because squadrons in AF are even more deadly).
This is one example of that:
We start badly losing since
the very first minute (look especially at kill stats!) and in the first minute
I made the following statement in chat:
And subsequent events demonstrated that I was fully right.
Of course, since team composition should be largely given by a random
factor, on average a player should be drawn on good teams as much as
in bad teams. This could be the reality, although there are so often, so
strange and so long “losing streaks” (similar to AF ones) that I’m
inclined to think that is not true.
But even if it was true, it would be silly to say that “there is no issue here, because you have 50% chance to be in a good
team”. Knowing since the beginning that your team will lose (or win)
largely spoils the fun.
The infamous “losing
streaks”.
A “losing streak” is a so
long series of defeats of the same player’s teams that seems
unlikely it happened by chance, considering that a fair (and even
random) composition of teams should, in the long term, draw the player in
teams on average neither stronger nor weaker than enemy teams (so the battle
defeats/victories ratio should be, in the long term, around 50% for any player,
regardless of his individual skill).
Do they really exist? The answer is a resounding YES.
Both in GF and in AF.
Do they happen often? According to my experience and a lot of complaints
read on WT Forum, the answer is YES again.
Do they happen by chance? Nobody knows, but more I play WT and more I’m
convinced they don’t happen by chance.
In other words, I no more think they are a statistical fluctuation, also
because I don’t remember similar “winning streaks” so long and so often.
In one case I checked how long was my current losing streak, in GF AB: in a few
days, I swear, I lost 32 battles out of 40!
In other words, in the same short period I lost 80% of the battles me
and my teams fought!
Quite incredulous, I went on checking my percentage in the following days: same
appalling results, after about 70 battles I was still winning just one battle
out of five: 15 victories, 55 defeats!
Too much to believe in chance, also because similar losing streaks (even
not always so incredibly long) happens quite often and, as I already wrote, they
aren’t counterbalanced by significant “winning streaks”.
There is NO reasonable explanation that could be based on chance or on
bad luck or on player’s skill and his individual performance.
Team performance is not so markedly hampered by a single player, even
more if you average team performance on some dozens of battles. So, even the less skilled player with weak
tanks/crews should win, as a team, about 45-50% of his battles, not much less,
if teams would be honestly and fairly put together by the game,
certainly not winning just 20%!
BTW, when I checked the teams during that streak (even if I didn’t check any
time), I usually found markedly unbalanced teams.
Well, there is just another strange thing: that unhappy streak occurred to me
while I was playing just with low BR French tanks.
Their weakness can’t be a reason for the incredibly poor victory percentage,
since there were other French tanks in the enemy teams too and, on average,
strength and weakness should be equally allocated in both teams.
However, my losing streak ended immediately when I changed my tanks with
BR 2.7 Russians! I immediately started winning about 50% of battles, as
one should expect, and with good personal performances (as expected too, since
Russians are so much better than French).
Just while I was experiencing that, I read on WT Forum about other players’
experiences, telling of 80% defeats with low BR French tanks!
So, I have no doubt there is some link between those defeats and Tier I French
tanks, it wasn’t a coincidence.
But if losing streaks don’t happen by chance, why they occur?
In my opinion because of some Gaijin-made P2W hidden mechanism that draw
“cannon fodder” players (especially non-paying players) into weaker teams,
on average, to ease the game for the usual advantaged and privileged paying
players.
The interesting additional question is: are they trying to hide,
at least partially, that unfairness by taking advantage (when they have the
chance to do) of the intrinsic weakness of tanks and crews the
player is using?
In other words, could it be that Gaijin exploits the fact player is using weak
tanks/crews to even more frequently put him in the “cannon fodder team”,
hoping that the gamer ascribes the defeats to the weakness of his equipment, so
don’t realizing he has been fooled?
In the case of French tanks, they are so weak that could easily be a tempting
occasion for Gaijin, since a player using those ridiculous vehicles is surely
doomed if drawn in a poor team … if this would be Gaijin’s
wish! And the player expects to lose, knowing he is using the worst equipment
in game.
Low BR French tanks could give Gaijin a very significant helping hand to
achieve the goal of making some players lose, to allow others to win, and
having a smaller risk to raise suspects.
Weakest tanks/crews combination in game and worst (by far!) losing streak ever:
just a coincidence?
So, losing streaks could be the most evident effect of an unfairly
“programmed” team (un)balancing.
In many cases this not-at-all honest mechanism could be masked by a more
clever victory distribution (if “allowed” victories would happen quite
regularly, such as one every four or five battles, the player couldn’t figure
it out!) but, since battle outcome is not realistically decided from the
outside but just favoured, sometimes this doesn’t happen and its
presence is leaked by “losing streaks”.
It’s just an hypothesis but the number of similar events is overwhelming,
so naming this a “conspiracy theory” is just a sign, in the best case, of huge
naivety.
Tactics?
Which tactics?
I tried to do with tanks what I did with plane battles, i.e. watching replays
trying to learn the individual tactics of the best
players: unfortunately, I found almost no tactic.
A brutal fight of boxers, that start clumsily bumping into each other at the
spawn area and go on with hide-and-seek where the more expert player usually
win without real skill.
It seems to me that knowing the details and the hiding places on the various
maps is much more important than skill.
Only tactics you can find in GF are those carried out by squadrons or organized
teams (even in an improvised way). If a team, or a part of a team, works together
as a whole then can sweep off enemies in a surprisingly short time.
If a team decides to put its effort on conquering a point, rushing in mass
toward it, and is not opposed by the enemies by a similar mass action, it’s
likely that after that it will conquer the remaining points too, shifting to
them as a whole army.
This is why fighting as a squadron is so beneficial: four players deciding to
focus on the same objective, at the same time mutually defending, have a huge
advantage against solo players, even if the latter are more numerous.
Moreover, when team players watches a squadron of comrades acting as a whole
and having success, they easily join them, increasing the power of the group.
Apart that, individual
tactics in WT GF focused to advantage the team are quite limited.
In AF you can individually give a significant contribution to team victory by
systematically destroying enemy bases, strafing ground targets, capturing
airfields, staying on your base to defend it from bombers etc.
On the contrary, in GF the main tactics are devoted to individual player
surviving, apart the smartness of conquering cap points careless left
unattended by the enemies or placing the tank in a good sniping position and
stopping enemy advance.
More
oddities and idiocies ...
A strange and likely revealing peculiarity: whereas in Air Battle you can kill
a friendly plane, in Ground Battle you can’t kill a friendly tank!
If you hit a tank belonging to your team, it doesn’t suffer any
damage. I suppose that this says something about the clumsiness of
many GF players, especially newbies (me included, at that time!) but maybe not
just them, shooting by mistake while desperately trying to drive their tanks in
the crowd of comrades at battle beginning (it seems to me that many players
don’t even know of “Driver assistance mode”, which make driving tanks much
easier).
I suppose that Gaijin decided to avoid a probable number of friendly kills to
prevent harsh controversies in battle!
But … wait! This doesn’t
count for artillery fire!
If you ask for artillery support (which is, for all purposes, an additional
weapon of your tank), those artillery shots can wound or even kill a
comrade of you and give you a “friendly kill” SL deduction!
So, no friendly kill from your gun but, yes, possible friendly kill from your
artillery! You can shot wide burst with a Gepard to a point where friends and
enemies are fighting, being sure you’ll make no harm to comrades, but can’t do
the same using artillery. Maybe there is some logic in that, but for sure not
much coherence.
Don’t you have enough? Ok,
this is another fault: it usually happens that if you fire a shot (a good, well
aimed shot) and exactly at the same time the enemy open fire and kill
you, your shot instantly “disappears”, no hit on the enemy tank! This is
the great “smartness” and “realism” of Gaijin-made GF mechanics …
Last, another funny peculiarity of Tank Battle: tank bots! Yes,
in addition to tanks driven by players you often find in battle a small number
of tanks controlled by the game, on both sides. Why? I can’t understand why. In
Air Battles the only bots are ground vehicles acting as targets. Anyhow, tank
bots are quite dumb, not much dangerous and easy to kill (but their score value
is low), it’s primarily a matter of being an odd situation.
And sometimes even a plane bot appears, as much as dumb and even less
dangerous.
Do you want to know another funny thing? Very often the game
merrily says “victory is close!” or “keep it up and victory will be ours!”
just when your team is badly losing, e.g. when you are giving the
enemy all the three capture points and your ticket level is no really better
than their one!
I’ve even heard a “we no longer have the
advantage” when … in a battle we never had any advantage,
badly losing since the beginning!
I have to honestly say that even AF suffer of this fault, even maybe not so
frequently.
If Gaijin’s system is not able to understand that you
are not winning even in a so clear situation, why being surprised for
the “smartness” of all the rest?
And there are programming
bugs too, more than in Air Battles. The most common and most annoying
one, in my experience, are client crashing at battle startup
and, even worse, game screen spontaneously reducing itself to icon (!)
just in very inopportune moments when playing with a plane in GF, often when
doing sharp manoeuvres. I’ve lost several planes and missed several hits or
likely kills just for that.
But the bug is not restricted to AF, I saw other cases where the program
iconized just where I was giving fast commands against tanks, for example
turning the turret at max speed to shot at a close enemy. You could imagine my
reaction …
After all, what could be expect from a game (better: a part of a game,
fortunately there are AF too) designed by incompetents, like WT GF? Could
programming bugs have been missing?
Of course not.
Last but not least, amongst the many unpleasant characteristics of GF there is
the quite low rewarding in battle.
This is a well-know “feature”, to
the point that many play AF just to be able to transfer XP points to the
corresponding tank crews, instead of directly playing tanks!
Just to end this sad list, it remains to be said that (of course) GF keep
all the general and inacceptable shortcomings already seen in AF, such as
the shortage in the number of available presets and
the lack of a marker quickly warning the player that XP points are waiting to
be assigned to a crew.
Idiots, idiots everywhere …
In conclusion, after a couple of years with planes only, I started to play
ground battles too, because there are some interesting things in them
(historical, technical), are a good diversion from airplane fighting, graphics
is very good and from time to time I enjoy them, but for me there is no
contest:
Air Battles are smart (enough), Tank Battles are
really dumb.
And I’m afraid it’s likely a clue of the corresponding skill and smartness of
WT GF designers and developers. I should be curious to know them but I’m scared
about who I could meet …
In the end, I’m really tired of being fooled by such “geniuses” …
Air Battles seem as if they have been programmed by Albert Einstein, when
compared to Tank Battles.
And that says it all about tanks in WT.
Last question.
However, I can’t abstain from a last fundamental question: are GF Gaijin’s developers really so inept OR, on
the contrary, they simply implemented a cleverly thought (albeit illogical)
game mechanics, specifically made to give advantages to Gaijin’s only?
In the latter case the real morons would be players thinking to play a fair
game.
Really, I've started to
understand a lot of WT "logic" when I started any reflection from the
consideration (too much often overlooked, IMHO) that Gaijin is a business
company.
So their first (and licit)
goal is to earn the highest profit from the game, not pleasing players. Of
course they can't afford to lose their customers without drawing more (or at
least as many) at the same time, but you could bet that if they would think to
be able to earn more even displeasing 70% of gamers to the advantage of the
remaining 30% they would do it.
And likely they are doing
that just now.
What's the sense in having
an unfair game (as GF is today), ruled much more by tanks and crews strength
(often bought with real money) than by gamers skill?
What's the sense in having a
GF with an absurd scoring system where just being hit makes players collecting
significant battle points and raising in the ranks? And having 1 kill, 4
assists that gives a better score than 6 kills, 1 assist (true, personally seen
and more than one time)?
And, speaking about Air
Forces, what's the sense in changing the once skill-rewarding AF in a bomber
feast now ruled by spacebar warriors with steel planes and sniper gunners?
Well, one sense does exist:
facilitating poorly-skilled players, better if they are long-time gamers (so
being loyal to WT) and even better if they are paying players (so quickly
spading and grinding vehicles, and quickly improving their crews).
Why they should be primarily
worried to assure the delight of less expert players, with lower BR (and often
still unspaded) vehicles and low-experienced weak
crews, large part of them being free players?
Why they shouldn't have care
primarily of paying long-time players, even those of them having poor skill
(but strong tanks and crews), given that they are who pay their salaries?
Why they shouldn't use non-paying
players as "cannon fodder" for Premium users (as they are now
especially in GF), carefully designing game features to that purpose (from BR
to crew XP assignment)?
War Thunder is an highly
“artificial” game, where player’s performance largely depends by skill and
power of crews and vehicles the gamer uses, at least as much as his personal
skill (maybe more).
And that mechanism is
purposely exploited by Gaijin to steer players toward choices (and
performances) being advantageous for the company.
Having a very different game
mechanics and being much worse designed and implemented (often to a shameful
poor level, except the usual good graphics), GF is much worse than AF in game
fairness, but the "logic" is the same on both. And this will last
forever unless too many unhappy players will start to leave the game, depleting
the gamer's base to an extent endangering WT survival.
All of that is fully licit, the
important thing for a player is to be aware of it.
Unfortunately the game is full of deluded and unaware people. And
also full of paying and Premium users not realizing that the game,
especially GF, is highly advantaging them and disadvantaging free players, to
an extent that makes skill counting very little.
It's up to Gaijin to decide
if all this is good for their business. In my opinion it’s a quite
short-sighted strategy and, for my part, this so strong unbalancing (especially
in GF) together with a lot of faults and bad features leans me towards not
putting money in the game.
But I have to admit that my point of view it’s not Gaijin’s
one. Maybe they are right.
Maybe …
Another consideration is: could all those shortcomings be originated by
the mere fact that Gaijin devoted too little resources on GF,
respect to AF?
Frankly, the most part of them seems to me depending on choices consciously
done, not by bugs or flaws due to scarce resources.
But lack of resources, if real, could have worsened things.
Up for debate.
Constructive
criticism corner.
So, nothing is good in War Thunder Ground Forces?
I don’t think so.
Notwithstanding my several huge criticisms, there are a few good things:
·
Graphics is excellent, as usual for WT.
Even at Ultra-Low Quality, gaming WT GF is an immersive experience. I never
have the impression to be in a cartoonish world, differently from games as
“World of Tanks”.
Sounds are good too.
·
Tanks are rendered as much as well.
·
The number of tank models is ample enough, although less than the number of planes in
AF (I suppose that Gaijin has so far invested less resources in GF).
·
The number of tank crews you can use in AB (three) is right, not too many nor too few.
·
Contrary to the
opinion of many, I think that planes in
GF is a good idea in itself, it’s just very poorly implemented.
Are these “good things” too few for what one
could expect? In my opinion, yes.
There are too many faults in GF to be really happy for so few good features.
Since Gaijin seems to encourage “constructive
criticism” (there is a dedicated section in WT Forum, I don’t know how much
really considered by Gaijin developers), I give here my advices for improving Arcade Battle for Ground Forces.
In my opinion, Gaijin should:
·
Highly decrease the importance of Vitality parameter or, at least, make its increase as much easy and even faster as the
other parameters. At present duels are decided at 80% by this parameter and not
by player’s skill. This is a grotesque shame which fully deserves to be
declared a really big idiocy.
·
Fix the Damage Model, which now it’s
often ridiculously wrong and not respectful of the published tanks armour and
guns characteristics. No more armours invulnerable from shot fired at two meter
distance, no more unharmed crews even when hit on their exposed back (in tank
destroyers as the Marder) by a direct shot.
·
In general, change the game to better respect players’
skill, instead of just favouring players’ experience i.e. crews level. No
more players hitting first without any result and being easily one-shot killed
by an invulnerable expert enemy. Tuning both Vitality and DM should favour to
do that.
·
Remove any likely existing “hidden” mechanism that, in addition to publicly declared ones (such as Vitality),
purposely favour experienced / paying players. There are too many “strange
things” in GF, such as “invulnerable tanks” and “invulnerable crews” even when
hit from a short distance or incredibly long “losing streaks”, to abstain
thinking that such mechanisms exist.
·
Fix the kamikaze planes issue. It’s not true that delay fuse solves the problem, since players on
purpose crashes on targets dropping bombs just a moment before the crash, much
easier for them than skilfully drop bombs from a certain height, and 10 seconds
delay is too little time for the tank to move. A suggestion: bombs unloaded by
a plane crashing within 200 Mt from the bomb hit point, during the 10 seconds
fuse delay, should be make ineffective. This would make useless crashing on the
target after having dropped bombs at the last second. Such a check should be
easy to do.
Rockets (and bullets) are a different thing because they hit in advance of the
crash but hitting with rockets and plane gunshots requires much more skill
respect than kamikazing with bombs, so I can't see an
issue here. Making bombs ineffective with kamikaze behaviour would solve the
problem.
·
Use planes’ FM of Air Forces and not a “fictional” (and ugly) FM for GF.
·
Allow the use of planes that player already has in hangar, with their
level of spading and the “true” FM they have in Air Forces.
·
Change the kill attribution mechanism for shooting down planes: a kill attributed just for having scored a mere single hit on a plane,
which then crashes by itself, is simply stupid. A “critical hit” concept would
have more sense (but it needs longer battles and more ammo) otherwise planes in
GF will remain the present grotesque mockery of air battles.
·
Allow longer plane battles if the player wants do that: an extension of plane time should be permitted, to allow a second gun
reload and better fight than the present silly head-ons.
·
Remove the use of medium bombers against tanks, those bombers are too much powerful and historically questionable.
·
Absolutely fix the Score calculation! At present
Score in GF is not only almost meaningless but fully unfair. Highly decrease
the importance of assists respect to kills, highly decrease the rewards for
being hit (!). It would be nice to add rewards for commendable behaviours, such
as players that defends bases occupying key positions and impeding enemies
advance toward the base.
·
Decrease Matchmaking BR max difference, from 1.0 to at least 0.7, much better 0.5.
·
Fix some clearly wrong BR assignments. For example, just an idiot
could assign 3.7 to M24, 3.3 to a SU-122 etc.
·
Decrease the effectiveness of “bush” camouflage. A fully invisible tank, just for having a bush on the front and even in
a winter map, is not a realistic thing.
·
Remove tank bots. They are useless,
poor rewarding when killed and just add confusion on the map.
·
And, for the love of God, fix that unbearable “bug” (?) that gave us
“invisible tanks”!
Doing such fixes would make Ground Forces much better
and much more similar to Air Forces.
I had to say that I don’t think Gaijin
will never make any of this fixes, at least not the most significant ones.
WT GF is a pathetically designed and developed game,
in almost all its features, and Gaijin is not even renowned for humility or for
paying attention to players’ needs, so …
And now, after so many rants, some …
Tips and advices.
These are my tips for beginners tank pilots in War Thunder tank Arcade Battles
(AB), tiers from I to II.
·
IN SHORT (ALMOST) …
I’ll put here the advices I judge the most
important for a beginner, the suggestions he should begin to follow immediately
IMHO, such as I were quickly answering to a tips’ request in a forum:
o
Saying the untold: WT Ground Forces and the embarrassing issue
about paying and winning.
First of all, have clear in mind this fact: differently from WT Air Forces,
which all in all are a fair enough game at least up to Tier III, Ground Forces are without doubt a
PAY-TO-WIN game, from lower to upper tiers.
Only morons could think that
WT GF is entirely or mainly based on player’s skill.
The fact that there is a lot of morons around (WT Forum is full of them)
doesn’t change anything.
The mechanisms used by the game to greatly favour paying players relies mainly,
at least at lower Tiers (I-II), on crew
XP (experience) level and especially on Vitality parameter. This is one of many things you usually don’t
find to be said in WT Forum, just like poor effectiveness of BnZ in AB AF is a kind of “secret” almost never said.
Shame to the Forum.
Not only playing GF AB requires much less skill than AF AB, making GF almost a
no-skill game, but Gaijin arranged things to greatly advantage paying players (even with poor skill)
which:
1) can quickly maximize crews skill (by paying)
2) can quickly grind and spade tanks (by paying)
3) can benefit of the huge BR spread, quickly getting spaded tanks that
become almost invulnerable (even more when coupled with strong crews) by lower
rank and/or unspaded tanks
4) can benefit of the frequently unbalanced teams, where experienced/paying
players are put on the same team against a much weaker team.
This way, paying players fight the most of time with tanks and crews almost
“untouchables” by non-paying players. Tanks and crews able to hit quickly and
lethally at first sight and able to resist to enemy shots. You can see
incredible, “superhuman” things from paying players, such as a clumsy
tank-destroyer, without any rotating turret, being able to aim, hit and destroy
at the first shot a fast vehicle such a Gepard
running fast on a bumpy terrain! This is true in AF too but the difference in
capabilities between free and paying players is much bigger in GF.
Gaijin pretends to base the game on a sophisticated Damage Model (DM) that can
be exploited by gamers’ skill but the observation reveals that the
effectiveness of the fight is likely decided by general parameters linked to
player experience and his vehicles/crews strength, much more than gamers
individual skill, responsiveness and accuracy of shots. Some player started to
realize that hitting in different points of the enemy tanks seems to have
little to do with the outcome. It’s like having a “counter” that is diminished
any time the player’s tank is hit and the counter for experienced/paying
players starts from a much higher number, making them almost invulnerable
against newbies.
Skill in GF really counts very little, almost nothing,
unfortunately.
So, if
you really wants to WIN in GF AB, you’ll have to PAY since the beginning (if
you like to “have success” that way).
Otherwise you could have some good battle from time to time (especially if you
are lucky enough to mainly encounter other newbies!) but on average you’ll lose
much more frequently than in AF. Against a paying player with maxed crews and
tanks, a beginner can do nothing. He
can hit first just to see his enemy absorbing the shots without any relevant
damage, turning the turret and killing him at first shot.
But against paying players even medium level non-paying players can’t do much.
How far could a non-paying solo
player go up in GF battle score ranks?
Well, it depends a lot from factors such as tanks chosen, spading level of
tanks and crews strength level, much more than from his skill.
In my opinion is very unlikely that such a player, let’s say at Level 50-60,
with a couple of good enough fully spaded tanks on three and having crews at
about 40-50 level of strength, battling at no more than BR 4.0-4.3, could hope
to go much more further than 5th – 7th place in rank and
45-48% percentage of victories.
Of course, if he is lucky enough to have to face a team of enemies of the same
or lower levels and in his team, too, the average players level is similar to
his level (those conditions sometimes happen, but very unfrequently) it could
even get the first or second place, now and then.
But, on the average, the most likely outcome for him is ending up in the lower
part of the rank, i.e. from 8th position down. This means having
an average position in team of about 35-40%. This is much worse than in AF AB
where, at BR about 3.0-4.0, he could hope to reach very frequently the upper
half of the rank, and frequently the upper third, so having an average position
of about 60% (and usually a victory percentage about 52-53%).
In both cases, AF and GF, going up in BR makes things even more difficult (and
practically unbearable from Tier IV on from a non-paying player, both for the
difference in strength between players and huge repair costs) but, at least, in
AF under Tier IV a good non-paying player can still win more than he loses.
Not so in GF.
In fact, In AF the game under BR 4.0 is “almost” fair whereas in GF is always
unfair, since the beginning!
A free player can’t do really much in GF when:
- his hits rarely one-shot the enemy, even if well-placed, whereas he is so
frequently one-shot even by imperfect firing.
- any suffered enemy shot almost always suddenly stops his tank and gun, even
when not all crew members have been immediately killed, whereas enemies stops
just for one or two seconds before restarting to move and returning fire.
- he is so frequently drawn in a losing team.
He can no more than occasionally win against paying players that have
everything (tanks, crews, incredible artificial “skills”, incredible resilience
to shots, favourable teams, often squadron playing etc.) to be able to win
55-60% of their battles and having an average position in rank of about 65-75%.
Forget the naïve idea of reaching the top just improving your skill.
Forget the naïve idea of being able, just because of your skill, to be
on par with paying players.
Things don’t work that way in WT and even less in WT GF.
It’s
entirely clear to me that WT has been purposely designed by Gaijin to prevent
non-paying players to reach the top.
This is evident when you consider stellar repair costs above Tier IV. Hindrances
decreasing performance for free players is just another mean, and not less
effective, to reach the same goal.
The combined effect of having hampered performances, both for having on average
“free” inferior equipment (crew level, vehicle level) and untold mechanisms to
put him in the “cannon fodder” league, and the markedly increased cost of
repairs make that a free player has to stop his “career” around BR 4.0-4.3,
both in AF than GF.
Of course he still can go up in BR but is almost sure he will start losing much
more Lions than the earned ones.
This shouldn’t be surprising for anyone, considering that is a commercial game that relies on paying
players to go on in business, so obviously holding them in high regard.
You should be able to understand that after a while if you didn’t started to
pay. On the contrary, if you paid since the beginning (or just after a short
time) you could be unable to realize how things go in GF, having already started
to put yourself on the “winning side” (on the average, of course, and not being
invulnerable) and leaving the “cannon fodder” league.
Please remember that being Premium it’s not
the only way to be a paying player in WT and likely not the more relevant:
you can buy Premium vehicles but just a few of them are superior to “normal”
vehicles. It essentially allows you to progress much more quickly but just if
you make the right choices about crews and vehicles. This explains why some say
that being Premium makes no difference at all: evidently they didn’t exploited
the advantage or are really unable to understand the advantage.
You can quickly improve crews and vehicles by paying even without being
Premium.
Clearly, you should consider if it’s really convenient for you to put real
money in a so much flawed game (GF) that, moreover, Gaijin uses to change
very frequently and often in a detrimental way.
o
Don’t be a moron.
If you has played WT GF for more than six months and still believe it’s a fair,
skill-based game, you are a moron (and a big one, BTW).
If you believe to idiots in WT Forum who say that WT GF is not Pay-to-Win, you
are a moron.
If you believe to armour/penetration data given by Gaijin, thinking that duels
are decided by them, you are a moron.
If you think that crew’s level is not so important, you are a real moron.
If you don’t believe that Gaijin could set-up the game just to maximize their
income, not giving a damn about fairness, you are a moron.
If you think that Gaijin is willing to pay attention to players need, you
are a moron.
If you think that Gaijin treats all players the same way, you are a (huge)
moron.
If you think that Gaijin really wants to have balanced battles, you are one
of the filthiest morons ever lived on Earth.
If you believe in Gaijin, you are a real moron.
If you think that your skill can overcome your tanks and crews limitations, you
are a pathetic, childish moron.
If you think that the same tank has the same performance in a free player’s
hands and in a paying player’s hands, you are a ridiculous, grotesque,
hopeless moron.
If you usually try to ridicule players, which raised doubt about the game, by
babbling about “conspiracy theories”
and “tin-foil hats”, for sure you
are a genuine moron.
Don’t be a moron.
Please.
o
The
Dark Side of P2W?
There is a quite alarming possibility that being advantaged by paying to Gaijin
it’s not the only way to be advantaged in game by the use of money.
In WT there is a long-standing debate about the effectiveness of cheats.
Gaijin officially says that cheating in an effective way is almost impossible
in WT because all the calculations made to determine the mechanics in game are
done server-side.
But Gaijin in 2017 admitted that several players have been banned for their use
of cheats being able to give them
server-side information, not given by the game to fair players.
So Gaijin itself acknowledges that at least some information extracted from
servers could be used by cheaters.
The question is: what if not just information would be extracted by servers,
for example to operate an aimbot (software allowing to automatically adjust aim) on
client-side, but even reserved features residing on servers could be exploited?
For example, features assigned to game developers to improve their aim for
debugging purposes?
If a normal accounts could be transformed in such a privileged account, it could
likely have big advantages over normal and honest players.
Does this happens?
According to some, the answer is yes.
Apart this possibility to escalate account privileges (which would be clamorous),
there surely is a “dark market” on the web where unfair players can find pay aimbots and other cheats.
So, several “superman” you see in action in battle could have those abilities
not (or not only) for having paid Gaijin but also for having paid cheats
developers (usually with some dozens of dollars).
Just an example.
This is the list of the features of one of this aimbot,
working both with planes and tanks, as declared by its creators (these
information have been published on web).
It seems it relies on information extracted by servers, as one could deduce by
the note regarding Features.
The “radar” part seems a “Tactical Map on steroids” but the real benefit could
be the aim assist feature.
_________________________________________________________________________________________
Prices:
- 1 month $11.95 US
- 3 month $21.95 US
Features:
NOTE: ESP/Visuals
positions are controlled by the server. If the target/person is not visible the
ESP will not show them.
Aimbot : (Aim assist)[Plane and Tank]
- Active
- Aim at Allies
- Aim at Bots
- Aim at Planes
- Aim at Tanks
- Stick to target
- Predict Speed
- Predict Bulletdrop
- Auto Save/Load your
custom Scale Values for each Unit
- Predict Speed
- Configurable Aimkey
- Max Distance
- Max Aim Angle
- Tank Prediction
Scale
- Tank Bulletdrop Scale
- Plane Prediction
Scale
- Targeting style
(Distance, Crosshair)
3D Radar :
- Object Name
- Player Name
- Distance
- Type
- Box
- Show Allies
- Show Bots
- Show Planes
- Show Tanks
- Show Aimbot Target
- Show Aim Indicator
- Make Text Bordered
- Max Distance
2D Radar:
- Enable
- Show Allies
- Show Bots
- Show Planes
- Show Tanks
- Remove Box
- Lock to Radar
- Scale
- Size
- Transparency
- Max Distance
Misc:
- Circle Crosshair
- Enemy Close Warning
- Enemy Close Warning
Distance
- Panic-Mode
- Panic-Mode Key
- Enemy Aiming
Warning
- Enemy Aiming
Warning Distance
- Crosshair Size
- Crosshair Color
- Auto Load Config
- Save Settings
- Load Settings
Anti-Cheats:
- Custom
_________________________________________________________________________________________
According to some people all of that is just a scam, others says it’s
true but ineffective and others say it’s true and it works.
For sure, if it would be just a scam it would be a quite elaborated scam, with
web site and a forum with a lot of users’ posts, some of them criticizing aimbot’s shortcomings.
And I’ve seen too many “flawless snipers” (even one being able to shot down an
attacking fighter-bomber swiftly turning and firing with a 8.8cm Flak gun …) to
dismiss the hypothesis that working aimbots do exist.
So I think they are
real and likely work at least in some cases and for some players.
After all, it seems to me that even
Gaijin believe (or knows) that cheats are real and likely are working.
Look at this April 30th 2018 announcement (one of the several
announcements of this kind that are periodically published on WT web sites):
PLEASE NOTE: they are not
talking about frauds such as stolen codes to get Premium Packs at cheap prices
and similar things (which are rightly prosecuted too).
They are saying that those banned players USED
PROHIBITED CLIENT MODIFICATIONS!
And, although they are saying that “War
Thunder mechanics are such that most forbidden modifications will simply not
work or will at best provide extremely meager
opportunities”, they also state that “[to
discover cheaters] we use a highly effective algorithm. It is based on analyzing the difference in the behavior
of players who have only legitimate information provided to them from the game
interface and players who have information that contains more data - service
data intended primarily for the internal needs of the game client”.
Do you think that it would be really possible to detect “the difference in the behavior of players”
if the cheats would be just a non-working scam?
If they can detect a difference in behaviour, it means that a difference exists
and if a difference is noticeable when using a cheat software … it likely means
that it works!
Maybe even more significant: do you think that they had implemented a
sophisticated algorithm to discover what they would know being inefficient
cheating?
I’m really sceptical they would have done that, because a not-working or
badly-working cheat would be detrimental just to
naïve buyers of the illegal cheat software.
Could you think that Gaijin would spend money and time to discover cheaters
that, using non-working software, would do NO
damage to honest players nor to Gaijin itself?
Come on …
So, it’s quite likely that effective
cheats (unfortunately) do exist.
I don’t know how widespread and how much effective those cheats could be, for
sure this could be a plausible explanation for low level players fighting
better than veterans.
Because one thing has to be perfectly clear to you (otherwise you’ll never
understand this game and will go with the crowd
of “naïve” players) :
in no way a Level 10 player can kill
10-12 tank in one battle if not heavily assisted by some “artificial” means.
This could be just a case of luck if it would happen just from time to time
but, on the contrary, stats prove that those seemingly “beginners”
constantly win at an unbelievable rate on several hundred battles.
If you don’t believe me, please read my Air Battles Beginner’s Guide at “DANGEROUS PEOPLE IN THE SKY TODAY!”, in
“The Mystery of Low Level Aces”.
Quite an impressive reading, isn’t it?
Only MORONS could think that is
because their “skill”.
Since it happens daily, you can check it at almost at any battle and stats
prove that, it’s not possible that we are talking about “lucky shots”.
So, the only thing to determine is if
it’s P2W to Gaijin’s benefit or cheating, i.e.
likely P2W to someone else.
Anyhow, I strongly advise you AGAINST
buying and running such a software, be it effective or not:
- first for fairness
- second for the security of your account, your PC and the confidentiality of
your personal info
- third because you could be banned by Gaijin if identified (it’s
understandable that they are protective of their own P2W capability!)
- fourth … what’s the pleasure in becoming an “ace” just by cheating?
For other info, see my “Air Battles
Beginners’ Guide” in Chapter “The
(surely) infamous cheating issue”.
o
Tank technical data sheets: are to be taken seriously?
Please don’t believe too much in characteristics declared by Gaijin about armour strength, ammo penetration and weak points of tanks,
otherwise you’ll go crazy in seeing how much often it doesn’t works that way in
game!
I think that Gaijin has done an effort to build a sort of simulation but it
works just to a limited extent, maybe both for bugs, negligence and lack of
development resources.
There is no reason for a lot of behaviours, such as a Ho-I
hitting four times a weak Ke-Ni on any part (turret,
hill, tracks), with a quite powerful Type 2 HEAT at 200 mt,
without being able to kill all the crew, which was just so slightly wounded to
be still able to drive and shoot to me (it needed a fifth shot by me to destroy
the tank making ammo to explode).
Just to report one of the endless series of silly things that happened just to
me. I could bet that in other cases this faulty Damage Model advantaged
me.
So, data declared in GUI’s tank cards are to be taken with a grain of salt and
the same is true for info contained in War
Thunder official Wiki ( https://wiki.warthunder.com
): a lot of info and advices there written are truthful and right but some are
not.
How can you decide which are good and which bad? Just playing with those
vehicles (until they are spaded too, otherwise their performances would be
inevitably poor).
Since WT Forum is full of bullshits, even worse than WT Wiki, you risk to
receive very bad advices and news asking there. So, it’s better to learn things
from experience.
o
Want to know the game? Use
anything.
If you want to become a WT GF
“connoisseur”, try different nations and different vehicles,
this will give you a wider perspective and will let you understand which tanks
best fit your style. You could also be able to know weak points and bad
features of enemy tanks, to be exploited at your advantage in battle.
That’s my choice, BTW.
o
Want to win? Use just the
best tanks.
If you, on the contrary, just want to maximize
your chances to win and survive, choose the best tanks at their BR,
fully spade them and always use just
them. For example, at BR 3.7-4.0 the safe choice is a line-up of
threeT-34 (T-34 is a wonderful tank in real-life and in game, so effective in
game, both offensive and defensive, that I call it “the tank of the cowards”!).
In general, Russians and Germans are “safe choices” at any BR and any tier, if
your goal is “to win”. Especially Russians are a not debatable choice an in
fact you’ll see hordes of T-34 and KV-1 at any battle in their tiers.
I find this “safe and steady” strategy very boring but this is just my
preference.
However, no doubt that using, on the contrary, bad tanks will prevent you to
reach good achievements. Likely just paying players could have acceptable or
even good performances using poor tanks and even them would be relatively
hampered by inefficient vehicles.
You can find in the following my personal and incomplete reviews for three
lists of bad, good and so-so tanks.
So, remember that “Win = good tanks (too)”.
For example, no “normal”, non-paying and non-privileged player can really have
top-performances using the incredibly poor low-Tiers French tanks or, for
example, a Japanese lineup at BR 3.3 composed by M24
SDF, Chi-Nu and So-Ki (having to face, at that BR, much stronger T-34s, KV-1s, Pz IIIs, PZ IVs, Stugs etc.).
If you should find a player being able to have really good results with really
poor tanks, you could bet it’s a paying/privileged player designated by Gaijin
to be an “ace”.
o
Stay at the tiers you are good for!
Don't rush to upper tiers, where you would find
many players much more expert than you, with much better crews and spaded tanks.
Such advice is even more important in GF than in AF, since in GF vehicle
strength and crew experience are much more decisive than in AF.
Moreover, any existing P2W mechanism, declared or undeclared, designed to
favour paying player seems to be at work in a pathetically shameless marked way
at higher Tiers, maybe more than at lower levels.
In practice, a beginner that, maybe after one year of gaming, has managed to
have fair performances at Br 2.0-3.0 could easily discover that shifting at BR
3.7-4.3 makes him being cannon fodder again.
Remember that crew strength, ruled by Vitality, is relative to the power of
enemy guns at any BR: a Vitality level which is good for enduring shots
from BR 2.0-2.7 tanks could be no good at all at BR 4.0.
But I have the strong suspicion that crews’ relative weakness at high tiers is
“artificially boosted”, independently from declared guns’ strength.
A further inconvenient of rushing too early to upper tiers is that repair
costs are higher, so if you lose many tanks (being “cannon fodder”) you’ll
have to pay a lot and likely you’ll start to lose more SL than the earned ones.
As much as in AF, Gaijin allows you to easily gain SL, even without paying and
without the need of great performance, just at the lower Tiers (I-II, max III).
If you want go higher and going on earning SL notwithstanding repairs, you
have to win a lot and to win a lot you have to pay.
Quite a simple business strategy, isn’t it?
So, carefully evaluate your performance and your crews’ experience at the present
Tier and BR level before going up in tiers and Battle Rating.
BTW, Tiers II and III are considered by many no less amusing than upper tiers
and not so much dominated by a few type of tanks (such as Tigers) as in those
tiers.
So, staying for long at lower tiers/BR is not a penalty.
o
The need for spading or “how
to transform a coffin-on-track into the terror of battlefields”.
Fully "spade" your
vehicles (i.e. add modifications to your vehicles using RP points earned in
battles until they are fully developed, at least tanks you like to use). A
fully spaded tank is much more
performing than a stock one. Your performance will ever be heavily hampered
by using stock vehicles and some tanks in particular, for example the
Japanese Na-To, are absolutely detestable under any aspect and almost useless
when stock.
But even strong tanks can be ghastly to play when stock. Just to mention one, Pz.IV G with stock engine isn’t even able to turn in place
when the ground is even slightly sloping! With a slow tank you can hardly
capture a zone at the beginning of battle and you’ll ever be in danger in a lot
of situations, especially when you need to cover.
Not to mention lack of artillery support, that means lacking of an additional
weapon. Not to mention that if you haven’t FPE you are dead. Not to mention
that stock ammo are often mediocre. Not to mention …
At the same time, remember that throughout the spading phase your still
almost-stock vehicles will be so inefficient that your performance will
significantly suffer. This happens even in AF but in GF is much worse. My
estimation is that using stock or semi-stock tanks the performance is on
average no more than 60% respect to spaded tanks.
So you have to spade you tanks but you’ll be really disadvantaged during the
spading phase, which often is a lengthy affair, especially beyond Tier II.
Is it possible to avoid that? Yes, of course: you could PAY to instantly add
modifications!
As usual in WT, this is the easier solution for becoming an “ace” ...
About modifications to apply to
tanks, in roughly decreasing order of importance: FPE (to extinguish fires, absolutely necessary at the beginning but
needed even later, without it you are usually dead), Parts (to repair your tank on field, without it you can’t do much
more than hiding … if tracks still works!), Crew Replenishment (even more important with weak crews), Ammo (always grind and then choose the
best), Adjustment of Fire (to
improve the usually pitiful fire accuracy in stock vehicles), Engine (being as much fast as you can,
always help) and then the others.
o
Choosing tanks.
Not all tanks are equally effective. Some of them are almost useless against any enemy (even the weakest
ones) and are “good” just as cannon fodder, such as the Japanese Ka-Mi, or
stupidly overtiered and so unable to survive for long at their BR (like M24 at
BR 3.3) or have really crappy design such as the Archer.
Although I usually spade ALL of them (before leaving them forever in my
hangar!), then accepting long periods of inferiority in battle, I had to advice
against doing that if you really want to “win”: just as I said before, choose
and use just the best tanks if you are really worried about “winning” and
“protecting your stats”.
If the tank is both stock and weak, your performance will suffer twofold,
even if you play skilfully. For example, if you use a weakly armoured SPAA
and, worse, this is also stock, you could survive the battle if you move and
hide carefully but at the end your battle activity will be low and your kills
and hits even lower (if any): the most likely outcome is that you’ll finish in
the worst quarter of the battle rank, even having done good for what your tank
permits you to do.
You have to take into account another (somewhat surprising) fact: more you are
skilled and more likely you’ll survive for a long time in a battle even
with a weak tank, but this also means that you’ll fight for a long time
(or all the battle) with an underperforming vehicle, so having quite
mediocre performances.
So, speaking about battle score, it would be often “better” to be quickly
destroyed with that tank and changing to a stronger one!
My advice here is: having three crews, start the battle with the strongest
tank and leave the weakest as the last resource. This of course could be
changed if you have a specific goal to play exactly that tank, for example to
spade it.
A last note: you could find guys in WT Forum stating that good skill can make
good even a bad tank. It’s a silly statement, a bad tank is a bad tank,
point.
But it’s true that Gaijin-generated “artificial skill” can change a tank’s
effectiveness in battle: an “artificial (paying) ace” can use a poor tank and
have nevertheless an acceptable performance, just because the “RNG God” loves
him. A beginner/non-paying player won’t ever be able to have so much success,
his armour will be weaker, his crew easily killed and his gun won’t be able to
penetrate even armours it should, according to “official” data.
Since there is a lot of these “wallet aces” in WT Forum you could easily be ill
advised by them, even on tanks’ strength, because they don’t realize what’s
happening when they successfully use bad tanks.
o
Choosing between tank species.
Not all kinds of tank are equally effective. Although it’s partly a matter of personal fighting style and preferences,
it’s difficult to reach top ranks playing just with tank destroyers and SPAA.
If you use tank destroyers
you have to deal with limited gun mobility (and in some cases with weak
armour), being in great danger if there are nimble enemies at close
distance. In this case you should find a good sniping point, possibly
flanked by friends at near distance, but your battle activity at the end
will likely be low.
And a low battle activity means a significantly lower score.
In addition, tank destroyers in WT hasn’t even artillery support!
Tank destroyers could be good in RB (Realistic Battles), where there are no
markers to make tank positions evident, but in AB any tank close enough is
easily identified so it’s very difficult to plan ambushes.
If you use SPAA, which are
usually very weak, you should use their speed (many of them are
fast) to harass enemy tanks with hit-and-run tactics, avoiding at any cost to
be hit. In the meantime, you could target enemy planes flying above your zone.
Since planes presence is random and the most of SPAA are at most able to get assists,
just rarely getting kills against tanks, it’s unlikely the end score will be
really high (even if in WT GF assists are well rewarded, so always try to put
some shots onto any enemy tank, even the strongest ones, and hope that a
comrade give it the finishing blow).
So, if you want to have the best performances preferably choose traditional
and strong tanks with turrets, such as T-34s or Pz
IVs.
o
Choosing your nation.
About which nation have the better tanks,
as I already said Russians and Germans are, on the whole, the better IMHO. If
you would force me to made a quick rank I’d say:
1) Russia: usually sturdy, good guns
and ammo, many of them are quick and very easy to drive too. T-34s are likely
the best tanks at their rank, KV-1 are strong and effective and several other
tanks are good too. Russians are the easiest choice to win, on the whole
you can’t go really wrong with them.
2) Germany: not always sturdy (for
example, Pz IV around BR 3.7 are surprisingly poorly
armoured) but with good guns and ammo. Pz III and Pz IV have to fear mainly Russians, other tanks such as Gepard, Wirbelwhind and Marder are fun and effective. Second best choice.
3) USA: strong enough (at least
under BR 3.3), good enough guns, just acceptable ammo. An average strength
nation, unfortunately their ammo are often not the best at their rank (small
explosive contents).
4) GB: mixed situation, much
improved after patch 1.75 at lower tiers. Some tanks are strong, some fast,
many of them had poor piercing-only (no explosive) ammo until patch
1.75. Before that patch they were much
less effective in damaging, having to use by far the worst ammo in game.
Then all changed, in a night: Gaijin decided to buff solid-shot ammo (to a
quite ridiculous extent, the effect became the same of an explosive ammo!) and
lower tiers British tanks, using those kind of ammo, suddenly became very, very
dangerous for any opponent. This is for sure true until BR 3.0, beyond that
level the strength of armours’ opponents greatly lessen their effectiveness
(one thing is fighting T-28s, facing KV-1s is a totally different matter),
which is however better than it was before.
5) Japan: mixed situation, some of
them are good and really amusing to play, many other aren’t. A common drawback
is the terribly slow turret rotation speed (at lower ranks), however guns are
usually good, some almost exceptional for their BR such as 75 mm Type 3 (at BR
2.3). On the whole, Japanese tanks are weak, just like their AF
counterpart, so it’s very likely to have much poorer performance with them than
with Russian, Germans or Americans. They were the weakest nation before the
arrival of French.
6) France: talking just about low BR
tanks (from Reserve to 1.3), the situation is almost appalling. Some
tanks, such as H.35, FCM.36 and the absolutely detestable R.39, are at the
bottom of performance in the game, other are a little bit better (such as
AMC.34 YR) but, on the whole, low-BR French are even worse than Japanese. Any
Russian, any German, almost any other tank at the same BR or even lower can easily
destroy those funny tin cans. If you really like to end battles at 14th
, 15th or 16th place in your team, choose French under BR
2.0 and your dreams will easily come true!
Avoid, unless you have a taste for defeat and horrible tanks.
7) Italy: so far, not enough
experience for me to give opinions.
Of course this is just an averaged and rough rank, a good judgement should be
done at least for any single Tier or BR range.
o
Shitty
tanks.
I can’t avoid giving you a list of really shitty tanks, according to my
experience and opinions of others too. You could even avoid spading them
(unless you are a “spading fanatic” like me!).
Please note that the list is absolutely incomplete and judgements regard AB
only and until Tier III included (i.e. tiers involving beginners).
Listed BR are those set by Gaijin at the moment I wrote these notes,
always check them because they could have been revised.
I have to add a general remark:
sad but true, as in almost any other thing
in WT and especially in GF, you have always to take into account the
“ace/cannon fodder factor” set up by Gaijin.
I’ve encountered in battle a comrade that reacted to my statement saying WT GF
is P2W, strongly denying that and saying that he was doing fine even with
non-fully upgraded tanks. He ended the battle in second position in team and in
the whole battle with 10 kills and being him just a Level 18 I replayed the
battle to discover how him, being just a little bit more experienced than a
beginner, managed to have such a good result.
Well, I’ve unveiled the mystery.
I was ready to see some example of very good skill in driving the tank,
tactics, aiming and firing. Otherwise, I was also ready to see a case of good
luck, or bad and suicide tactics by his opponents.
None of this.
He didn’t anything special, except surviving in a surprisingly
effective way and using that survival (and an equally surprising effectiveness
of his guns) to win.
The first tank he used in battle was an M4A3 (105) Sherman, with according to
me is a bad tank in game, both relatively weak and with an ineffective gun
(read below to understand why).
However, with it the player endured an impressive
amount of hits, even on the weaker side of the hull and even when fired
from 20 m, which damaged it but without giving any significant impairment
to his capabilities.
As usual in GF, at least in low-medium tiers, the key to win is enduring enemy
hits and being still able to fight, more than “hitting first”, and that was
another example of that truth.
I carefully checked the server replay and its damage status display: that tank
fought for almost five minutes with a lot of heavily damaged
parts, red and even black!, and two crew members seriously wounded.
Notwithstanding that, the tank never stopped, the gun never went out of use, it
went on moving, turning the turret and quickly firing just as if it was
untouched!
So, he could return fire and, incredible!, even its 105 mm was able to do a
one-shot kill series!
He had three kills with that tank, whereas I’m sure, according to my
experience, that I couldn’t have been able to survive even to the first hit in
the same tank and I could have considered me being lucky if I had a single kill
before being destroyed!
Do you know what it means being instantly stopped by a single enemy hit,
being unable to fire, counting down repairing time while hoping not receiving
the finishing blow? I’m pretty sure the most of you know very well that
situation: being disabled at the first suffered shot.
It’s just when you should definitively realize that it can’t be a chance when
you so easily are heavily damaged and handicapped (both tank and crew and even
in heavy tanks such as KV-1s and Matildas) for
frightening dozens of seconds, whereas the enemies usually can go on fighting
just after a few seconds (if any).
That didn’t happened to him. The most he had to do is to use FPE once, which
extinguished the fire in very few seconds, after that he was back kicking,
alive, fighting and killing enemies.
What it happened was what you see when you hit well an enemy, maybe even with a
declared “Critical hit” (one of the most ironic definition in game!), and he is
still able to move, fight and return fire. Usually you notice that on enemies,
in this case I checked the same being true to the advantage of a comrade.
It was as if “RNG God” protected him, both in defence and in attack
phase, except I don’t believe in God and even less in randomness of shot
effects in WT GF.
I can’t know the details, I don’t know how much strong were his crews, but it’s
clear that comrade has been evidently put into the “winner” league (at
least as individual, as a team we lost that battle for a thin hair at end),
differently to me and the majority of players.
When you understand that, you easily understand why a poor H.39 French tank can
do well enough if used by the usual “wallet ace” and why so many H.39 “Cambronne”, a Premium (i.e. paying) version (having no
technical difference between the free version), so often do even better.
When you understand that, you won’t be surprised to see a cardboard-armoured
M24 Chaffee driven by a “wallet ace” being able to endure several
close-distance shots, whereas driving the same tank you would be killed at the
first shot.
So, if you find that some tanks I’m here calling “bad” seems to be
much better than my judgement, please take into account that WT GF is a such
“artificial” and P2W game that a player,
if designated to be a “winner” or having bought his “skill”, can do quite fine
even with bad tanks.
On the contrary, all the other players … has to suffer!
75mm M3 GMC [USA, BR 2.0]:
how do you think a “tank” with “armour” of 6 (six) mm of “thickness” could
behave in AB battle? Well, I think you can give an answer by yourself. Although
it has a good gun, if you want to save you from despair, avoid it.
M4A3 (105) Sherman [USA, BR 3.3]:
by far the worst of the Shermans. You could be
titillated by its 105 mm (wow!) howitzer until you use it: absolutely useless
with the M1 shell but practically useless with the M67 shot too. With M67 the
effect is usually poor but also quite unpredictable: 80% of shots you put on
the target even at close distance (20-30 mt) can’t do
any significant damage but a few of those surprisingly do, likely just when the
enemy has a very weak crew. Data published by Gaijin for M67 penetration is
130/112/64 mm at any distance from 10 mt to 2000 mt, which is huge and which could theoretically be credible
since it’s a HEAT shell (that don’t lose penetration over distance) but the
fact is … it rarely works! It’s an obvious mistake that allows you to
realize how this tank is neglected by Gaijin.
Add to this the extremely slow turret traverse rate, extremely long
reload time, low muzzle velocity, a huge shell drop and the fact is very
easily one-shot destroyed by shots hitting its ammo racks (even if
containing very few ammo) and you should be able to understand.
Moreover, although max speed is not bad, its in-place turning ability is
very poor, so you can’t effectively use stationary turning to compensate
slow turret traverse.
Gaijin in his Wiki says “HEAT shell
option with approximately 100mm of penetration even at long range, making it
able to take on even KV-1 tanks frontal armor“. Pure
bullshit. KV-1 are untouchable by this shit even when hit on the side
armour at 30 mt!
Gaijin in his Wiki says “devastating
against lightly armored tanks” but the truth is
that you will have a lot of troubles even to destroy a T-50 at 10 mt!
This is a tank that can be effective (maybe) just against weak SPAA, even open
tanks like Flak 88 or Marder are usually strong
enough to endure direct shots from it. With this shit it’s much more
easy to get assists than kills, even when hitting under 50 mt, so flank your comrades, hit first and hope they finish
the job.
In real life, M4A3 (105) was intended as a support tank, not as a front-line
attacker tank. So you could think it’s logical enough its being so poor against
tanks (apart absurd data about armour penetration and the multiple bullshits
Gaijin says).
And it could be true, however the absurdity is that initially Gaijin chose
for it a BR 3.7 (in AB), which was fully demented (as usual …)!
It shouldn’t have a BR greater than 3.0 (2.7 would be fine), on the contrary at
3.7 it had to face tanks being able to easily resists to its shots and easily
one-shot destroy it. A Gaijin-made disaster (as usual …).
Luckily, after some time Gaijin lowered its BR to 3.3, better but still way too much.
I heaved a huge sigh of relief when I finished spading it, then I gratified it
with a “zero digit” decal (which I use as a black mark for bad tanks) and
shelved it forever.
Absurd and useless gun and shots, fragile as a stem glass (but please remember
my initial remark), clumsy as a sloth but over-ranked by idiots: it’s really
significant of the overall stupidity of WT GF.
M24 Chaffee [USA, BR 3.3]:
quite fast and nimble (but you have to fully research Engine and any
other engine-related modifications, such as Filters and Transmission, as soon
as possible, otherwise it’s almost shit!), barely acceptable gun (with
M61 ammo) but made of cardboard. It’s usually destroyed by any
shot fired by any enemy, especially when having a not really strong
crew.
In practice, in a game when enduring enemy shots is the most important virtue,
it can’t resist a peashooter’s shot!
Moreover, even on the offensive side is much worse than expected when reading
declared penetration data (look at the following review of its twin, the
Japanese M24 SDF).
It has no sense if put at BR 3.3, as Gaijin did (previously it was even
worse, to a fully idiotic 3.7!). Just filthy minds could have given it
the same BR of a T-34. It should be good enough for capturing points, thanks to
a good speed (when spaded) but just when … there are no enemies around!
Otherwise, you’ll have to hide behind obstacles or heavy tanks in your team
(please, if you want to closely follow a friend tank, warn him before doing
that …).
Only really remarkable characteristic is a fast reverse speed (!), thinking a
that you could easily understand how bad is this tank.
It’s absurd BR positioning It’s just one of the many examples of Gaijin’s idiocy.
However, if you really want to use this tank you should make use of its reverse
speed, choosing a shelter and moving forward and backward between a shot fired
and the following one.
Another suggestion is to use explosive M61 shot instead of the piercing-only
M72 (which has more penetration power but overall makes less damage).
I really advise against using it, unless you want to test your skill in
covering!
M24 SDF [JAP, BR 3.3]:
as Gaijin says in their Wiki, “this
Japanese vehicle is identical to the American M24 Chaffee”. First think to
know, this is one of the biggest fabrication of history ever made by Gaijin:
some M24 were given by USA to Japanese Ground Self Defence Force just after
the war, so no Japanese tanker used them in WWII. This isn’t a case of a
“captured vehicle” put in tech tree: it’s full fiction, no M24 ever
fought in Japanese Army during the war. Likely Gaijin did that just to fill a
hole in the Japanese tree.
Apart this, it has the same BR of the American M24 and, of course, all its
shortcomings remains in the Japanese version. At BR 3.3 you’ll face so much
better tanks that rarely you’ll be able to kill them or to survive for long.
As usual for this imbecilic game, things are really even worse than you could
think they are on paper. For example, its gun is particularly inefficient.
Do you think that M24 SDF gun can really penetrate 109mm at 100m, as the
stupids in Gaijin say? Think again, I fired three M72 shots at zero
distance and 90° angle against the turret of a Russian SMK without any
penetration. And, yes SMK is a heavy tank but its turret has “just” a 60mm
armour, which should have been easily pierced by an AP ammo! Of course, SMK was
driven by the usual “wallet ace” …
According to my experience, it has one of the most unreliable gun when
compared with what it should be able to do according to Gaijin’s
data. As I wrote for the American version, it’s better to use M61 ammo, at
least you have some more chance to kill enemy crew or making enemy tank
exploding.
Poor kill capabilities, easily killed, even a poor and slow MG quite
ineffective especially against planes.
A quite bad tank even when spaded, very bad when stock.
So-Ki
[JAP, BR 3.3]:
I have to mull for a while over the placement of this SPAA, in “bad tanks”
or in “so-so tanks”.
In fact, it has one good enough feature: its double 20mm cannons are
effective enough to make some consistent damage to medium tanks if used in
close range (forget being able to do it with heavy tanks).
However, it’s difficult to use it against planes, because its rate-of-fire
is quite low and the turret rotation speed is not good enough
to compensate that. If a plane attacks you foolishly flying just in the same
direction your guns are pointed, it’s very likely dead (but likely your So-Ki will
be destroyed by its crash, too!). But when you have to use deflection shooting,
it’s much more difficult than with the most of other SPAA.
So, we have a vehicle not really good to do what it has been designed for
and good enough against tanks just against some tanks and in favourable
situations.
Moreover, it has a low-power engine, making it quite slow on
rough terrain (where it struggles to reach 20 km/h!) and making more difficult
to move in battle. Having difficulty in movements means being an easier target
and since it’s an open vehicle and has practically no armour that means
being easily destroyed at the first shot by any enemy, from the ground or
from the air (even a fighter with just MG can kill the whole crew with a
short burst).
It’s really weak against kamikazes too, likely one of the vehicles more
prone to be hull-broken (death by kamikazes breaking the hull of the tank).
Of course, a nearby-exploding artillery shot is always deadly too!
So, all considered and even if sometimes it’s fun to use, I think it’s a really
bad tank, especially at the absurd BR 3.3 the idiots in Gaijin placed it
(please note that the infinitely better Wirbelwind
is just at 0.4 more!).
I finished spading it, then I gave it my personal “black mark” for bad tanks,
i.e. a “zero” digit (just to remember to avoid using it in future …).
M4A2 Sherman [USA, BR 4.3]:
a very disappointing tank, especially for its BR. As correctly (for once!)
Gaijin says in its Wiki, the 75mm gun is just “decent” at its BR (and that’s an
optimistic view) and the armour is quite weak. You’ll suffer a lot of immediate
deaths if you expose yourself with this tank. Practically any suffered shot
from medium distance is enough to damage it (and the crew) so much to leave it
stopped an unarmed. Add-on armor you can grind when
spading is a useless joke.
If you are used to play aggressively, with this tank you simply can’t do that.
It’s an extremely frustrating tank that at first glance seems “big, powerful
and sturdy” whereas is just “big” (enough), forget about powerful gun and
toughness.
Any Pz IV or T-34 or KV-1 will easily kill you
whereas you’ll have a lot of difficulties to destroy them, even if having a
lower BR, such as Pz IV F2 or T-34 1942.
Any BR 5.3 tank that you could encounter in battle, such as IS-1, will pierce
you like a hot knife into a stick of butter whereas you won’t be able to damage
it at all.
But almost any other tank MM could put against you can kill you, a Pz III M (BR 3.3) can endure your full frontal shots and
one-shot kill you and even a Crusader Mk III (BR 2.7) with its poor
non-explosive shots can be dangerous!
In practice, it’s a clearly overtiered tank
that should be put at no more than 3.7 just like the “normal” M4
Sherman.
If you really want to use it, at least fully spade it and use artillery any
time you can. But my advice is to shelf it because it’s one of the worst
choice at that BR.
ASU-57 [USSR, BR 4.0]:
one of the weakest, really thin-paper tank in game
(hull: from 4 to 6 mm, turret: 15 mm!!!), can be destroyed by a slingshot. It’s
low profile is good for RB but useless in AB.
A “coffin on tracks” tank.
Ho-Ro [JAP, BR 1.7]:
a disaster of a tank destroyer. Clumsy, with a weak armour, very limited
gun movement angle, heavy recoil (requiring aim adjustment after any shot) and
a ghastly reload time (25.4 s !!!) it should be considered just a mobile
howitzer to stay behind a hill.
Avoid.
Chi-Ha Kai [JAP, BR. 2.0]:
although if opposed to weak enemies it could seem good enough and the usual
Gaijin’s Wiki praises its gun (well beyond its
merits), after having used it for a while I dislike it. It just suffices to
fight at BR 2.3 (just 0.3 more than it’s BR) to be usually overwhelmed by
almost any other tank. It’s slow, having a bad acceleration due to a
underpowered engine that makes it’s much slower than you can think looking at
its max speed (99% of times I’m not able to capture a point with it at the
beginning of the battle, because too many comrades already arrived at it well
before me!). As usual for Japanese tanks of similar tier the turret movement,
simulating hand cranking, is extremely slow, making it more a
tank destroyer than a tank, with the difference that … it rarely destroys
enemies! It also has a very weak armour, so it has almost no hope
against Pz. IV, Stugs or Sturmpanzers but also against T-70, T-80 and the most of
other tanks around its BR. A Gepard can kill a Chi-Ha
Kai whole crew with just a single burst.
Gaijin’s Wiki stupidly says it’s “lethal in the right hands”: pure
bullshit. A very good player, best with a very experienced crew, could have
some limited success against less experienced players, before being
destroyed, but by no means this tank can be called a “lethal weapon”.
It’s a weak, slow, clumsy, almost harmless tank starting just at medium
distances and which is suicidal to use in a close combat because of the slow
turret and almost non-existing armour, so fighting with it is a very
frustrating exercise. Unluckily, there are very few good Japanese tanks around
BR 2.0 so it’s not easy to find a substitute.
Chi-He [JAP, BR. 2.3]:
similar to Chi-Ha Kai in disappointing characteristics, it has just a
little bit better frontal armour and a more powerful engine, not enough to
really change things. So advices against it remain the same.
Pz.IV J [GER, BR. 4.3]:
whereas the Pz.IV series is, in general, good enough,
this particular model is deservedly ill-famed in game. In real-life it was a
simplified version of the previous and much better Pz.
IV H, to speed production in order to replace heavy losses suffered by Germans.
One of these simplifications was the removing of the electric engine that
rotated the turret in the previous versions, so the turret has to be rotated manually.
This means that turret traverse speed is abysmal: about 4°/s instead of
the 8°/s of model H and almost 13°/s of model G! In practice, it’s worse than
the already very bad speed of Japanese hand-operated turrets!
Add to this a weak armour for its BR and you’ll easily realize why so
many players despise this tank. Fighting with it, especially at close range, it
is more a suicide than a battle, since it has a gun mobility almost as bad as a
tank destroyer but without having a low profile and it can be destroyed by
practically any other tank at its BR end even by several tanks of lower BR.
Only good thing it has is the good gun … if you manage to use it before being
killed!
It’s a very bad tank even when spaded but at stock is one of the worst
nightmare you can have in GF (with stock engine it even struggles to turn in
place!).
In fact, is one of the very few tanks I’ve almost decided not to finish spading
(well, with great strain I spaded it at least …).
Since at present there are not really many German tanks at BR 4.3 (there are
good tank destroyers at that BR, such as StuG III G
and 88 cm Flak, but few tanks) you could be tempted to use it to stay at that
BR, in that case be prepared to suffer.
My advice: avoid it and use instead the much better model G, same BR, which has
practically the same gun, same armour but a hugely higher turret traverse speed
(and this alone makes a fully better experience).
Otherwise, use model J like it was a tank destroyer: hide and snipe, trying to
be usually covered. And don’t forget to grind, as soon as possible, “Horizontal
Drive” modification for the model J, that slightly improves turret
traverse speed.
Of course (have I to say it?) the inveterate idiots in Gaijin gave the same BR
to J and G model …
Hotchkiss H.35 (FRA, Reserve):
yes, it’s a Reserve tank so you shouldn’t expect good performances, but this is
judged by many (me included) as the worst Reserve tank so far appeared
In WT GF.
It has almost nothing good, apart a passable armour for its BR and a
good enough turret rotation speed: no gun, no ammo, no speed, no good handling.
Just two crew members, so it’s easy to kill at once its whole crew, especially
a weak level crew.
Although its armour is not bad, it can nevertheless be pierced by practically
all other Reserve tanks (let’s alone tanks from BR 1.0 to 2.0) at close-medium
distance whereas its very poor gun and ammo are unable to perforate almost any
other tank. Its “best” performance: no more than 36 mm at 10 (ten) meters, 90°
angle!
If you consider that a T-26, a BT-5 or a Pz.III B,
all of them being Reserve tanks, at the same close distance could penetrate
from 60 mm to 90 mm (depending on ammo), you can easily understand why the
short barrel gun and its ammo are the worst feature of an overall very poor
tank.
In real-life H.35 was designed as an infantry support tank, not to battle
against other tanks, so for once its in-game performance it’s quite realistic!
Even mobility is poor: very slow (31 km/h max!) and an engine so weak that,
especially when stock, it’s difficult to climb low hills and turn in place.
One favourable characteristic could be its small size, that means a
small target. However, please remember that is quite dubious that WT GF
really respects all “realistic” parameters, target size included at least when
seen from medium-great distance. I’ve seen the usual “supermen” in game aiming
and one-shot destroying an H.35 at 600m in the blink of an eye, just by having
the gun pointed in the right direction and apparently without having to make
aiming corrections. Again, don’t be fooled by Gaijin’s
statements and by this unfair game, so don’t count too much on H.35 (or any
other tank) to be a difficult target because its being “small”.
In some way it’s an interesting tank to play with: you can discover how much
well you can play with the weakest tank in game!
Of course, don’t expect to win (unless you really are an “advantaged superman”
in game). Some hits, assists, maybe a zone capture and (if you have some luck)
an occasional enemy plane hit by its machine gun if he directly attacks to
kamikaze on you (so giving you a victory if he has been hit!) are the most
realistic expectations.
His successor H.39 (BR 1.3), with a
better engine and better gun/ammo, is for sure preferable, as much as the other
Reserve tank AMC.34 YR (less armoured but faster and nimbler, better gun and a
much better ammo).
But even H.39 is a very mediocre tank and at that BR is easily destroyed
by almost any other countries tank.
My only doubt is about the Premium version H.39 “Cambronne”,
which seems to me better than the “plain” version (especially about
resiliency), but this could be the effect of being usually played by paying
players.
FCM.36 (FRA, BR 1.0):
one of the most pathetic tanks in game (if you really want to consider it a
“tank” ,,,).
Even slower than H.35 (max speed 26.6 km/h!), with the same pitiful “gun” of
H.35 (so being unable to damage any enemy unless being really in contact), same
just 2 crew members (so you are one-shot dead 90% of times especially with a
weak crew), it’s quite incredible it has been put at BR 1.0 and not at Reserve.
Avoid using it, even the Reserve AMC.34 YR is better.
R.39 (FRA, BR 1.3):
if H.35 is likely the worst Reserve tank in game, this one is likely the
worst tank that Gaijin (absurdly) gave it a BR 1.3.
According to Gaijin it should be more performant than FCM.36 since the gun is a
little bit more powerful and the armour a little bit better.
But other characteristics, such as gun vertical guidance, are worse and, above
all, it’s even slower, slower than a sloth (max speed 22.2 km/h!!!),
because it has a pathetic 109 hp (!) engine (about half the power of the most low-BR
French tank, apart H.35 that has 90 hp) that make it struggling
with the smoothest hill and even when trying to turn in place.
Moreover, it has just AP ammo, no APHE, and this, coupled with a very poor gun,
makes almost impossible to kill any enemy apart in case of lucky
circumstances.
It’s a very tiny tank and you can become aware of that by looking at it
side-to-side with an FCM.36 which is, surprisingly, “bigger” than the R.39. As
I already wrote, you can’t count really much on this smallness to survive.
More than a “tin can” it’s a “thimble”, but a very weak one. With a low level
crew you can be sure to be immediately destroyed for “crew knocked out” by any
suffered it, either good or bad placed.
It could be barely acceptable to have it at BR 1.0 (really, according to its
performances it should be a Reserve tank), on the contrary putting it at 1.3 is
an absurd joke.
Really a good candidate for the “Worst Tank in Game Award”, not just at its BR.
AMR.35 ZT3 (FRA, BR 1.0):
a so-called “tank destroyer” whose only noteworthy quality is a very good speed
(65 km/h when fully spaded but good enough even at stock).
Apart that, no armour (max 13 mm) and just two crew members means that you are
dead when touched with a stick. Moreover it has a very limited gun traverse, so
it not easy to exploit its not-so-bad gun.
Ideally you could think to use its speed to attack enemy at flanks, in practice
you’ll be easily killed by anyone before succeeding to close the
distance.
Just another example of the mediocrity of low-BR French “tin can”.
(to be continued …)
o
So-so tanks.
This is a personal and incomplete list, like
the “bad tanks” one, of some tanks that are “bad enough” to require
caveats, even not so bad to be inserted into “bad tanks” list.
Or, otherwise, some tanks with some good characteristics but
being not so good overall to be inserted into “good tanks” list.
Sd.Kfz.234/2 “Puma” [GER, BR. 2.7]:
a peculiar light vehicle with wheels instead of tracks, has a good
cannon and exceptional speed. However it’s less nimble than one
could think and clumsy off-track. Driving it is more difficult than
expected and often irritating, even in “driver assist mode”.
Having wheels instead of tracks means that it can’t turn in place, differently
to a tracked tank. In crowded maps into narrow streets and squares within
buildings this can be a not negligible handicap, especially if enemies are
close. Moreover, if you make sharp turns at high speed it skids a lot,
so you can easily bump into buildings and the such. And if you bump into
something and stop your Puma, you could find yourself in a very difficult
situation while trying to disengage, just because you can’t turn in place.
It’s not an entirely bad tank but you have to bear in mind that it
has almost no armour (very vulnerable from planes too), it’s not
great off-track and it’s not so much nimble.
Its best use could be, thanks to its speed, capturing those points where
enemies can’t arrive before your team, because those points are much closer to
your spawn area.
Any other action approaching enemies at close distance have a great chance to
end in your immediate destruction.
In general, I can’t advice using it although sometimes its speed make it
fun (until you are hit …).
AMR.34 YR (FRA, Reserve):
this tank has at least one good characteristic: although being a quite weak
Reserve French tank it’s better than almost any other French tank at Tier 1,
even the ones at BR 1.0-1.3!
And this justifies the inclusion in this list, to warn you that it’s more
convenient using it than almost any other French tank you have in hangar
for that tier.
In my opinion it’s much better to use this instead of H.35, FCM.36, AMR.35 ZT3
or the horrid R.39.
It’s fast enough, nimble enough, with a decent turret rotation speed and,
luckily, has APHE ammo that makes a great difference for killing enemies.
In the first Tier there is no better French tank apart H.39, which is not much
better than this anyway (if any) and has just AP ammo.
Be careful about its weak armour and try to exploit its speed and good ammo:
I’m pretty sure you’ll never have good times with lowest tier French “tin cans”
but this one is not so awfully bad as the most of others.
Cromwell V [GB, BR 3.0]:
Cromwell V and its elder brother Cromwell I [BR 3.7] are two “good enough”
tanks that the solid-shot buff made by Gaijin in 1.75 patch changed in good
ones.
But, really, this is true just for Cromwell V, because the model I has an uptiered BR (3.7, certainly too high for its performances)
so it has to fight against much stronger opponents.
Model I, when compared to V, has a just marginally better gun (if any
and just using the slightly better Mk.5 HV shots) and, above all, is faster (incredibly
fast!) but these advantages are adversely out weighted by the 0.7 BR
difference. In short, Cromwell I has no advantage against its usual opponents,
astonishing speed apart, often has issues in penetrating their armour and can
be easily destroyed by them.
No doubt, Cromwell I is a fun tank if you exploit its incredible speed (72
km/h!) but its performance in battle heavily depends by opponents’ BR: meet a
T-50 (BR 2.7) and you should do fine, encounter a Pz
IV H (BR 4.7) and you will likely die at the first shot.
So, the true worthwhile tank of the two is the model V, if you keep your
preset BR not higher than 3.0 (this is
essential!).
Please, even if you could be tempted to do, don’t use both V and I in the same preset, because rising to BR 3.7 could much more easily
bring into the battle KV-1s or Pz IV, M18 or M6A1
tanks, all of them really dangerous for the Cromwells
(which aren’t strong tanks) and/or difficult to pierce.
Although not as much speedy as the model I, even the V is fast enough to
make it an effective point-capturing tank: always make use of that
quality in maps where you can safely capture a nearby zone at battle start,
arriving there amongst the first in your team and practically without any risk
(such as Jungle).
Use it carefully planning your overall BR and always having in mind that it’s
not really resilient, if you do that you’ll have a winning tank in your hand
against the most opponents around BR 2.3-3.0 … until Gaijin keeps the present
solid-shot strengthening.
If Gaijin in future would reduce solid-shot effectiveness, as it has been for
years, Cromwell V would go back to being just an average tank for its BR,
nothing more.
Matilda Mk II [GB, BR 3.0]:
Matilda is a strange tank: in many ways I should say it’s a “bad tank” (slow,
with a quite poor gun) but quite often it shows to be useful for the team.
It has a good armour but better on paper than in the reality of game, IMHO,
also because some weak spots weaken the front. If you use it with a medium-low
strength crew, you’ll be often one-shot killed, just as it happens with other
heavy tanks used with weak crews. However, if you use it carefully (i.e. trying
not to be outflanked) you could behave as a good support tank for an advancing
team and a good captured point defender.
Unfortunately, having a poor 40 mm gun it’s much more likely you’ll get assists
than kills. You could try to close distance with enemies but this will expose
you to much danger and, on the contrary, if you stay
away it’s difficult to destroy enemies. After all, it’s an infantry tank, i.e.
a support tank, not a “tank destroyer”.
Slowness (even more on uneven terrain) is another big drawback, also because
makes practically impossible to run capturing zones at battle beginning: always
several comrades will arrive well before you!
(to be continued …)
o
Good
tanks.
This is a personal and incomplete list, like the “bad tanks” one, of some
tanks that on the contrary I found to be good, sometimes beyond my expectation.
Ho-Ni III [JAP, BR 2.3]:
it’s an improvement of the already good enough Ho-Ni I (which is quite similar in use and characteristics, although
weaker, at BR 2.0). Even if gun’s mobility is very limited (but is fast
swinging!) for this tank destroyer, it’s fast and agile enough and, above all, its
gun is amazing at its BR 2.3, great punch and fast reload rate. It’s so
good, nimble and usually lethal at close and medium distance that I’m always
tempted to use it as a real tank (and often I do, many times with surprising
results)!
Really, since its armour is quite weak and gun has only a small
usable angle, making it risky to use at close distance, try to stay
sheltered as much as you can, especially if you have a weak crew. If you attack
at close distance, use its decent speed and good agility, trying to hit first.
The gun and its ammo (Type 1 APHE) are so powerful that a well-placed shot at
close distance is usually a one-shot kill.
I’ve used it with success even in a BR 3.3 preset (a
full 1.0 higher!), since at close distance it’s able to kill even KV-1s!
It has no artillery support (a lack that is the norm in WT GF for tank
destroyer), otherwise it would even more dangerous.
It’s main shortcoming is the weak armour: although the fighting
compartment is fully closed, almost any
single hit (sometimes even artillery splinters) immediately wounds
gunner or driver or, often, both of them or more. At that point you are static and
unharmed i.e. cannon fodder: if no comrade helps you, you are dead.
His predecessor Ho-Ni I is even weaker, to a
frustrating level of fragility.
My other caveat is: pay attention when using it in Berlin map, especially as
static tank destroyer. I don’t know why (maybe because its tall profile?) but I
never had great success with it in that map. In Berlin, it’s likely better to
use it as a tank, moving into the grooves (so staying covered) and attacking
points such as the Reichstag point. It can be great in any other map,
particularly Korea (remember to shoot thru the buildings!) or Ash River.
On the whole, it’s for me one of the more amusing tank destroyers in game,
maybe THE most amusing, belonging to a tank category that usually I don’t like
really much.
T-34, all models until Tier III [USSR,
BR from 3.3 to 5.3]:
well, I’m not convinced I need to put T-34 in the “good tanks” section since
any player should have already realized that!
Really, what has been one of the best tanks in WWII (if not “the best”, all
things considered) is one of the best in game (and it shouldn’t be a surprise,
even more considering that Gaijin is a Russian company!).
All of the many models of T-34 in the lowest tiers are “so good” that my
definition of it in game is “the tank of
cowards”!
In fact, with such a vehicle even a mediocre player can have good results,
since a lot of his opponents use different and weaker tanks anyway.
T-34 is fast, nimble, well-armed, well-armoured and
with a cleverly sloped shape that causes a lot of ricochets. In many
cases it seems almost invulnerable against shots fired by close distance, even
if the declared data for armour and armour penetration could make you thinking
it shouldn’t.
Its speed causes problems to slower enemies and, coupled with a good
resilience, makes it one of the best tanks for capturing zones too.
All kind of gun mounted on it is a great gun, with great ammo, dangerous for
any enemy tank at its BR level.
This tank it’s even sexy-looking!
You can’t go wrong with this tank. One of the best possible presets
in game is a three T-34 one, from BR 3.3 to 4.0, all spaded.
So easy that it’s even “too much easy” to reach the higher positions in battle
ranks. That’s the only reason why I often use other tanks around BR 3.7: no
challenge playing with T-34 only!
But if you are “obsessed by winning”, you could settle down on such a preset and you should do fine.
My advice? Don’t be obsessed by winning, especially in WT GF if you don’t pay!,
and play with many different tanks, even the many models much weaker than this,
and learn more things although winning less.
However, it’s up to you.
KV-1, all models until Tier III [USSR,
BR from 3.7 to 4.3]:
in WWII, KV-1 series received mixed judgements, since they had great armour but
a gun that wasn’t better than those mounted on Russian medium tanks, were
difficult to steer, too heavy (at the point of being unable to cross some
bridges without making them collapsing) and were not much reliable. In WT GF
game, however, their qualities shine and some of the shortcomings are not
simulated (like manufacturing defects), so KV-1 is a very good tank until Tier III.
According to many players it’s even OP (overpowered) in game and in my opinion
they are right.
Being slower but better armoured than a T-34, its typical play style is quite
different. Take advantage of its armour to absorb enemy hits (it will give to
you several points just for being hit!) and support your comrades in their
advancing, but beware not to be flanked because explosive shots received on
tank side could make ammo or fuel exploding.
Its gun is nothing special but good enough and reload rate is acceptable, so by
being so much resilient (if your crew is strong enough) you’ll be able to fire
many times against the same enemy, even in open field, and at the end
destroying it.
There are several KV-1 types but recommended play style is substantially the
same for any model, even for the “lighter” and faster KV-1 S.
A recommendation: however well armoured, a KV-1 can’t fully protect a weak
crew. So, if you have a Level 10 crew expect to be quite easily killed even in
a KV-1. It’s the usual artificial mechanism set up by Gaijin, where crew’s
“strength” counts as much as tank’s armour and increasing Vitality is … vital!
A mixed T-34/KV-1 preset around BR 4.0-4.3 is a good
choice for winning a lot, playing with two of the best tanks in game, each one
with its peculiar (and somewhat complementary) characteristics.
(to be continued …)
o
Tirelessly increase crews experience using XP points.
It's not just you that's fighting in the
battle, you fight thru your crews. Experienced crews are much more
effective. Your performance will ever be heavily hampered by using
unexperienced crews.
To gain XP points you have to fight with any crew you want to improve
(you can’t gain XP for unused crews!) and earn RP points: XP are given
according to a given percent of the earned RP.
At the beginning Gaijin allows you to increment crew experience very quickly
and without the need to have great performances to earn XP points.
However, more you go on playing and more difficult (i.e. less frequent and more
performance demanding) will be to increase that, sometimes with a
disheartening, obscure and perplexing slowness in the allowed
increments.
If, in addition, you have no RP booster active (XP points are calculated as a
percentage of gained RP points) thing go even slower.
Although sometimes frustrating (often you’ll find you haven’t given any new
applicable XP points even after quite good battles), you have to incessantly
increment crew XP parameters any time you can and you have to do it well,
i.e. giving priority to add points to the most convenient parameters: neglecting
in doing that would be a capital error, although many players, even
experienced ones, seem to underestimate the importance of this.
A good goal could be to increase any crew experience level for any nation to a
value allowing acceptable performance.
There could be a step at level 20, which is already much better than below, but
the first really acceptable value is 40, IMHO.
So my personal goal in the first year or two in GF was to increment all my
crews, for all nations, to level 40 at least, it was a nice way to make a sense
of a so often silly and unfair game.
Gaijin allows you to increase it when you have gathered enough unused XP
points, the exact mechanism is undeclared AFAIK (after a very good battle
results you usually can increment some parameters for the crews which did well
but sometimes you have to wait for longer).
Of course, XP boosters (given by RP boosters) are important too: don’t
forget to activate them!
Note that until a few years ago Gaijin gave us a marker on the crew icon
to signal to player that there were unused XP points ready to be applied. After
a while Gaijin removed that marker.
Why they did that? In my opinion, it’s clear: Gaijin has no interest in
facilitating players to improve their performance for free, so they are
happy if gamers forget to increase crews’ capabilities. Therefore they removed
the reminder marker.
They set up a mechanism that allows players to gain XP for free, but after a
while the rate of free increase become so slow to effectively separate free
players (the “pariah”) and paying players which bought “skill” for their crews.
Paying players don’t need a reminder marker because they explicitly paid for
XP, so the marker removal was done to further undermine free players
performance and advantage paying gamers.
Nothing illicit but, please, remember that any time you find out some strange
“change” in game it’s very likely it has purposely been done just to Gaijin’s advantage.
So, try to remedy to that behaving in smart ways, in this case applying XP
points as soon as you can do it.
After any battle spent one minute of your time to check XP points for
any crew and apply if any.
Give priority to Vitality
(especially for Gunner and Driver) and Tank Commander Leadership, anytime you
have the chance to increase them.
Vitality is extremely important at the beginning (and somewhat important even
with BR 4.0 tanks) and Leadership is important because it improves the skill of
any other crew member.
If you are not convinced of the importance of Vitality or if you are
unfortunately tempted to believe to players that say it’s not so much important
since high vitality can’t make you invulnerable (nobody said that …), think
again and look at the very low frequency Gaijin allows you to increase
it (and TC Leadership too, very important because it increases almost
all the other components), compared to all the other parameters.
The following images (taken from a true case of a crew of mine, pictures were
captured at the same time after a battle) depict a very typical situation
for a non-paying player who depends just on Gaijin’s
choices to increment crews parameters:
Vitality is usually the LAST
parameter that Gaijin allows him to periodically increase, often the only
parameter of the subset which is prevented to increase for a quite long time,
along with Tank Commander’s Leadership. And this happens for any crew
experience area (Driver, Gunner etc.).
You can check here that those two parameters are the only non-increasable ones,
whereas others that have been recently incremented, even repeatedly (such as
Targeting or Artillery), can be improved again.
This happens at any time, even for initial level crews. For example, when I
started spading French Reserve tanks, with Level 1 crews, after two missions the
system allowed me to increase almost all parameters in all areas. Just three
parameters were then untouchable in all areas: Keen Vision, Tank Commander’s
Leadership and, guess what?, Vitality.
Moreover, if you check the cost
of buying XP points to increase the various parameters you’ll find that Vitality
is usually one of the most expensive (and this also explains why Gaijin so
rarely assigns XP for free to Vitality!).
Do you think that happens by chance? Of course not. These are critical parameters and Gaijin perfectly
knows that keeping them low for a long time allow them to keep low the
performance of non-paying players, which is one of their more constantly
pursued goals.
In other words, controlling crew
parameters increase allows Gaijin to control players performance to a large
extent.
If you don’t believe that Gaijin wants to control players in such a way, please
answer to this question: why Gaijin, sometimes ago, deprived players of
the capability to choose which parameter to increase?
In fact, during the first years of game life players could choose any
parameters they wanted to increment, given them the earned XP points. For
example, they could increment just Vitality if they felt convenient.
Then Gaijin changed things and since then players can choose just
the parameters that, time after time, Gaijin allows them to increment.
Do you really believe that Gaijin, a company which is leaving a lot of unfixed
annoying issues in game (kamikazes in GF, spawn campers, invisible tanks etc.),
put effort in creating a new mechanism to control parameters increase if
not for their own advantage?
And which other advantage could be if not to control players performance? They
didn’t changed the mechanism of XP earnings or their amount but just how
players can improve their crews, i.e. they started to partially control crews
performance i.e. players performance.
And after all that, Vitality has become the most rarely increasable parameter.
Please remember that at the beginning, i.e. at lower Tiers, and contrary
to the statements of some, winning or losing depends much more by surviving enemy hits than by hitting
first, so Vitality is crucial.
Even more considering that in first tiers guns usually have much lower calibre
and there are more chances to survive to their hits, if the crew is strong.
Having low Vitality crews makes you being cannon fodder at the first tiers,
point. Even against not-so-skilled enemies and not-so-perfect enemy shots.
A level 8 or 10 crew can be instantly killed by ANY shot, even poor shots, by ANY
enemy tank, including the lightest ones.
A first step up is at level 20 but just after level 40 the
Vitality parameter is usual at least at 1 (one) for any member crew and “crew knocked out” begins less likely to
be suffered with just one shot, at least if you stay well under BR 3.
But even level 40 strength is not great! At BR 4 it’s the BARE MINIMUM for
avoid being killed at once practically by any shots.
So BEWARE: Vitality is really
important but its effectiveness depend not just by its level but also by the BR
of the enemy tanks!
More you go high in BR and more
Vitality you need!
In other words, if you improve your crew’s Vitality from 10 to 40, you’ll find
a marked benefit until you stay under BR 3.0 whereas if you go further in BR the
benefit will be moderate.
To have crews strong enough beyond BR 3.0-3.7, you’ll have to further increment
Vitality.
I want to be EXTREMELY clear:
at BR 4.3-4.7 you are still CANNON FODDER with crews at Level 40!
It’s just another gear of the P2W mechanism that Gaijin has created: at
the beginning you have to increase Vitality to survive, but around at BR 4.0
you are cannon fodder again with the same crews that are strong enough at 2.7.
So you have to start again strengthening the crews but this time it
needs so much time to do, while you lose a lot of battles and lose so many SL
in much more costly repairs, that almost the only solution to stay permanently
at upper Tiers without depleting your patrimony is start paying to
maximize crews’ skill, i.e. buying an “artificial skill”.
For sure, a good placed shot can always kill the entire crew even if its
Vitality is quite high.
This is likely the reason why some players say that “Vitality is not important, because the crew can still one-shot killed
even at high Vitality”.
True, but it’s a relative matter: higher Vitality gives you much more chances to survive.
Nobody say that high Vitality means “invulnerability” of the crew!
If you consider that the maximum Vitality level is 5 (five), you can imagine
what is the difference between a player having level about 40 and all the
members’ parameters at Vitality equal to 1 and a player with maxed out crew
having all members at Vitality = 5.
Obviously the effect is similar for any other parameter, so a maxed out crew (level 140) is “God”
respect to a level 40, under any aspect.
Oh, things works two-ways so if you have a good shot, killing a quite distant
enemy at the first shot, don’t became excessively proud: it’s likely that the
enemy simply had a weak crew, destroyed even by a glancing shot!
The same if you kill a tank just after half a second it shown itself, turning
the turret in a blink and destroying it at the first shot: if you have a strong
crew, it’s likely crew skill’s credit more than yours. Let silly excessive
proudness to silly people denying the importance of strong crews and tanks.
It’s not a chance that Gaijin so rarely gives us the opportunity to increase
those two parameters, Vitality and Tank Commander Leadership, because that way
they can slow crews strength increase rate, which is important to keep
beginners’ performance low enough for a long enough time, to the benefit of
more expert/loyal/paying players.
So remember: crew Vitality is 80% of the “skill” you need at the beginning and
half of what you need later. In a duel between two heavy tanks, often the
winner is who has the stronger crew, independently from which one “hit first”.
And a weak crew very often means death even in a KV-1.
A warning: Vitality is an usually overlooked parameter, expert players
often say that is useless because a good shot can kill the whole crew anyway.
So beginners, believing to them, doesn’t increment it,
I really disagree: even if it’s true that a good full shot can kill the entire
crew regardless Vitality level, if Vitality is low just a poor shot can do the
same.
On the contrary, if Vitality is high a damaged tank often can still move,
sometimes even return fire, usually hide and repair.
So, Vitality should be incremented any time the player can do it.
Some time ago, I knew the level of crew parameters of an expert player (almost
Level 100): whereas he maximized Targeting, Rangefinding
and Radio Communication, one of the most neglected parameter was Vitality,
practically left to zero (!).
I became curious and went to check its stats, something I usually don’t do (and
certainly don’t use other players’ stat in discussions, as unfortunately too
many gamers do), anticipating to find a victories/battles ratio about 65-70%,
as I expect from a Level 100 (likely paying). Well, I found just a 55% V/B
ratio, better than mine but nothing exceptional, and a Battle Performance of
38% (lower than mine, and I’m no more than an average player at level 58!).
So, I don’t know if stats would have been better for him if he had maximized
Vitality but for sure he hadn’t a performance suggesting that low Vitality
doesn’t matter …
Finally, at a certain point in my GF player “career” I had the proof of the importance of Vitality, by the game itself: after
having raised crew levels to about 55 I suddenly started to get, quite
frequently, the “Adamant” award.
I didn’t even knew before that award (which means “Take some hits, stay alive”) existed!
Until my tanks had crews under 53-54 I never got any “Adamant” award, my
crews were regularly killed by almost any shot, it was unthinkable to believe
to be able to survive to repeated enemy hits. It didn’t happened even
with strong tanks such as KV-1, those heavy tanks were just marginally more
protective than medium tanks about crew’s health.
Just after having raised the crew level and the corresponding Vitality I
started to endure series of hits and get that award, even with tanks with poor
or medium strength armour such as Pz IV J or G.
And this means that, at last, I could
survive, return fire and sometimes win duels!
I never had any doubt about the great importance of that parameter, this was
just a clear confirmation by WT GF itself.
Apart those two
parameters, in my opinion the next most
important ones (in roughly decreasing order of importance) are: Targeting, Weapon Reloading, Artillery
Targeting Accuracy, Field Repair,
Agility, Rangefinding, Tank Driving.
Other players surely could have different preferences.
Targeting affects aiming speed, so if your crew have poor
targeting you’ll spend a lot of time trying to precisely aim the enemy tank
whereas your enemy could notice you and shoot in advance (a very common event
for newbies)!
Consider Targeting in some ways similar to Stamina parameter in AF, i.e. it
affects the “skill” of your crew about hitting well and quickly the enemies.
Having a low Targeting is one of the main factors that explains quite well why
you struggle to put the gunsight cross on the enemy whereas he, having a better
crew, point and shoot immediately. Of course, even the maximum Targeting can’t
fix a really bad aim skill!
Weapon Reloading is important because can allow you to return fire
before the enemy, a thing often crucial in direct duels.
Artillery Target Accuracy is important because, to all intents and
purposes, artillery is an additional weapon of your tank and,
furthermore, a weapon that can hit beyond hills and obstacles. For some weak
tanks, calling artillery gives them the best chance to kill enemies. But a crew
having a very low Artillery Target Accuracy could be unable to destroy or
damage, by means of requested artillery shots, even an enemy far no more than
100 or 200 meters!
Field Repair and Agility both affect your capability to heal your
damaged tank/crew, so they closely work together with Vitality as defensive
equipment.
Rangefinding is important for long-range shots
but this kind of shot also need a good gun and good ammo, so it’s more useful
for some tanks than others. This is the reason because I favour Targeting,
useful in the most situations and with any tank, over Rangefinding.
BTW, some think that Rangefinding is useful just in
RB and useless in AB but this official WT Wiki link says a different thing: “Mostly
useful for Arcade mode, it affects the accuracy at long range (It affects the
Aim Assistant)” https://wiki.warthunder.com/index.php?title=Beginners_guide_totank-battles
Tank Driving is more important for some tanks than others, a nimble tank
such a T-34 need it much less than a clumsy tank.
Of course importance of GF parameters also depends by the specific tank used,
e.g.: some tanks have no Artillery Support; Targeting and Rangefinding
are less important for SPAA than for tanks and tanks destroyers, since with
SPAA you can easily adjust the aim when firing.
Unfortunately Gaijin warns you that you can increase crew level just
when you have gathered a lot of unused XP points on a particular crews,
by putting a special mark on the crew icon. It would be absolutely easy
for Gaijin to warn the player at any time he has even just one
unused point, but they choose not to do that.
Why? In my opinion it’s because they have no interest that a non-paying
player increase as much fast as possible his crew strength, reducing
the gap with paying players with already maxed out crews. So they
choose a middle way in order to give another small advantage to paying
players, whereas a non-paying gamer who has to increase XP just by playing
has to always remember to check and possibly apply points after any
battle.
Another annoying way to remember us that Gaijin favours paying players.
And now, a quite surprising feature: you can increase XP for tank crews … playing
planes! But I’m not talking about planes in GF, I’m talking about playing
AF. If you earn XP by playing AF you can decide to transfer those
points to the corresponding tank crews. This is what several players do,
finding that convenient since AF are usually better rewarding in any kind of
points (SL, RP, XP). This could seem a wonderful way to gain XP points but in
my personal experience the “grinding” of experience points in AF, with already
experienced crews (let’s say about level 35), is quite long and I
couldn’t find any real advantage.
So, who can be advantaged? Those players that already have maxed out AF
crews and can move from air crews to tank crews any further gained XP,
instead of wasting them. So, the really advantaged gamers are paying players
… as usual!
Are you still startled by that?
o
Beware of Matchmaking!
In GF the highest BR (Battle Rating) tank of a line-up determines the MM
(Matchmaking), so be aware of BR of your tanks. Don't use one high BR tank mixed with significantly lower BRs
otherwise you could be heavily disadvantaged in MM.
o
Focus on the three crews you
can use.
Since in GF you can’t have more than three crews to use in battle there
is no point in increase XP of crews past the third, so use and improve always the same three crews (for example, first,
second and third in your presets’ windows). You could
leave the others empty, so you can’t risk to put there, by mistake, an
unused high BR tank that could trash your MM. Of course, having just three
experienced crews and three tanks in-line limits the possibility to choose
different type of vehicles in battle (such as SPAA instead of a tank or a tank
destroyer) but I really think that spreading XP points on more than three crews
has no sense at all in GF, since the high importance of crew experience.
o
Zoom is your friend.
Use zoom view when shooting, it
greatly helps aiming.
o
Make enemy silhouette appear.
When you hit, the enemy tank is highlighted with a red silhouette: take advantage of it, if the enemy is far
from you or hidden in part, to know how the enemy is oriented and
possibly correct the aim.
This is quite easy when using SPAA
against ground vehicles, because the continuous flow of bullets can highlight
the silhouette for several seconds. The same thing can be achieved shooting
with machine guns against the enemy:
a burst with MG not only could make some damage to the enemy crew, at least if
its armour is weak, but will also reveal its silhouette. Then you can better
aim with your main gun.
o
Machine guns against tanks
are more useful than you could think.
Always use machine guns not only
against enemy planes but against enemy tanks too, even well armoured ones.
There are two reasons to do that: first, even strong tanks have some weak
spots, such as embrasures, that can allow you to wound some crew member.
Second, the MG burst will reveal enemy silhouette if they are distant so
allowing you to adjust the aim with the main gun.
So you can wound its crew, aim better with the gun and, at the minimum, will be
an annoying distraction for the enemy player, impairing his capability
to focus on a target (you or comrades in your team).
o
Like a plane: deflection
shooting!
You can use even with tanks the same technique is used with planes (at least by
plane pilots above a minimum skill level): deflection
shooting against a moving tank.
It’s not easy, especially against quick enemies, and requires a turret that can
rotate fast enough but it can be done. Some of my best and memorable shots has
been done that way. Being also a WT plane pilot for sure helps in being good at
this.
o
SPAA can be dangerous for
tanks too.
You can use, with some success, SPAA against tanks and other ground
vehicles: some of them, such as Gepard, AC MkII AA and Wirbelwind, can be
very dangerous for light and medium tanks if used at close distance and
with the right ammo.
Just remember that SPAA are usually light armoured, so moving close to
enemy tanks is dangerous. Try to take advantage of SPAA speed, possibly even
shooting at tanks while moving, to be a less easier target.
Using this kind of vehicles has another advantage for a newbie: since aim for a
newbie with unexperienced crews is difficult (low Targeting and Rangefinding and likely other parameters affecting aim
capability too, such as Tank Commander Leadership), even more with stock or
almost stock tanks, using a continuous flux of bullets (what is more,
highlighting enemy tank silhouette!) is much easier for aiming. For a
newbie is practically impossible to make fast-lightning perfect shots at the
first aim with a cannon, such as ones made by expert/paying players (having
maximized crews) and usually slaughtering beginners with one-shot kills, but he
can hit much more easily with the machine gun of a SPAA.
o
Adjust your controls.
Remap controls on mouse and keyboard, if
needed, to fit your preference and the most comfortable arrangement.
o
Take advantage of technology.
WT GF is in itself such an unfair game that if you add a poor hardware to your
gaming, your life will be really miserable!
I’ve been forced to play on a notebook with a weak
integrated Intel GPU and the frequent stuttering added more frustration to
those given by game’s idiocies and Gaijin’s P2W
policy (putting me in the cannon-fodder league).
So try to play with a good enough
hardware, especially about GPU power and screen and mouse quality.
Moreover, use any licit
hardware/software device to help
you.
In particular, I suggest you to use the free
WT Tactical Map App for Android or iOS (see my WT Air Battles Beginner’s Guide for more details).
If you install it on a large enough device (for example an 8"-10” tablet)
it's much better, IMHO, not only than the original (and almost useless, on
small displays) on-screen tactical game map but also more comfortable than any
zoom you can do on it with (yes, you can zoom the on-screen map, but it’s
clumsy, distracting and time-consuming. By default: M button, then zoom with
mouse wheel).
And it's a boon for elder gamers too.
The important thing is: it's fully licit,
according to Gaijin itself ( https://forum.warthunder.com/index.php?/topic/180409-war-thunder-tactical-map-app
).
After all, it's just an external replica of default map, using data purposely
provided by Gaijin to external applications and adding just a few and not
essential features (e.g. a warning when a plane is approaching).
You can bet that a lot of players, especially top players, use it …
although likely many of them would prefer not to admit!
However, you have to remember that it doesn’t solve the “invisible tank”
issue: if a tank is invisible on sight, it’s invisible on Tactical Map App
too.
And in that case you can easily misjudge situations, blindly rely on the
map and being killed for that.
But this is not the only issue: I saw, in
an unequivocal way, that both WT Tactical Map app and the standard
in-game, on-screen, small tactical map couldn’t
show enemies even when they are few meters distant and, at the same
time, the enemy can clearly see your
position on the same map!
For example, an enemy KV-1 surprised me on Kuban map: near the end of the
battle, tactical maps shown no enemy on C so I rushed to cap with my Cromwell
I.
I arrived on C, no enemy in sight. I had almost finished the capture when I was
hit from 5 m away: the KV-1 has popped out behind a nearby cliff and started
firing.
After battle end I checked server replay: to my surprise, KV-1 were
clearly visible near C on maps! But I was sure it hasn’t been visible
before on my WT Tactical Map App!
So I checked the local replay and, bingo!, the KV-1 was invisible
on maps (both the standard one and the App). Then I started to be really
suspicious: I checked the local replay of my enemy too and I discovered that he
could have seen me on his map (that, very likely, is what happened)!
I had no sign of him on my maps but he clearly had my position on
his map! So it was really easy for him to surprise me.
Ok, in these cases the usual explanation of brown-nose players is: it’s just
because you didn’t look in the right direction whereas he or one of his
comrades caught saw of your tank, so your position were recorded on enemy team
maps.
Wrong, at least in this case.
In Kuban map there is a long and narrow valley that runs from spawn point to C
point and I used that valley to reach C staying covered, in a very short time
because I used a blazing-fast tank. And I checked that no enemy tank could
have seen me.
Could have been an enemy plane? Yes, there was an enemy plane flying (not
my enemy, he didn’t’ flew), that could have seen me when I was starting my run
after the spawn. But he started to see my tank several dozen of seconds later,
so I can’t make a link with that plane.
Moreover I don’t know any statement by Gaijin saying that planes in GF can
communicate to the ground team where enemy tanks has been spotted. Finally, one
thing is spotting a tank in one position, another thing is giving a position
thirty seconds later without having had any direct sight.
If you check tank visibility, you often see their positions fading after
a while they are no more in direct sight (this is a right behaviour and it’s
clearly visible on WT TM app). On the contrary, in this case my enemy had a full,
clear position of my tank without having never spotted me before
and even while I was covered by the cliff!
So the conclusions are:
- local replay and server replay can show a very different
tank visibility on maps.
- about reproducing visibility you had in battle, local replays are more
accurate than server replays.
- in battle you could be unable to see your enemy whereas at the same
time your enemy can see you, both in direct sight and on maps.
- about this issue there is no
difference between standard tactical map and WT Tactical Map App: the App
won’t save you from invisible tanks and from be spotted by invisible enemies.
- the whole WT visibility/spotting system in GF is very likely bugged/unfair
and WT Tactical Map App can’t do anything about it: the App can just use
data WT gives it. As usual in IT, “garbage
in, garbage out”.
Or “unfair in, unfair out”. The
likelihood that visibility/invisibility is used by Gaijin to advantage some
players over others, well beyond the declared “Keen Vision” and “Radio
Communication” parameters, is high.
So it’s better you realize that WT
Tactical Map App is not a panacea and can’t fix WT bugs, idiocies and
unfairness, please try don’t be caught off-guard because of it!
A warning: especially if you have troubles and experience slowness, keep
the App upgraded to the latest version.
For example, according to my personal experience the responsiveness of that app
worsened a lot after WT patch 1.75, but after upgrading (in my case) from app
version 1.63 to 1.65 things went back to good performance (app smooth and
responsive again).
Another thing you can do, if you have troubles, is to clean app cache, using
the command from OS GUI (if your Android or iOS have it).
o
Driving a tank can be easier than you think.
Try “Driver assistance mode” and map the best
keys to use it: it makes tank driving much easier, while you keep
pressed the dedicated “Driver assistance mode” key and at the same time move
the mouse.
But remember, there are a few counter-indications: the first one is
forcing turret to point the same direction of movement during driving in this
mode.
The second one is that for some tanks, especially tanks with underpowered
engines, while you accelerate in a standing start the tank can move slowly and
with difficulty, just as if it were struggling to speed up. Same if you turn
the tank at very low speed or if you turn while climbing a hill. In these
cases, release the key just for an instant and let the tank speed up, then you
can resume driver assistance mode.
Both of these are a minor inconvenient and in my opinion using this assisted
mode is totally worthwhile, but you should judge by yourself.
o
You could just hate planes in
GF, much better is to use them!
Especially if you are good with planes, take advantage of that and use planes any time you can, even if
“air battles” in GF are really demented and very different to true AF.
As you should expect if you know WT GF, FM of planes in GF is fully different
from AF and much worse.
It seems to me that Gaijin tried to give to GF players a more arcadish FM, likely thinking to facilitate tank gamers.
Really, I think that GF’s FM is not easier, for example its responsiveness is
lower and it’s more likely to crash on the ground after a bombing or strafing
dive: always pull up forcefully in that case.
Moreover turn times of the various planes are a joke, without even respecting Gaijin’s declared values, so you could find to be unable to
out-turn a Ju 88 with a Yak-1.
You can kill tanks with planes, gaining score, and killing a plane with your
fighter gives you a score similar than killing a tank with you tank. Moreover
it usually needs just a few hits on an enemy fighter to get a kill when he crashes
(again, absurd and very different from AF, but that’s GF).
So, always shot at enemy planes, even farther than you usually do
(even just when lead indicator appear, at 700-800 Mt) because just one hit
can give you a kill if after that the enemy crashes by himself!
Not only that, shooting at tanks with plane’s MGs it’s a good tactic too,
even with a fighter!
Just as is with planes, if you hit a tank with just a few bullets and that tank
is destroyed by a comrade of yours (tank or plane), you will be given an assist!
And assists are quite well rewarded in GF.
So, a smart move is shooting at those enemy tanks that are near
comrades’ tanks and can be engaged by them in a short while.
This is a good tactic if the plane has 12.7mm MGs or cannons, as it was at the
beginning. Then Gaijin, “Masters in Idiocy” as usual, had another silly idea
when after 1.75 patch they introduced Hurricanes with 7.7mm in GF air battles,
fully useless against tanks (apart maybe open tanks and SPAA) and almost
useless against other planes.
So, if you are so unlucky to be assigned to a light-gun Hurry you’ll be able to
do very little anyhow.
The usual brainless Gaijin …
Inversely, if you have been hit, even slightly, you have to know that if
you crash or if you bail out (to save time and return to the ground
battle) an air kill will be given to the enemy who hit you (plane or
tank), helping the enemy team too.
Quite absurd and ridiculous but that’s how planes in GF work. Anyhow, often
these tiny “air battles” are more respectful of player’s skill than the fight
on the ground!
Just like in AF and especially if you are skilled with planes, avoid head-ons: many tank players are not very good when riding
planes and mindless head-ons are their best
opportunity to kill you.
Otherwise they could kill you because they are experienced/paying players
(even just with tanks) and in WT an experienced/paying player is advantaged
even in head-ons (just like in AF).
So don’t accept head-ons, manoeuvre and kill them
using your superior aerial skill (if you have it).
Unfortunately, bombers in GF have the same snipers gunners than in AF,
so their gunners make the work even for poor plane pilots: if you fly a
fighter, beware them. Obviously, if you are so lucky that a dangerous plane,
such as a B-25, has been drawn as your bomber, you could benefit from frequent
kills by its gunners, that is no-skill victories just like in AF.
Nobody knows for sure If and how player’s experience, level and paying
counts for GF planes performance and if tank crew level counts too.
This is unknown, being undeclared by Gaijin just as a lot of other
things in WT.
However, after having observed a lot
of things and fought a lot of air battles in GF I can truthfully say to you
that YOU SHOULD TAKE FOR GRANTED that the same mechanism Gaijin uses to
separate “winners” from “losers”, “aces” from “cannon fodders”, also works for
air battles in GF.
And I’m pretty sure that tank
crew “skill” is transferred to his
“flight skill” when using a plane, so having an head-on using a level 10 crew
is almost a suicide against any other just average player, much more
than having the same duel using a level 40 crew.
Unfortunately, in many cases it’s difficult to avoid head-ons
since a lot of air fights starts with an enemy going straight toward you at 300
m …
Another possibility is that Gaijin computes your “strength” in GF air battles
using hidden parameters, the same
that make you a “winning ace” or a “doomed loser” with tanks.
I don’t know which mechanism is used, by for sure you can’t hope that GF air battles are “more fair” than tanks’ GF
battles.
The difference is likely just the fact that in air personal skill matters
much more than on the ground, so if you are skilled enough with planes you
could have better performances in GF air, even if you have been classified by
Gaijin as a “cannon fodder” player.
Head-ons are not the only issue.
For example, you’ll find in GF air battles the “strange” differences in agility
you often see in AF, where if you control an Hurricane you are easily overturned
by a P-36 flown by a squadron player whereas if you pilot a P-36 you are easily
overturned by an Hurricane flown by an expert player. And all this even if you
are a good plane player an you know how to turn your plane.
Just as with tanks and their guns, ammo and armours, there are often in GF air
battles some inexplicable behaviour in vehicles’ capabilities and this is
especially evident when the opponent is an experienced player (you can easily
detect that if your enemy is a squadron player).
So an experienced squadron player can be more dangerous than a middle-level
player (for example, being very effective in head-on shooting thanks to his
crew, just like in AF).
It’s unlikely to be wrong in thinking that the same player that is dangerous
(advantaged, over-performing thanks to paying, etc.) with his tank is equally
dangerous when he jumps on a plane in GF.
This is another reason why a beginner or intermediate player will much more
likely lose head-ons than win them at high tiers,
where usually “aces” stockpile.
Since air combat mechanics is in itself much more skill-respectful than ground
mechanics, even a “normal” player, if skilled, could win against them, at least
at lower and middle tiers, just as in AF.
However, always expect to find many “aces”
and “wallet aces” even in GF air mini-battles.
Similarly, always expect to lose air
battles in GF when having very low level tank crews.
o
Capturing zones is good both for you and your team.
Always try to capture zones: capturing gives a good
amount of points and can be done even by weak vehicles.
Reward changes according to an undeclared calculous (no officially declared amount,
AFAIK) but, according to my observations, at present in AB a cap can give from
half the SL usually given by one vehicle destroyed to the double of one kill.
This is a rough evaluation and could change from many factors, such as how many
tanks are capturing the zone, and change in further patches, anyway the reward
is significant enough to make worthwhile trying the capture.
Fast SPAA, for example truck-mounted, are usually very good to quickly reach
and capture zones, although there is an high risk to be immediately destroyed
by almost as much fast but better armoured enemy tanks reaching the zone at the
same time. So if you have a weak tank you should (if possible) select zones
which is practically sure enemy can’t reach at the same time (for example the
lateral cap zone in Jungle map nearest to your team’s spawn point).
Best tanks for capturing are those being at the same time fast, strongly
armoured and with good guns (to defend themselves once arrived in the zone),
T-34 is one example, Cromwell I is another.
But if you have a very fast tank, ensure that some of your comrades follow
you at close distance: reaching alone a zone and finding you are in
front of three or four enemies it’s not a pleasant happening!
Of course there is no sense in trying to capture alone an heavily defended zone
but in the most of the battles there are several occasions to capture without
risking to be immediately killed.
Catch them.
I’ve seen one very experienced player (one of the usual infamous “paying
camouflage aces”, I suppose …) saying (in a very arrogant way, speaking to a
beginner) that “brainlessly rushing to a
cap and getting killed is not smart at all and doesn't do your team any
favour".
Although, of course, nothing done “brainlessly”
is right, on the whole that statement is the usual pure bullshit given
by a so-called “expert” in WT Forum.
Capturing a zone is almost always good because it gives you enough score
to risk your tank and after the capture it immediately starts consuming enemy
tickets, so being very good for your team too. In many cases a single tank
capturing a zone instantly attracts comrades to the defence, the same comrades
that were timorous and stationary around the zone until then, so the capturing
player is not necessarily doomed even when he captures alone.
In particular, a beginner with unspaded tanks and
weak crews can find in capturing one of the best possibilities to gain points
whereas if he remained hidden and covered he would have gained very little and
if he faced enemies in duel would have been likely killed without getting any
victory.
For example an American M24, fast as it is, is excellent for capping whereas
it’s cannon-fodder in duels: having to use it, would you give up to a possible
cap and would just wait to face an enemy in duel? You would be a fool to do
that.
So, why that “camouflaged moron” said that? I think, especially after having
read his “reasoning”, that was for the usual reason driving camouflaged morons’
behaviour: the infamous KDR (Kill/Death Rate). Just like in AF, those funny
people are obsessed by KDR (so much to judge other players’ performance just on
that, they are the typical players so stupid to rely on Thunderskill’s
web stats too!) and capping is for some of them too much “risky”. Since they
exploit the P2W nature of WT and know to have a
marked advantage in duels, they focus on seal-clubbing and give up to capping
unless they are practically sure to survive the capture at least for a long
time. In other words, they play just for themselves, not for the team.
Then they even made a “philosophy” about it on Forum (just like spawn campers
do, BTW).
I’ve already warned you how many ridiculous advices from ridiculous “experts”
you can read on WT Forum. This is just another example.
o
Stay covered!
Sheltering is important in GF and is one of the major differences between GF
and AF.
When attacking a cap point located behind a hill, never, never, NEVER climb up the
hill to have a “good view” of the zone! You would be perfectly visible and
will be almost certainly killed at once by one of the many enemy waiting on the
valley, especially if the point has already been captured by the enemy team and
especially if your crew has low Vitality (as it likely has if you are a
beginner). A crew at level 20 can be easily one-shot killed even at lower BR
and if the enemies firing are more than one you couldn’t endure more than five
seconds.
Always try to have a side view of the zone where enemies are, better if
sheltered by a rock or another obstacle. When approaching to a cap point or
another risky zone, use paths into valleys, never ridges.
If you really have to cross open spaces exposed to enemies, for example trying
to cap a zone, plan your path towards a refuge at the end and run like hell.
Remember that at any Tier, if you are a beginner or you aren’t a paying player,
you are at high risk of being easily one-shot destroyed, especially if your
crews’ Vitality is lower than what is needed for that BR.
So, staying covered is very important and essential against the much advantaged
paying players. If you have been put in a battle against experienced players,
worse if advantaged players, it’s very likely they’ll one-shot kill you as soon
as they see you.
Always think that the enemy can quickly kill you even if you are
tempted to believe it can’t kill you while moving fast or just
half-a-second after you expose your tank.
The enemy usually can, especially because amongst them it’s likely there
are “paying aces” (squadron players etc.).
If you expose yourself to many enemies at the same time, you are surely dead
because at least one of them is very likely a “superman” being able to one-shot
kill you, at least if you are a beginner/intermediate player who hasn’t friends
in high places.
WT GF is NOT a fair game,
don’t forget it, and some players can do “superhuman” things …
o
Don’t be too much stationary!
Since aiming in GF is difficult, especially when having stock or almost-stock
tanks and low-level crews in targeting and rangefinding
(as usually beginners have), newbies often find a “good” position, sheltered or
partly sheltered, and try to stay there for long, carefully preparing to open
fire against unaware enemies passing in front. This is good for tank destroyers
and could be good sometimes for tanks with turret but often exposes them to
dangers.
A stationary tank became an obvious target for enemy artillery and enemy tanks
can prepare to shot at it as soon as it uncovers itself. Any player in AB has
the on-screen mini tactical map (and likely the most of players beyond
beginner’s stage use things such as Tactical Map app too) and can easily see
where nearby (and not only nearby) enemies are and a tank staying for long in
the same position is easy to detect.
Moreover, being stationary in GF AB means being unable to take enemies by
surprise (although a stationary sheltered tank that seems innocuous could
surprise nearby opponents by suddenly moving!).
Even less advisable is, of course, being stationary in front of enemies!
Although there are sturdy tanks (such as KV-1s and Churchills)
being able to sustain repeated enemy shots (within a certain amount), a
beginner with a weak crew will be very easily one-shot killed when doing that,
regardless his tank.
So, if you face one enemy, you should try to move after having fired, while
your gun reloads, to make things difficult for the enemy. If you face more than
one enemy, you could try to destroy more than one but you’ll succeed just if
they are all weaker or less experienced than you, so after having hit the first
is better to move immediately to avoid (if possible) the shot of the second.
This thing is another issue that markedly differentiate GF from AF: in AF
moving is unavoidable, being intrinsic to flight dynamic, whereas in GF moving
is “optional”.
If you could learn to fight while moving in tanks, you would have a great
advantage in GF.
But, realistically, this can be achieved just if having extremely good crews in
fully spaded tanks, so it’s almost precluded to beginners.
Anyway you could try to improve this skill.
o
Withdraw when needed.
If you realize that your team is doomed
and the battle is surely lost, my strong advice is to withdraw, i.e. to
quit the battle, without losing more tanks.
Too much often I remained in an already lost battle, trying to
desperately help comrades and to get some personal achievement (kills, assists,
hits …) to improve my position in final battle rank, but I regretted having
done it in 90% of cases.
When enemy is steamrolling, it’s much more likely to be immediately killed
than to gain some more points and SL.
This is even more true in an unfair game such as GF WT, where skill counts very
little and battles are often unbalanced.
So the wiser thing to do is to withdraw without deploying more tanks.
Just try to understand if the battle could still be won, if not and enemy is
dominating then quit.
This is an advice I would never give about WT Air Forces and, really, in
AF I usually stay in battle until the end, even if I’m sure we’ll lose.
Why? Because AF is a much more fair game and I know that with planes I could at
least have a good personal performance without being quickly destroyed (and it
often happened to me).
Not so in WT GF, “the Idiocy Game”.
But there is another reason why you could be sometimes advantaged
withdrawing before battle end.
Let’s suppose you want to spade a single tank or to increase XP on a single
crew: if you fight with three tanks and three crews, at battle end RP and XP
earned points will be spread on all three, slowing your grinding. On the
contrary, if you fight just with that single tank, all points will give to it.
If you start battle with that tank and do well enough, after it has been
destroyed is often convenient to quit the battle, having already maximized
the result.
And if, at that time, your team is losing is usually very
convenient to go out and not to risk further very likely tank losses.
So, if your team is clearly losing (even more if you had realized it’s a bad
team), at least think not just one but three times before
throwing another tank in the fight.
You’ll soon find that you’ll regret not having followed this rule!
What to do if you had re-entered into the battle with a new tank and just after
that you realize it was a mistake because your team is hopelessly
losing?
Of course, exiting voluntarily the game would be no more an option, because you
would lost the thank just if it would have been destroyed by an enemy.
So, will you bravely fight, knowing to be doomed, or will you try to survive?
Well, the wisest thing to do, albeit depressing, would be hiding and trying
to survive until battle end. This is often difficult to do, even staying
near your base, because the advancing enemy is usually able to reach you.
Your realistic goal should be to destroy at least one enemy tank before
being killed: put focus onto one of them, which are likely advancing in mass
towards you, and try to open fire before any enemy shot. Sometimes it works,
because triumphant enemies often made hasty decisions, expecting to be there
just to kill and not to die.
There is no safe rule, but in general those are quite good guidelines.
o
Squadron players, paying
players etc.
Just as in AF, but even more, pay attention to squadron players (likely good players, even more because both
experienced and usually paying), players
with evident signs to be paying players (e.g. using paid camouflages, bushes
and decals) and even players with
“painted” tanks (likely addicted to the game, so being very expert).
Although fully unbalanced battle happen often, not always are so shamelessly
unbalanced as the one here depicted: one full four-players squadron just
in one team!
Have I really to say which team won, by a large margin? I could have easily
predicted since the beginning that red team would have been the winner (to be
honest, in AF the particular advantage of squadron players is even more marked
than in GF).
Since in GF player’s experience/paid status is more important than in AF,
identifying expert opponents is really useful. You always have to remember that
in GF a paying player will always have a marked advantage over non-paying
players (better tanks, better crews, likely untold advantages that make him
much less vulnerable to shots too etc.), that’s why so often you can hit him
first and nevertheless being one-shot killed after an instant.
And if you see a tank with special camouflage or bushes you can be practically
sure (at 90% at least) he is a paying player.
Of course, you can verify enemies’ experience by examining player cards
of gamers of the enemy team before entering the battle but will you do that?
And you should remember that player’s level doesn’t tell everything oh him,
on the contrary often it’s misleading: a Level 100 is for sure very
experienced, but a level 30 could be as much experienced gamer using a second
nickname and/or having a crew as much as experienced just having paid
to have it.
So, when you check player’s card pay
attention to any enemy having “victories/battles ratio” higher than 55% and
“average position in team” higher than 65%: they are the most dangerous
players, with the best tanks and high level crews, and an average gamer will
lose 75-80% of duels with them.
Those stats are typical of the most of Level 100 players but can be found even
for Level 10-15 player.
Do you believe in Santa Claus? So you could think that they achieved those
results just by their skill, even having just 300 battles fought.
As for me, I don’t believe in Santa Claus.
I’ve seen things you people
wouldn't believe, such a level 6 (six!), with camouflaged tanks of course,
being able to kill 12 (twelve!) enemy tanks in just one battle (plus 5
assists), with crews fully resisting to shots by Pz
IV from 10 mt, losing at the end just one vehicle!
For sure, when you see a level 15 or 20 player being able to kill 8-10 tanks in
a battle, you know he and his crews are experts, point.
And very likely he paid for that.
So don’t be surprised when you see some “superhuman” behaviour from many
“aces”, don’t be surprised when you’ll be one-shot killed at 800m or killed by
a long-range deflection shot while you were moving really fast, don’t be
surprised when your close-distance shot won’t make any significant damage to
the enemy notwithstanding the declared armour/penetration data.
That's WT GF, baby.
WT GF! And there's nothing you can do about it. Nothing!
o
Learn the maps.
Knowing GF maps (sniper places, hiding places, blind alleys, strength of
buildings, hill slopes, buildings that can be penetrated etc.) is at least as
much as important than having good aim or following “strategies”.
o
Buildings can be not just
obstacles.
Some kinds of building (wooden or
with weak walls as in Korea map) can be pierced
by gun shots and tanks “hidden” on the opposite side can be damaged or
destroyed. Please remember this both for offensive and defensive actions.
o
Beware of friendly fire when
using planes in GF.
Even if Gaijin has
disabled friendly fire between tanks, i.e. with your tank you can’t
damage or destroy a comrade’s tank (maybe because tankers are so stupid that at
battle beginnings they could start shooting one another instead to limit
themselves, as is today, to shoot in air, making a mess with smoke grenades and
bumping comrades!), this is not true with planes: a GF plane can destroy friendly tanks and friendly planes!
And a tank can shot down a friendly plane too.
Once, in my SPAA I was shooting to an enemy tank when a comrade’s plane “kamikazed” it. But doing that he inserted in my line of
fire and I got a “friendly kill” penalty! I had to view the replay to
understand that one of my bullets hit the plane when it was just 50cm above the
ground, a nanosecond before the crash!
On WT Forum I’ve read of similar happenings to other players.
So, in a GF plane pay attention where to drop your bombs and rockets, you could
kill a tank of your own team, and when in a plane you shoot at an enemy
remember that you could shot down a friend too.
Finally, in a tank or a SPAA avoid shooting to friendly planes!
Penalties for friendly killing can (rightly) be substantial.
All this could have some sense (it’s friendly fire disabling between tanks to
be quite artificial!), however it’s another example of inconsistency in this
game.
o
Just like when you played with scale model tanks …
You could setup some Custom Battles (just with bots, setting a password to avoid other human players get
in).
Custom Battles are practically useless in AF, on the contrary in GF there is
some use: making practice and learning some maps. In AF knowing maps is almost
unimportant, on the contrary in GF is important.
In AF bots are almost harmless, on the contrary in GF the dumbness of game
mechanics makes bots much dangerous, so playing GF Custom battles can teach
something (even if not much and just in the beginnings).
o
Guns are not everything, they
need ammo too!
Choose the right ammo for any tank.
Read WT forum and WT Wiki to have info and advices about that.
BUT be aware that, as usual, in WT GF there are so many abnormalities
that very often ammo effect isn’t what you could expect reading its data in
game ammo chart.
It’s a really common happening being unable to seriously damage enemy tanks
even with perfect shots at close distance, making those penetration-vs-armour
charts ridicule. Some ammo are evidently bad designed in game, such as the M67
shot for the almost useless 105 howitzer of M4A3 (105), whose effectiveness is
usually very poor and, however, quite unpredictable. And shrapnels
(fragmentation shells) against light and open vehicles are much less effective
than many advices given on WT Forum maintain.
Many players will tell you that unexpected fail to destroy enemy happened just
because your ammo wasn’t the right one, that you didn’t point at the right part
of the enemy tank etc.
Although in some cases this could be true, be aware that it’s also the usual
conditioned response of naive and brown-nose players, blindly believing in Gaijin’s “perfection” and/or willing to defend even the
worst pieces of junk in game.
Anyhow, in general AP-only (ammo with just Armour-Piercing capability,
no explosive) are much less effective than APHE (Armour-Piercing
High-Explosive ammo), because it’s more difficult for an AP to kill enemy crew members.
Since your tank is lost for “Crew knocked out” when ALL crew members are dead,
many precise AP shots are usually needed to kill them all, one by one with a
long series of shots, whereas an explosive shell (APHE) can kill them all just
with one shot, especially if crew members have low Vitality.
So choose preferably APHE. Unfortunately many British tanks have just AP
ammo, the other nations are better and have APHE for practically any tank
(although in some cases you have to spade the vehicle to unlock APHE ammo).
Shrapnels (HE fragmentation shells) can be useful
just against the crews of open vehicles so they are useless at least 90% of
times.
Before battle you’ll choose the number of shells for any kind, depending
on ammo effects and personal preferences.
In my experience shrapnels are of so little
usefulness that I just give them no more than 5-6 shells, loading the most to
the better APHE and second the better AP (which are nevertheless useful against
heavy tanks, when having a great penetration effect).
The vulgate in WT Forum and some advice from Gaijin’s
Wiki say that it’s dangerous to fill all you ammo rack, i.e. to use all
the ammo you can load into the tank, since an explosion for an enemy shot is
more likely.
So many players advice to keep racks filled just for half or about.
In my personal experience, I saw no advantage in doing that, my tanks
with half-empty racks still go on exploding as much easily than with
filled up racks.
My statistic could be too limited, so you should check for yourself.
However, even this it’s in my opinion a hint that the vaunted DM could be much
more rough than propagandized (if not just a smoke screen for mechanisms
deciding of “life” and “death” according to other undeclared parameters).
o
Lies, damned lies and the gunsight cross.
Don’t trust too much the colour of the gunsight cross!
Being green doesn’t always mean that
you’ll kill the enemy and being white (and sometimes even red!) doesn’t always mean that the enemy can’t be heavily damaged or even
one shot killed.
Here you find a video example, a tank that “couldn’t” have been perforated, so
showing red (!) cross,
that is actually one-shot destroyed: https://gfycat.com/MiserableCalmDutchshepherddog
So, if you are at close distance and the
cross is still white, is usually convenient to try a shot: in
several cases you’ll see the cross “magically” turning to green only after the
shot!
Inversely, sometimes you’ll have not even a simple hit (!) with green cross, at least with medium or long-range
shots.
It’s seems to be another silly faults amongst the zillions GF have, but there
is another possibility.
In fact, I have to say that I’ve
started to strongly suspect that this strange behaviour could be another
example of WT being a Pay-to-Win game: if Gaijin would want to
advantage certain players (e.g. paying players, as it’s very likely) they could
easily do that by turning the cross to green on a larger tank area, at the same
time making the enemy tank more vulnerable.
Please remember that Gaijin says that GF post-shot replays are just an
approximate depiction of what happened, so they could show us what they want,
within certain limits, especially for long-range shots where the player haven’t
a detailed view of the part he is aiming on the enemy tank.
This would have three immediate effects and would be significant especially for
long-range shots.
First, the player would be ready to fire at instant, just after having
pointed the gunsight, because he would immediately see the “green”. On the
contrary, a “pariah” player has to wait for some frightening seconds while he
struggle with the mouse to point to the “right” part of the enemy tank and wait
for the cross becoming green, believing to what Gaijin says i.e. they have a
“sophisticated” DM (damage model).
Second, the enemy tank would be likely destroyed, if the “green” is on a
larger area. A “great performance” for the paying player …
Third: the player, who has killed the enemy, often with a wonderful
one-shot, would think that his performance is due just by his skill (“what a great aim I have!”). Another
example of the smartness of Gaijin’s tactic to give
us a P2W game, taking care of paying players’ loyalty, without making it
evident to players!
It would be a mechanism easy enough to implement, very effective in giving an
advantage, “hidden” to anyone (including the advantaged player!) and able to
explain many “superhuman” behaviour of some gamers, being able to point, shoot
and one-shot kill the enemies just within one second.
An almost perfect P2W mechanism.
If this theory would be right, the two aiming-related crew XP parameters, i.e.
Targeting and Rangefinding, could be involved,
possibly with an hidden “boost” of them.
Otherwise, we should conclude that Gaijin has designed a “sophisticated DM”
which works very badly with the aiming system, for sure a possibility in a
quite bugged game but maybe less likely than the possibility of a P2W mechanism
(since there is a lot of reasons to think at WT as a P2W game!).
o
Lies, damned lies and the enemy markers.
Don’t trust too much the visibility of enemy markers.
The enemy could be in range and you could be still
unable to see it! This is especially true after patch 1.65 which introduced us
to “invisible tanks” (you detect
them just when they hit you, even at a few hundred meters). This is true even
using the mini-map on-screen and even using tools such as WT Tactical Map (see my
Air Battles Beginner’s Guide).
It’s just another idiotic faults amongst the zillions GF have. So be always
careful (as much as you can).
o
And now, let’s see again in slowmo …
You can use GF battle replays and
examine the short in-battle replay of your “deaths” trying to learn something
but don’t overestimate the
usefulness of doing that. This is not AF, where there are tactics to
learn, is GF i.e. a game with rough tactics (if any) and almost no logic or
fairness.
Likely the most useful thing you could learn from GF replays is to have the definitive proof that WT GF is
NOT a fair game!
For example, after a battle I noticed that in my team there was a Level 96
player, who had about a 70% victories/losses ratio and got 17 kills in that
fight. So I went to check the replay to discover in which way he fought to have
such a performance.
He used two Achilles in that battle (the second being evidently a backup tank).
An Achilles is a British tank destroyer that has a great gun but a quite weak
armour.
Gaijin’s Wiki says: “Protection is not good. The sloped armour and the track links
added to the front will protect you from some low calibre shots but the vast
majority of your enemies will be able to easily destroy you. Side armour
is paper thin. The high profile and the very slow turret traverse (man
powered) are not good for close range combat so avoid deep flanking
tactics”.
Well, he did exactly what Gaijin says to be too much dangerous: close combat!
And even if he was lucky (or maybe, in part, watchful …) for having being hit a
limited number of times, notwithstanding he thrown its tank almost into enemy
crowds!, he was however hit more than one time, from very close distance.
But those hits, even on the “paper-thin side armour”, made practically no
damage to that tank and its crew!
A couple of times he lost just one crew member but didn’t even waste some time
to replace him, since tanks was still able to fight at full capabilities!
It was incredible to see a weak tank being almost invulnerable, whereas
I perfectly know that it couldn’t have been the same for me (Level 61, not
paying), even facing the same exact situation. I know what would have happened
to me, in the same tank: I would have been immediately stopped and disabled at
the first suffered hit and very likely killed with just a second shot.
I have to add that previously, on battle chat, I read his opinion that WT GF is
not P2W: evidently he is not aware of reality and thinks that his
performance is basically due to his own skill!
So I have to make a correction: the most useful thing you could learn from GF
replays is to have the definitive proof
that WT GF is NOT a fair game (but a P2W game) and that a lot of WT
“aces” don’t even suspect that they bought their “skill” or, in the best
case, they play so well just for having fully developed crews and tanks, facing
much weaker beginners and average players’ crews and tanks.
No doubt, Gaijin made a smart P2W mechanism that hides itself to the
eyes of the privileged players, making them thinking to be real “aces”!
In other words, watching replays you’ll also have a further proof that there are a lot of morons amongst WT
players (no surprise here, though).
However, from time to time is useful to play battle replays.
When you want to have a more reliable view, especially if you need to look at
details, it’s usually better to resort to server replays, not local
replays (there are two separate menu items for choosing that).
But this is not always true! At least about “invisible tank” issues, local
replays seems the only trustable kind of replay! (see my close examination of
the issue in this Guide).
o
Tossing a coin with wagers.
I advise you that, if you are not only a beginner
but even a more advanced non-paying player,
using GF battles to play important wagers
such as Golden Eagles wagers you’ll
be at the mercy of game idiocies and
unfairness and almost without the support of your skill (not much
significant in GF). In other words, you have just to hope to be drawn in a lot of good team with good and winning paying
players, otherwise you’ll waste your wager.
It will be just as tossing a coin.
If you are good enough with planes, bet on wagers with AF that, at least, is
more respectful of you skill: if your team will be defeated you can at least
partly blame yourself!
o
Bullshits, bullshits everywhere …
Always take with a grain of salt any statement or advice given in WT Forum. Although (strangely?) tank players seems to me, on the whole, less
prone to give bad advice than airplane players (maybe because they more easily
become aware of the intrinsic unfairness of the game and better realize that
their performance is given more by their crews/tanks level than by their “ace”
skill), even about tanks you could read a lot of wrong statements.
One of the most wrong advice I’ve seen in WT Forum (which in general is full of
bad suggestion!) is “in GF the most
important thing is to hit first”: fully wrong, at least for beginners and
intermediate players below BR 5, since usually expert/paying players are able
to endure perfectly placed shots, suffering just a temporary crew handicap and
quickly turning against the sufficiently skilled but weak enemy, one-shot
killing him. On the contrary, in GF the most important thing is to have skilled
and strong crews!
In another case a newbie (less than 100 battles fought so far) asked about a
very classical happening for a beginner: how do I avoid being one-shot killed,
with my crew suddenly destroyed when my tank is hit by any shot?
Eight very experienced players answered.
The answers were the usual blah-blah so often found in Forum: first don’t be
hit, angle your tank, don’t take a full ammo load etc.
In practice, almost useless advices and for sure partial, if not silly.
On the contrary, nobody, I stress: NO-ONE-OF-THEM!, even mentioned the need to
have a good crew Vitality! No one of them.
They eruditely talked about angling, armours and tactics while the issue for a
beginner is that he has a too weak crew to resist even to peashooters’ shots.
All this while other beginners, in the same thread, rightly expressed their
disbelief that those were the reasons for their deaths.
Just as with AF you can read a lot of bad advice about planes (“climb, climb, climb!”, “use Boom-and-Zoom!”), with GF you can
read equally bad or useless ones, such as “learn
tactics!” (there are almost no tactics in GF and, anyhow, tactics are not
at all the most important thing).
Another bullshit is “any time you are
killed it means you made some mistake”. This isn’t true even in AF (you
have to take risks in AF AB and being sometimes destroyed is not only almost
inevitable but could be even convenient if it gives you more score), certainly not
in GF.
Of course, if you make mistakes you’ll be likely killed but if you are a
beginner you will be destroyed a lot of times just for having tanks+crews weaker than your adversary, even having fought well
and better than your enemy.
This is the crucial difference between AF and GF.
Remember that many assertions and suggestions are given by expert, often paying
players, living in a completely different world than a beginner. There is
very little in common between a non-paying newbie with level 20 crews, stock
tanks and a long-time player, often paying (Premium or not), himself level 90
or 100, with all spaded vehicles and level 70 crews
I’ve seen some of them entering in GF some months after me, then after just one
month they had level 70 crews, in less than half of the time my crews barely
reached level 30! Of course, they paid for that …
But if you ask them, very likely they’ll tell you that, no, they found no
advantages in paying!
Beware: sad to say, in WT world,
especially in Forum, there is also a significant number of liars and storytellers!
You can recognize them by checking against facts you know and by gathering the
large amount of clues they leave on their messages.
Some of them likely lie even to themselves.
Also remember that advices given for RB and SB could be possibly not applicable
to AB. For example, there are ground vehicles such as ASU-57 that are good in
RB or SB but very weak in AB (in this case, because in AB anyone can easily
spot any other tank and a vehicle with virtually no armour such as ASU-57 is
dead when spotted).
o
Performances and stats: how
much do you care?
Remember that using stock or almost
stock tanks or using tanks with low BR
compared to enemies will make your
performance dramatically drop, much more than in AF. Please remember this
if you, like me, are used to spade almost any kind of vehicle, even the
not-so-good ones and the weakly-armoured ones. If you care your “stats”, don’t
do that.
The same, obviously, if you are overtiered by a bad
choice of your BRs and lose a lot being overwhelmed by much
stronger/skilled/advantaged opponents: your stats will drop dramatically.
If you are a good AF player and choose to play GF it’s better if you forget your overall stats: being a game
disrespectful of skill it’s almost sure your
overall stats will suffer for a long time, unless you pay to quickly
“became a tank ace” (crews with accelerated experience, fully spaded tanks by
paying).
Luckily, at least Gaijin recently separated AF and GF stats, so you can
look at them separately. Even being now not strictly unified, playing GF
is what definitely convinced me not to worry at all about stats.
In the end, my advice is: do what you feel right to do and fuck off the silly
stats of a silly game, WT GF.
o
Set your goals.
Especially if you are a non-paying player, in a game so promising but so
stupidly designed and programmed and, above all, being P2W, it’s in my opinion
important to have goals going beyond mere winning.
So you could (and should, IMHO) set your own goals, e.g. spade all vehicles of all
nations, raise all crews experience to a certain level (e.g. at level 20, then
level 40) etc., all largely achievable regardless extra-performances and, at
the same time, useful to grow your skill, experience and scores.
This could give you some additional satisfaction even in a game treating
non-payers like a dog.
o
Can a silly game be played in
a smart way?
A really important thing: remember that an
IDIOTIC AND UNFAIR GAME can’t really been played in a smart mode and
sometimes couldn’t even be convenient to play it in a “fair” mode. So don’t
expect much from a game designed and developed in such a pitiful way and feel free to play the way you want to
your own interest.
For example, exiting the battle before the end if your team is clearly
incompetent or unbalanced or exiting just after having spaded one vehicle. I
disapprove doing that in AF but in the much more stupid GF is another matter: it
doesn’t deserves more respect than it gives to players.
Quite frequently I regretted my decision to stay in a battle even when there
was no hope to win and almost no hope to have just one more kill, being
overwhelmed by enemies: the outcome was another death, other SLs lost in
repairs.
Never do that, learn to identify lost causes and avoid losing even
more.
Another thing that you could do, to your own interest (but, unfortunately,
usually damaging your team) is to plan to use just one tank for the battle,
for example because you are spading that particular tank or increasing
the experience of that particular crew or both.
There are cases when doing this is useful. For example, you could have a lineup of three tanks, BR 4.3-3.7-3.7 (you couldn’t manage
to make it better because you have no other tanks at 4.3 for that nation, it
often happens) and you want to spade the 4.3 tank and increase its crew
experience.
If you battle with three tanks you’ll be at a marked disadvantage: the 4.3 tank
is stock and its crew is weak, the other two are, on average, overtiered by
enemies. So you could decide to use just the 4.3 tank, avoiding losing SL for
the very likely repairing of the second and third tank too (without having much
chances to gain SL since they are overtiered). If
your team win the battle, you could easily earn more than 1500-2000 SL even if
you had a mediocre performance with the spading tank.
If, on the contrary, your team lose the battle, with just an acceptable
performance you could anyway earn, let’s say, about 1000 SL even after having
repaired your single destroyed tank, moreover you won’t have to pay 2000-3000
SL for repairing the other two tanks too.
There is no sure and fixed rule to decide if battling with just one tank is
worthwhile but it could. And, moreover, if you are spading just one tank and
training a particular crew, doing so you don’t “waste” time fighting with the
other two tanks and crews. You should check the possibility and decide if you
want to do that.
Of course, fighting with just one tank both your team and your stats, e.g.
average position in team, will suffer.
o
Playing WT Ground Forces?
Isn’t it better to get a life?
In the end, my humble but strong advice is: please AVOID CONSIDERING WT GROUND FORCES AS A “SECOND VIRTUAL LIFE”,
especially if you have no intention to pay to have a “satisfactory life”!
I know that there are reasons to consider the game as “another world” to live
for a few hours any day (and myself often “suffer” for that idea!) but consider
that, for an inexperienced and/or non-paying player, it’s a very frustrating
existence. And I don’t think anyone would be happy to live a miserable life
as a “virtual cannon-fodder”.
It’s better to take WT GF light-heartedly, knowing in advance it’s unfair and
has stupid mechanics, and focusing on personal goals such as spading
vehicles, improving crew experience above a certain level, fighting tanks with
SPAA etc.
So, my advice is to establish realistic personal objectives, especially
if you are a non-paying player, such as getting stats in average relative
position in team > 50% (or any other target you like), and don’t worry too
much for the rest.
WT GF has been designed by stupid and presumptuous people and you have to live
with that, willing or not.
If you really want to live WT as a “second life”, at least turn to WT Air
Forces, follow the advices I gave in my AB Air Battles Guide and stay under
Tier IV.
o
I almost forgot …
Oh, by the way: have I already told you that WT Ground Forces is a DEMENTED game that seems have been
designed and developed by MONKEYS?
BIG QUESTION ABOUT LIFE: WHY I SO OFTEN WIND UP IN TEAMS WITH
MORON COMRADES?
Being frequently surrounded by idiots in your team in a WT ground battle is a
sad and sure fact of life.
Just if it wasn’t enough to look at their behaviour, you had to endure them on
battle chat too.
Why?
Frankly, I have no sure answer.
Maybe it’s just the ground battles mechanics, so much different from air
battles (slower, with the same comrades standing side-by-side for a longer
time), to make more evident when a player behaves in an imbecilic way.
Or, on average, tank players are dumber than plane players. But since many
gamers plays with both tanks and planes, I think the first hypothesis is the
more likely one.
Comrades’ stupidity manifests in several ways, from the innocuous
shooting to the air at battle beginning (often done just for mistake) to the
more annoying bumping friendly tanks (again, in many cases being just fault of
the spawn mechanism).
Another particularly stupid and unfair behaviour is cutting in front of you
when you, with a faster tank, are trying to reach a zone to capture it.
And, of course, we can’t forget the morons playing with chat at battle start,
shouting an endless series of “Attack A
point!”, “Attack B point!”, “Attack C point!” (given from the same
player and even if only A point exists) or the wonderful “Leading for landing”.
Worse are players seeking protection behind you (in some cases just starting
from the spawn zone, without having asked you!) but impeding your movements in
doing that.
Another very irritating behaviour is the comrade that without any
justifications bumps your tank during the battle, without saying any “sorry”
and sometimes just when you are aiming to the enemy.
Then we find the most serious bad behaviours, such as pushing your tank out
from a shelter to expose it to enemy fire. These, except some cases of mistakes
or bad driving i.e. made in good-faith, are the equivalent of teamkilling in AF. This is the only kind of possible teamkilling in GF, since Gaijin wisely decided to
deactivate friendly fire for tanks, maybe realizing that a so widespread
stupidity in GF players would have done an unbearable damage to the game and
endless quarrels and recriminations!
A different issue (even is some cases related to idiocy) is team
incompetence:
- players camping near the spawn zone when the battle is still hanging in the
balance, without giving any contribute to the team
- players never checking, it seems, the locations of comrades and enemies on
the map
- player rushing ALL, at battle beginning, to the same cap point in a three
points map, leaving at once two to enemies (it could be a viable tactics just
on some maps and with a team able to move together in a coordinated way to
reconquer the other two points, an event almost never happening)
- players without any initiative to capture or recapture a cap zone
etc.
This is just an example of a battle that my team lose notwithstanding we
weren’t on average worse than our opponents, on the contrary we were likely
better.
But a lot of my comrades remained camping near our base or at safe
places far from the action for a large part of the battle, so the enemies
managed to hold two cap zones out of three all the time.
I tried to capture it, killing enemy tanks that were defending the point, but
no comrade, although near the cap zone, tried to took advantage from that.
At end we lose, for that reason, a battle which we could and should have won.
It’s not possible to give general judgements, in some cases behaviours that
seem wrong could be justifiable (for example a light tank could be forced to
flank being too weak for a direct attack to a point of capture, a
lightly-armoured tank destroyer could need time and space to find a good place
to position itself before entering into the fight, a player could be justified
not to waste another tank when the battle is hopelessly lost etc.).
In some cases a team apparently inept can later reveal itself a good team,
which (on purpose or by chance) let enemy vent their attack just to
counterattack, reconquer cap points and winning.
So remember that in some cases even almost desperate situations can be
overturned, often it just need a brave and coordinate actions of three tanks.
Some consider “impolite” to complaining on chat about team’s ineptitude but my
opinion is different: if nobody express unhappiness, those players will never
learn they are making mistakes.
So, in the most evident cases shouting on chat is not only right but useful too
(just try to be “constructive” and explain what are the mistakes).
There is another possible issue related to “bad teams”: losing strikes because of team unbalancing, just in AF (see my
Arcade Air Battle Guide).
Since it’s quite clear that Gaijin makes its best to divide players between
“paying aces” and “not-paying cannon fodders”, it would absolutely logic that
they on purpose unbalance battles to further advantage the formers.
This would easily explain why a non-paying players suffers so many battles
in poor teams.
The following was, for example, a very bad battle for me, notwithstanding I
finished first in my team (but when I finish in the very first positions in
tank battle rank I know I have been in a poor team and usually we lost!) .
We badly lose, soon losing all the points, and if you look at individual
results you can notice as much inferior we were.
BTW, this followed a streak of other bad battles for me and I almost wasted
here a 150% SL one-mission wager.
Maybe I’m wrong but so much often I’m induced to think that Gaijin purposely
starts a “losing streak” when they
decide that a particular player “has to
start losing for a while”.
Without any “programmed losing” it’s difficult to think at a “fair game” and
just a random happening when you lose 22 of the last 28 battles, such I noticed
in a particular losing streak of mine!
Anyhow, probable Gaijin’s dirty little secrets apart,
you’ll often find a lot of bad conducts that reveal cowardice, foolishness, puerility and poor respect for other team’s members.
Of course, big heads and brown-lickers never back down in chat,
from the “L2P, noob!” to “this is a wonderful game and you have to respect
its developers!”.
Consider that another shortcoming in GF, which in AF is at least, less
evident and annoying.
GF is already a demented game, when in addition you find comrades’ stupidity it
makes things even worse.
HEY, I’M DOING BETTER NOW! AM I BECOMING A TANK ACE?
In WT, both AF and GF, player’s performance improves with the passing of time.
If that doesn’t happen, it’s likely the player is doing something really wrong
or … it’s not a game appropriate for him!
Apart some improving
of skill and tactics, crew and tank
improvement counts A LOT.
So, if you find you really got better, I suggest you to make some honest
soul-searching: why you improved? What changed?
I could bet that you started to play with much better crews and always
spaded tanks, staying about at the same BR level (i.e. without going to upper
Tiers/upper BRs).
Yes, likely you fight in a better way now, being able to better judge
situations and circumstances, driving better, covering better, knowing the
maps, choosing the right ammo etc.
But even this personal improvements could not explain why your average position
in battle raised from 12th to 4th.
I examined my
personal story and found that the turning point was when I started to play with
strong and spaded (or almost spaded) tanks and with crews having level > 40.
Sure, I improved some tactics, such as defending my robust but slow KV-1
against a nimble T-34 at close distance, but if I hadn’t a much stronger crew, able to resist to some shots in a
strong tank I’d have been quickly
killed however. Just as happened to me when I was a beginner.
And, in fact, going back to unspaded or weaker tanks
and/or weaker crews my average position dropped again.
This is the same happening in AF but, as usual, in GF this is much more marked,
personal skill counts much less and tanks and crews count much more.
So, be rightly happy
for “your” improvements. After all, you are enjoying now what the game deprived
you of when you were a newbie!
But remember that it’s not just you, it’s the
combination player+crew+tank and you are not the most decisive element of the
trio, unless you are a real Michael Wittman … or, on the contrary, a hopeless
player in this game!
You (as a “human player”) were not “so
bad” when, at your beginnings, you were regularly one-shot killed by expert
enemies, and you are not “so good” now that you kill often less experienced
players with weaker crews and tanks.
There is almost no
more skill needed than hitting well and first an enemy. When you do that and,
even if using a good explosive ammo, you can’t make any significant damage to
the enemy tank notwithstanding declared armour/penetration data, it’s not your
“bad skill”: it’s a bad game.
Inversely, if your crew miraculously resists to a well-placed enemy shot and
you still can move, turn the turret, aim, shoot and destroy the opponent, it’s
not you “good skill”: it’s a bad game.
Where “bad game”
means at least that: the winner is not necessarily the more skilled player but,
as it usually happens, the player that uses the best “drone” (crew+vehicle), generally got by paying.
I’ve seen some very
experienced players forgetting that or, worse, not understanding that.
Or willing to deny just to convince themselves they have become real “aces”
just for they own merits.
A final note.
This page had the
“honour” to be censored in WT Forum.
A Forum moderator invited me to “share my
ideas in a civil and constructive way” and to avoid posts being "insulting and/or inflammatory by deed or
intention".
So the following
message has been “censored”, link to this page included.
https://forum.warthunder.com/index.php?/topic/353855-many-kills-lots-of-rp/#comment-6811056
In all fairness (and
without any sarcasm, I swear) I had to say that, in this case, I really
understand this censorship.
I can’t approve it but I understand.
I’ve been really heavy-handed on my judgements on WT GF, both here and on the
Forum, and it’s not surprising they took offence. For sure it’s unpleasant to
be so harshly criticized.
Maybe I really should make changes to this page to make it less “tranchant” (many times I wanted to do it, but every time I
play GF I become more and more convinced to leave it just as is now …).
But … now try to
understand my point, because it’s a very instructive case.
Please carefully examine on WT Forum the original copy of that
“censored” post (link is above) and tell me if I’m not right when I say at this
point I have no hope in Gaijin being
able to fix anything.
Anything.
Not even when doing
that would be just in their own
interest.
Could you see it?
CloCloZ